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Old 09-03-08, 08:23 PM   #571
Doolittle81
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Quote:
Originally Posted by lurker_hlb3
This is TEC Note about a Campaign related bug IRT the Type IIC/D submarines from the 1st Flotilla. If you are offered a “New Command” and accept, two very ugly bugs will surface. The first one is that the system will continue to use the Type IIC “objective” code instead of the Type IID “objective”, which will cause the famous invalid “Fremantle” mission. The second is that the data related to the conning tower is not being added to the Unit data files in the “saved game”. I currently I’m working on a fix for this, and will release a patch when I get it fixed. For the moment the only option is to say “NO” when offered a new command.
Thanks VERY much for looking into this... I'll just hang on to my saved mission entering Kiel...until the time comes that there might be a fix.


FYI, as you probably know, saying "NO" when offered the new command ends one's career and one is retired, and told that one will be a NATO Admiral in the 21St Century.

I just want to be a Kaleunt in 1940 ......with the prospect of promotion and adventures from 1940 through 1945...if I survive!
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Old 09-03-08, 09:37 PM   #572
lurker_hlb3
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Quote:
Originally Posted by Doolittle81
Thanks VERY much for looking into this... I'll just hang on to my saved mission entering Kiel...until the time comes that there might be a fix.
Don't save them, there worthless. The fix I have to do will make them completely incompatible.
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Old 09-04-08, 11:38 AM   #573
Doolittle81
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Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by Doolittle81
Thanks VERY much for looking into this... I'll just hang on to my saved mission entering Kiel...until the time comes that there might be a fix.
Don't save them, there worthless. The fix I have to do will make them completely incompatible.
Okay then...I will, therefore, retire with honor on 29 July 1940...

I'll come out of retirement later on in 1940 at Lorient...at the personal request of Doenitz!!!
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Old 09-05-08, 07:30 AM   #574
cgjimeneza
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Default no instruments/dials

Hi
something happenend to my game

when I choose a type IX, Ive found that I have no dials in my control room, no navigator map, empty black circles on my depth, speed, and all the TDC gauges.

they are ok in types II and VII, and if I leave control and go to the conning tower (inside), ive got them, so the problem seem to be located inside the main hull section.

Here is a list of my active mods

any ideas are welcome.
Atlantic Grid mod
German Office ATO
Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Spaxs SH4 Uboat SPEECH FIX_V8
SH4 Flag Replacement
(1) RUIM v1.0 for SH4v1.5
(3) RUIM v1.0 for SH4v1.5 Awards add-on
Add_Radio_St_02-2008
Berlin (this is a pseudo radio station I made dropping songs into a home made radio folder)
#1 PE3 Install
#2a PE3 Special effects for Stock
#3a PE3 Submarine bubles and caustics and roll pitch
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
OpsMonsun_V400
OM_V400_Patch1
SH4_1.5_ Uboat_freeCamFix
different smoke (TMO)


once more
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Old 09-05-08, 08:22 AM   #575
csengoi
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I've noticed that the AA gun on the IIB is not shooting at the center of the haircross but far right from it's center.
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Old 09-05-08, 06:04 PM   #576
lurker_hlb3
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Quote:
Originally Posted by csengoi
I've noticed that the AA gun on the IIB is not shooting at the center of the haircross but far right from it's center.
I believe this is a "stock" problem with the AA guns. Will see if I can find a fix for it.
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Old 09-05-08, 07:43 PM   #577
cgjimeneza
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Default they are back

Quote:
Originally Posted by cgjimeneza
Hi
something happenend to my game

when I choose a type IX, Ive found that I have no dials in my control room, no navigator map, empty black circles on my depth, speed, and all the TDC gauges.

they are ok in types II and VII, and if I leave control and go to the conning tower (inside), ive got them, so the problem seem to be located inside the main hull section.

