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Old 11-21-23, 10:27 AM   #1
KaleunMarco
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Originally Posted by propbeanie View Post
Well, however long it took to get there, might have been local storms prior to your arrival. Also, the game gets really squirrelly if a "ship" is set in too shallow of water, of which, the Target assets are invisible ships (to the player's eye anyway), so it might be that they self-destructed in the shallow water. Plus, don't forget about the "drift" factor that is alive and well in the game. Besides other unknown "requirements" of the game, the Targets should have a Speed=0, a waypoint set at least 1000m away, a "Head to waypoint" set, and a GameEntryDate and Time set to a time near mission time. You could also experiment between "EvolveFromEntryDate=" of "true" (the asset is placed where the game calculates it would be when it "spawns" from you getting close enough) and "falses" (it spawns where set when you get close enough). Triggering the asset into existence is also an option, though does complicate things needlessly sometimes...
so, that parm means let the ship travel from where it is to where it would be, using the speed, direction, and starting dates as directors?

i always thought that EvolveFromEntryDate had to do with evolving the equipment, upgrades, etc.

nice naming convention. (don't get me started on that topic )
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Old 11-26-23, 07:12 PM   #2
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Default Narwhal with RFB

Has anyone attempted to play a Narwhal under RFB and seen some missing equipment in your boat configurations? Like messed up deck guns as well as funky-looking radar?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]

1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_RFB_2.0_Patch_06June2019
4_RSRDC_RFB_V575
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Old 11-27-23, 09:07 AM   #3
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Are you doing the separate Bonus Narwhal download there KM, or the Pseudo Narwhal from TMO? You might be missing Library files, and/or the boat is calling a different device than what is in RFB, but that has the same name... ??
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Old 11-27-23, 06:30 PM   #4
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Are you doing the separate Bonus Narwhal download there KM, or the Pseudo Narwhal from TMO? You might be missing Library files, and/or the boat is calling a different device than what is in RFB, but that has the same name... ??
i am using what you see in my config.
i stripped everything else out just to be sure.
is there a separate modset for Narwhal under RFB/RSRD? (i did not look)
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Old 11-27-23, 08:04 PM   #5
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Originally Posted by KaleunMarco View Post
i am using what you see in my config.
i stripped everything else out just to be sure.
is there a separate modset for Narwhal under RFB/RSRD? (i did not look)
That would be the Pseudo Narwhal that came in the RSRDC mod then. Be sure you're not over-writing parts of it with the patches and other files afterwards - which ain't easy to do... I also am not certain as to how "compatible" it is in RSRDC. You could always try to use the Bonus Narwhal and its "Narwhal Graphics Support" add-on, both on the Bonus Downloads page.
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Old 11-27-23, 08:38 PM   #6
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Originally Posted by propbeanie View Post
That would be the Pseudo Narwhal that came in the RSRDC mod then. Be sure you're not over-writing parts of it with the patches and other files afterwards - which ain't easy to do... I also am not certain as to how "compatible" it is in RSRDC. You could always try to use the Bonus Narwhal and its "Narwhal Graphics Support" add-on, both on the Bonus Downloads page.
d/l the New_Narwhal_K_v_1.8.5.7z file. i think it is the Bonus Mod. Team Keltos made several Narwhal mods and it is not clear which is compatible under which circumstances.

loaded this onto the config previously posted and it appears to be "better" than the RFB/RSRD Narwhal.
 


however, i will have to cleanup the Crewmember Slots before i can shove off on a test run. do not laugh too loudly or you will hurt yourself.

 


i can fix this...takes about 30 mins. what i do not want to do is fix the crew, take her out for a spin and discover model looks good but does not work.
+++++++
p.s. well......it did work, partially.
as we shoved off on what i would call a shakedown cruise, i was handed eight Menu ID Not Found errors. Now i get to hunt them down. {are we having fun, yet?}

it would appear that driving a Narwhal with RFB+RSRDC will require a very unique configuration, certainly not one that is off-the-shelf.

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Last edited by KaleunMarco; 11-27-23 at 11:22 PM.
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Old 12-09-23, 05:39 PM   #7
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Default Convoy routing

ok, here is another good one to mull over.

it is mid-December, 1942. we are heading roughly east, towards Midway Atoll, returning from an extended recon/patrol.
on the way at approximately 141+ E Long and 29+ N Lat, we encounter a troop "convoy" that consists of one Huge Liner and three escorts. it is headed roughly N by NW at 12 kts, at the time of it's spawn into individual ships.
at that time, the liner begins a continuous series of clockwise circles with the escorts trying to keep up and not get run over.
yes, it's doing doughnuts in the middle of the Pacific. i am trying to figure out why.
i've seen this behaviour previously but this time i did a bit more research.

