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Old 11-27-23, 08:04 PM   #1501
propbeanie
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Quote:
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   #1502
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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 11-28-23, 08:00 AM   #1503
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If you decide to continue with the endeavor, Onkel Neal might want to use your "Bonus Narwal RFB/RSRDC Config" mod... lol - Don't forget now, you can edit the Save folder for your crew slots, but any conn 'Updates' will wipe them out, as you previously experienced. You also want to update the "base" upc files in the Submarine and UPCData \UPCUnitsData \UnitParts#SubName upc files ~AFTER~ proof-of-concept is complete. Nothin' to it 'cept to do it (and then go crazy and cross-eyed)...
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Old 11-28-23, 05:13 PM   #1504
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Don't forget now, you can edit the Save folder for your crew slots, but any conn 'Updates' will wipe them out, as you previously experienced. You also want to update the "base" upc files in the Submarine and UPCData \UPCUnitsData \UnitParts#SubName upc files ~AFTER~ proof-of-concept is complete. Nothin' to it 'cept to do it (and then go crazy and cross-eyed)...
my plan is to edit the "base" files so that the process works as it is supposed to.

the Menu ID errors encountered as we begin our first mission are due to a conflict between SMMO and RSRDC_RFB_V575 in the menu_1024_768.ini file. i am not sure how i want to "fix" this.

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
4_5_New Narwhal K v 1.8.5
5_0_OTC RFB 2.0
5_1_Increased binoculars for RFB OTC
6_1_OTC_Gato Sonar Bearing Fix
6_3_SMMO for RFB 2.0
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Old 11-30-23, 07:15 AM   #1505
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The Bonus Narwhal of course, would not be 'compatible' with OTC, in that you would not have the conn centering effect. However, OTC makes changes to the menu_1024_768.ini file, that are over-written by SMMO. I would be tempted to reverse their activation order, and see what you lose of SMMO... CapnScurvy's periscope, TBT, binocs and gun sites in OTC are quite accurate, and are probably the source of the differences, in addition to the actual command lay-out...
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Old 12-09-23, 05:39 PM   #1506
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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   #1507
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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   #1508
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Originally Posted by propbeanie View Post
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   #1509
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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   #1510
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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, 04:58 PM   #1511
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Originally Posted by KaleunMarco View Post

Play one OR the other...not both at once.
Now i just feel silly, thank you for letting me know im still super new to all of this and its been a couple of long months. i removed RFB and the problem is still happening, one step closer to fixing this mess! im gonna see whatelse i can comeup with... oh and thank you for replying so fast! it really helps!
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Old 01-09-24, 07:27 PM   #1512
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Now i just feel silly, thank you for letting me know im still super new to all of this and its been a couple of long months. i removed RFB and the problem is still happening, one step closer to fixing this mess! im gonna see whatelse i can comeup with... oh and thank you for replying so fast! it really helps!
that result is also due to inexperience. do not feel embarrassed. we have all been where you are.

when one wants to set up a new meg-mod config, they have to (must?) start from scratch. this means not only a fresh, unmodded SH4 folder but also a fresh Save Folder.

hopefully you are using JonesSoft Generic Mod Enabler (JSGME). if you are not, i strongly suggest that you start. i am pretty sure that it is included in the FOTRSU download zip file.

let's say that you are using JSGME. so, you probably backed out FOTRSU, restarted SH4 and then reloaded your saved career. that's not going to work for you. in your use-case, you would not only need to back out FOTRSU but you would also need to delete your Save Folders and then start a new career. Save Folder are stored here:
\Documents\SH4(or some other TLA)\data\cfg\

as you evolve your SH4 experience, you are probably going to want to have more than one megamod available to play. at that point you would want to use MultiSH4, which is also included in the FOTRSU download. but don't rush things. actually, i suggest playing Stock (unmodded SH4) for a career or two just to get the feel of things.

in either case, good luck!
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Old 01-09-24, 10:18 PM   #1513
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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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