Here is a list of my active mods

any ideas are welcome.
Atlantic Grid mod
German Office ATO
Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Spaxs SH4 Uboat SPEECH FIX_V8
SH4 Flag Replacement
(1) RUIM v1.0 for SH4v1.5
(3) RUIM v1.0 for SH4v1.5 Awards add-on
Add_Radio_St_02-2008
Berlin (this is a pseudo radio station I made dropping songs into a home made radio folder)
#1 PE3 Install
#2a PE3 Special effects for Stock
#3a PE3 Submarine bubles and caustics and roll pitch
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
OpsMonsun_V400
OM_V400_Patch1
SH4_1.5_ Uboat_freeCamFix
different smoke (TMO)


once more
problem fixed, it appeared to be video driver related, on an inspiration (yeah), I did a reinstall of the nvidia drivers and everythign seems to be in its place for the moment.

thanks all
:hmm: :hmm: :hmm:
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Old 09-05-08, 09:32 PM   #578
cgjimeneza
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Default fuel endurance

I know fuel endurance takes many items in consideration, but is there a base chart of speed set (slow ahead, standard, full, flank, etc) and range for U-boats

problem is the % indicator of fuel is not quite exact,

maybe do some speed runs over the week in a "safe" place, but NOT in the bay of bizcay...

does anyone knows if luftwaffe fighters escorted U-boats to and from???

I know the RAF had some fighters patrolling there so its logical the germans did too.

but you know the problems with the divided command structure, the navy and luftwaffe didn`t see eye to eye most of the time
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Old 09-07-08, 07:42 AM   #579
cgjimeneza
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Default how may AA guns

I dont know if this has been published or not:

Im taking a IX-C on dec 16,1941.
according to the weap panel I have a 20 mm and a 37 mm aa guns
on crew slots only the 37 shows, and its not possible to manually go to the 20 mm
by doubly pressing F7

on the IX-B i got both guns working.

another question:
do you draw extra crew for you guns? this I have allways done, or do we drag people topside without adding extra crew... a bit to ponder

will try to get my IX-C safely to the Carolinas and back... last time a Sunderland killed me some 80 km from my base returning... thats bad luck.

edit: no... I found a convoy off portugal, attacked, hit two merchs and sank a third, ordered the boat to dive, when I ordered to level it didnt do, kepth going down, now Im one with the sardines in my iron coffin, weird... could I be looking for a fresh install?
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Last edited by cgjimeneza; 09-07-08 at 08:05 AM.
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Old 09-07-08, 09:09 AM   #580
Bosje
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this is with RFB and RSRD underneath opmon 400

I'm having a great time taking my VIIb out into the atlantic with the SH4 engine. looks great, feels great, i'm home so very well done, sir!

Trouble is, I utterly fail to understand how the game/mods take care of boat handling. my wonderful boat consistently fails to keep any depth at all below 20 meters. at any speeds. gets worse as you get deeper. here are some of the things i wish to understand better

Diving is not only governed by the planes, in fact it's hardly governed by the diveplanes. most depthchanging relies on trimming with the ballast tanks, as i understand it. but the fine trimming and depthkeeping DOES rely on the planes, combined with some forward motion.

(I remember once being in a fleetboat, ambushing a jap convoy at 150 yards, silent running, all stop. ordered periscope depth as the convoy got close and IMMEDIATLE the escort went crazy. so, ok, the game does some noisy pump/ballasttank thing, even when running silent. How does that work? is there absolutely no way you can manipulate the boat with just the planes? The game insists on noisy trimming? Hmm)

With that notion from Fleet Boats in the back of my mind I am riding my VIIb. Crash dive testing, boat plunges down in under 15 seconds. bit too fast but ok. sometimes she levels out at 70 meters, sometimes 75. bit weird but ok. back up to periscope depth, seems fine at any speed. go full ahead, order the planes on dive (D-key) she goes down like a stone, as she would. I cut the engines at 100 meters.