has anyone else experienced a convoy or task force running around in a circle?
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Old 12-11-23, 10:16 AM   #8
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There are probably other reasons, but the main one is the grouping's ships are set too close to each other, and the "collision avoidance" is constantly engaged. The liner is probably trying to avoid the closest ship to it, so constantly helms away from it, while all the other escorts are trying to avoid the Liner... The game has a "minimum" spacing of 500 meters between ships, but that is center-point to center-point on the ships. If a ship is 500m long, it has already eaten half of that distance with its on hull. Add the 110m of an escort, and it is sensing an imminent collision constantly... pia to correct, but it is doable. SH3 has Hebe's mySH3-Tool that does flag all such groupings, but alas, that is not enabled for the SH4 game as of yet. We'll have to do some more, and stronger arm twisting...
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Old 12-11-23, 02:45 PM   #9
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There are probably other reasons, but the main one is the grouping's ships are set too close to each other, and the "collision avoidance" is constantly engaged. The liner is probably trying to avoid the closest ship to it, so constantly helms away from it, while all the other escorts are trying to avoid the Liner... The game has a "minimum" spacing of 500 meters between ships, but that is center-point to center-point on the ships. If a ship is 500m long, it has already eaten half of that distance with its on hull. Add the 110m of an escort, and it is sensing an imminent collision constantly... pia to correct, but it is doable. SH3 has Hebe's mySH3-Tool that does flag all such groupings, but alas, that is not enabled for the SH4 game as of yet. We'll have to do some more, and stronger arm twisting...
i thought of that but the behaviour is repetitive...and does not stop until i leave the area and the RGG "unspawns" back to one entity. The one-and-only non-combatant ship just keeps making circles and the escorts run around her like The Three Stooges.

the troop convoy groups that i am thinking are the culprits all have Spacing = 700 (meters). the troop ship in question was a Kiturin which is 130m. that kinda led me to believe that spacing was not the issue. (700/130 = 5.3)

initially i was leaning toward the issue is that the Leader did not spawn and the ship selected by the AI as replacement-Leader had a poor skill rating. but that was not the case either, as the Leader was one of the escorts and not the unspawned ship and the DD had Elite skills. One would think that the Elite-Leader would have the RGG making progress, on course, on time, towards the destination.
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Old 01-09-24, 02:02 PM   #10
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Hey boys, sorry if im about to necro this thread but i have nowhere else to turn and dont have alot of modding experience to fix my problem.

anyone might know how to fix the empty gauges inside my fleetboat?

https://www.subsim.com/radioroom/att...1&d=1704826464

i recently started playing SH4 and i noticed that the gauges on the Narwhal class are fine but the Tambor ones are not. why is that?

im only using RFB_2.0 and the patch, followed by FotRS in that order. im unsure if its the supermod thats causing this or the fleetboat mod but since its related to the ship i decided to post this here. any tips are appreciated!
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Old 01-09-24, 03:00 PM   #11
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Originally Posted by JohnsAviation View Post
im only using RFB_2.0 and the patch, followed by FotRS in that order.

there is your root cause.

RFB and FOTRSU are stand-alone megamods and are not combinable...in any order.

Play one OR the other...not both at once.

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Old 01-09-24, 10:18 PM   #12
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Quote:
Originally Posted by KaleunMarco View Post
i thought of that but the behaviour is repetitive...and does not stop until i leave the area and the RGG "unspawns" back to one entity. The one-and-only non-combatant ship just keeps making circles and the escorts run around her like The Three Stooges.

the troop convoy groups that i am thinking are the culprits all have Spacing = 700 (meters). the troop ship in question was a Kiturin which is 130m. that kinda led me to believe that spacing was not the issue. (700/130 = 5.3)

initially i was leaning toward the issue is that the Leader did not spawn and the ship selected by the AI as replacement-Leader had a poor skill rating. but that was not the case either, as the Leader was one of the escorts and not the unspawned ship and the DD had Elite skills. One would think that the Elite-Leader would have the RGG making progress, on course, on time, towards the destination.
So... why I did not actually "see" that part of your reply, I don't know, but... this is one of the Silent Hunter series things that have been around since the early SH3 days. They really should NOT have an escort as "leader"... I mean, what do they want? The ship to "escort" and do pirouettes and pinwheels about the convoy, cutting the ships off during their journey so they all look silly, or do they want the ship to "lead", and progress smoothly and at a steady speed from Point A to Point B... they cannot have both. So there is your "leader", able to do 30+ knots, spinning about the place, "escorting", while its charge(s), the Troop Transport, attempts to keep up with the "leader's" cartwheels, with a top speed of 21knots, maybe 24, depending upon the ship? And so they do their "dance" across the waves, ad infinitum ad nauseum... - I would say to make the Transport the leader.
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