Now, in all my previous submarine simulator experience, and in my head the thing which i thought i knew, that would gradually arrest the dive.

planes are all the way on 'dive', bubble indicates a decent down angle, we are doing 6 knots. and the depth gauge races down. fine. all stop, speed drops to zero, boat is still dropping like a stone. dammit, emergency reverse. boat shakes as she picks up reverse speed, i am expecting the boat to pull back out of the depth. But she is still dropping like a stone.

What the hell? the planes are still on dive and the boat is still pointing NOSE down from the long dive. reverse speed by now some 4 knots which SHOULD pull the boat up. I am expecting this manouvre to result in decreasing depth while the planes slowly level the boat out, on her way to a STERN down position as the planes pull her that way with reverse speed. (still following me?) I am used to order the planes up for surface by that time, so that the stern will get pulled upwards again while the boat continues to pull herself back up to the surface.

I hope it makes sense but this is the classic way to arrest a dive, as explained in the submarine manual (the authentic USNavy 1950's one) It can be seen in Das Boot, it works in SH3 and it makes perfect sense. It completely fails here.

By now my boat was at 200 meters and I got a bit worried, as my boat utterly failed to do what I thought she would do. I ordered the boat to surface and gave it all ahead flank and in the end, she did pull out of it, slowly rising after first dropping yet another 20 meters before the nose was properly pointing up. By now I had enough of it and blew all ballast, boat still in good shape, ok

I wanted to know more so kept up with tests. Crash dive, going to 2/3 speed halfway through the plunge. she kept trying to reach 75 meters, i guess, but the low speed somehow screwed up with depthkeeping. i put on some timecompression to see how it takes her to level out, next thing i know the compressed air is all gone (yes it was fully recharged before I made the dive). what the hell? the game engine is using up all my compressed air because she refuses to go to the desired depth? (incidentally, I had been doing taskswitching while on the surface, which I know introduces weirdness. maybe that explains sudden compressed air loss, but i don't see how) Back up to the surface, saved the game and fully rebooted. Reload and continue.

again, crash dive, slow down during the dive. do not wait for her to level off but hit the 'A-key' while around 60 meters. she levels out somewhere near and i think: 'Fine'
I don't understand how the boat works and it worries me, but at least she stays within 10 meters of the desired depth. She does change depth a lot more quickly than i'm used to, but i guess that's just some SH4 thing.

then I get a hydrophone contact and a wonderful sight greets me up top. 4 huge troop transports and a battleship on their way to the western approaches. Cool! (this is november 1939) I attack, the destroyers don't get me. i overtake them, attack again, again the destroyers don't get me and I go home with 45000 tons in the log. all good.

But not once during that convoy engagement did the boat keep her depth. thankgod the destroyers are still green and under-equipped. Even 3 knots did not make the boat respond. Ordered 160 meters, goes down fine for the first 130 meters, then stalls and very very slowly creeps down. gets as far as 151 and stops there. planes indicate full dive position, bubble indicates downward angle and speed is almost 1 knot slower than it should be, I can only presume due to the drag from the diveplanes. she just stays where she is. even at 4 knots, still nothing. ok fine i hit the 'A-key' where she is, 151 meters. diveplanes go to zero, boat pops up to 142 meters while the planes get down again more with every meter that she is rising, to try to get back to 151 meters. etc etc etc. What is wrong with my boat?

The same happens with silent running on/off and battlestations on/off. I'm stumped. The boys are a bit green, perhaps that's the problem?

This is not a rant, please don't get me wrong. I love the game and I love the mod. I just don't understand what makes the boat float. At all.

Sorry about the longwinded and perhaps confusing tale but I hope it gives an impression of the problem. cheers\


ps: I am accustomed to mediocre handling at slow speeds. but in this case she fails even at full ahead. that, we cannot have. So what does operate the boat deep inside the engine? is there some kind of simulated ballast tank operation going on, totally outside player control? I'd bloody well like to think that I am in charge of her, but from where i'm sitting, something is not right.
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Old 09-07-08, 09:21 AM   #581
SilentAngel
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Hi, first of all awesome concept of a mod,

I've been enjoying most of it so far, but today i ran into a bit of a problem.

I was in a type IIB and got a recon mission in australia(!!!!!)

naturally I just started the mission sank some ships near england and returned, after this mission I'm awarded a new sub (type IID).

Than I get the Australia mission again, and on top of that my type IID texture seems screwed, conning tower and flack gun are gone, and so are the options for it.


:edit: I should read before I post(A), read about it hoping for a fix soon

Last edited by SilentAngel; 09-07-08 at 10:14 AM.
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Old 09-07-08, 12:12 PM   #582
Doolittle81
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Quote:
Originally Posted by SilentAngel
Hi, first of all awesome concept of a mod,

I've been enjoying most of it so far, but today i ran into a bit of a problem.

I was in a type IIB and got a recon mission in australia(!!!!!)

naturally I just started the mission sank some ships near england and returned, after this mission I'm awarded a new sub (type IID).

Than I get the Australia mission again, and on top of that my type IID texture seems screwed, conning tower and flack gun are gone, and so are the options for it.


:edit: I should read before I post(A), read about it hoping for a fix soon
Perhaps you have already done so, but Read my series of posts beginning with #572 http://www.subsim.com/radioroom/show...&postcount=572and Lurker's responses. I'm choosing to just end that IIB/IID career and start a new one in September with a much better VIIB U-Boot.
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Old 09-08-08, 02:20 AM   #583
Bosje
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Quote:
Originally Posted by cgjimeneza
Hi,

Im suffocatting, Im in 1940, mid july or so, on a type VIIC south of Iceland

I crash dived and got some damage as the bottom was only 50 mts down.

I surfaced and repaired damage, ending with 8% hull damage.

I have no indication of my air compresor on the damage control screen, my boat recharges compressed air but not oxigen to breathe,

I go down to periscope depth, go up again by surfacing, by clicking on the CO2 box in the upper right corner but no oxygen is stored

any ideas?
did your crew show up on the bridge when you surfaced? there is a known bug which i can introduce to my system by taskswitching. alt-tab out of the game while surfaced and the watchcrew stays on the bridge when i dive, alt-tab when submerged and the boat thinks it's still down. batteries and compressed air recharge fine, but the boys stay inside and CO2 keeps building up. stupid bug, solve it with a save/load and prevent it by not taskswitching
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Old 09-08-08, 09:49 AM   #584
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:edit: I should read before I post(A), read about it hoping for a fix soon[/quote]
Perhaps you have already done so, but Read my series of posts beginning with #572 http://www.subsim.com/radioroom/show...&postcount=572and Lurker's responses. I'm choosing to just end that IIB/IID career and start a new one in September with a much better VIIB U-Boot.[/quote]

I started a VII career indeed, btw

somehow in the freemantle missions if I cancel them right away without sinking something first to keep my tonnage up i had no problem (I got the freemantle mission 3 times that way, and I got a IIC and THEN the IID with conning tower.
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Old 09-08-08, 01:07 PM   #585
lurker_hlb3
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Operation Monsun V400 Patch 2 readme

1. Added KM Grid by DarkFish
2. Adjusted AI for more aggressive Escorts
3. Added new Visual Sensors by Teddy Bar
4. Upgraded German AA Guns to be inline with the ones in RFB
5. Adjusted the Spain’s side to neutral vice allied
6. Adjustments to Type IIC and Type IID
7. Corrected mission assignments for 1st Flotilla Type IIC & IID

WARNING

When you return to port your sub "WILL NOT" have it's torpedo's auto reloaded.
You will have to loaded the torpedo yourself. This is to ensure that the "wrong" torpedeo's are "not" loaded on your sub.


See first post for download link


Only install when in port
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