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Old 01-14-10, 01:54 AM   #2086
Wolfling04
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@Shockwave

I believe I can answer a couple for ya.

#3 That's the way the stock game came. Deck guns and torps left 3D damage, as for bullet holes with the AA gun that is not included.

#4 Lurker can be much more precise with this one but I believe ships only sink by flooding with OM, even though the bow is completely blown off the tugboat would have a VERY small compartment there to damage and to flood. Therefore most likely would not sink.
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Old 01-14-10, 08:04 AM   #2087
lurker_hlb3
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Quote:
Originally Posted by ShoCkwaVe View Post
1) not sure why or how to fix this Annoyance myself but has anyone noticed that when
you lock onto a merchant threw the scope, binocs ..etc the game randomly decides sometimes
not to stay locked no matter how many times you click lock which results in lost efforts
as far as tonnage credit goes when the ship is sunk?

Date
Location
Type of Sub
Flotilla/Task Group
Mods (in install order)
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Old 01-14-10, 12:04 PM   #2088
Wolfling04
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Honestly, I get the locking bug to, I thought I remembered it being a stock game bug that was mentioned a while back but this is what I got:

Date: 1939
Location: always been in the North Sea or Atlantic, west, south west and north west of Great Britain.
Sub: VIIB
Flotilla: I believe its the 7th
Mods:

OM 705
OM705 to 720
OMEGU 300
OMEGU patch 3
OM Harder escort L1
SH3 Command Keys
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Old 01-14-10, 01:09 PM   #2089
karamazovnew
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You don't need to be locked on a ship to receive credit for the sinking.
And god damn it guys, how are you supposed to understand and appreciate (or criticize) what a mod does if you haven't played the stock version? If you did, you'd know perfectly well that in stock the Locking problems are much worse than in OM. In light fog you couldn't lock on a ship that was 2000m away. In OM the lock breaks only on distant ships. Ships closer than 3000m don't break lock even in rough weather. Just keep you periscope on the target and press L, if it breaks lock, press L again...
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Old 01-14-10, 01:28 PM   #2090
Wolfling04
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Quote:
Originally Posted by karamazovnew View Post
You don't need to be locked on a ship to receive credit for the sinking.
And god damn it guys, how are you supposed to understand and appreciate (or criticize) what a mod does if you haven't played the stock version? If you did, you'd know perfectly well that in stock the Locking problems are much worse than in OM. In light fog you couldn't lock on a ship that was 2000m away. In OM the lock breaks only on distant ships. Ships closer than 3000m don't break lock even in rough weather. Just keep you periscope on the target and press L, if it breaks lock, press L again...
I am not criticizing anything about this mod, I mentioned I remember it being a stock game issue. I have been playing sub series since Aces of the Deep, then SH2, SH3, and SH4. Playing the stock game and pressing A and CTD'ing I was there as most of us were. Please do not badger me, because, I have played the stock game. I LOVE this mod and play it almost on a daily basis, but when I lock onto a ship less then 2000meters away in perfect weather and I lose lock every 3-5seconds, I believe it is something worth mentioning.

In fog, storms, rough seas, or any other adverse weather I must agree just simply press L or the lock button on the scope. And no, you dont need to be locked on the ship to get credit

http://www.subsim.com/radioroom/show...light=Lock+Bug
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Old 01-14-10, 01:51 PM   #2091
karamazovnew
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The previous post wasn't directed at you. Sorry, I should've quoted. But lurker already did that a post before.

Quote:
Originally Posted by ShoCkwaVe
1) not sure why or how to fix this Annoyance myself but has anyone noticed that when
you lock onto a merchant threw the scope, binocs ..etc the game randomly decides sometimes
not to stay locked no matter how many times you click lock which results in lost efforts
as far as tonnage credit goes when the ship is sunk?
Actually my badgering wasn't even directed at Shockwave either. I wanted to say that 100 times, not sure why I did it now and here.

EDIT: Oh now I remember

Quote:
Originally Posted by Treetop64 View Post
Very promising looking mod, though I have yet to actually use it in an Atlantic scenario. Really appreciate the addition of the Kiel-Wilhelmshaven and Panama canals!

However, I did run into what I hope is a minor problem:

100% occurance of the game CTD'ing while accessing the museum. The museum splash screen (Yamato) loading bar will fill completely, then hang for about one minute, then the game CTDs. The game plays normally otherwise (so far...)

Game Specs, in installed order.
All mods are installed manually:
1. SH4 v1.5
2. RFB v2.0
3. RSRD for RFB v575.7z
4. OM v720 (v705, v705 to v720, and v720 Patch 1)

Again, I hope this is something that does not eventually affect gameplay. These mods make an absolute gem out of SH4, and I'd hate to see anything disrupt that!
It's a wonder Lurker didn't break a fuse when reading this... You know, in Oblivion I actually used around 100 mods. I manually entered each file and searched every change they made. I never used a mod unless it fixed something that was bugging me. I found those mods by actually looking for the problems. Then I tested each mod to see if it worked as described. I ended up with a game that most players wouldn't recognize. Treetop64, if you had the patience to download such a big mod, why didn't you also take the time to read the first post? I mean c'mon... "Very promising looking mod"?

Last edited by karamazovnew; 01-14-10 at 02:06 PM.
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Old 01-14-10, 01:59 PM   #2092
Wolfling04
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Ok Sir, no harm done, and my apologies for the little outburst.

BTW: Love the Interface

LOL @the edit. agreed I would be pretty steamed if some one said that.
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Old 01-14-10, 03:12 PM   #2093
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Quote:
Originally Posted by Wolfling04 View Post
Honestly, I get the locking bug to, I thought I remembered it being a stock game bug that was mentioned a while back but this is what I got:

Date: 1939
Location: always been in the North Sea or Atlantic, west, south west and north west of Great Britain.
Sub: VIIB
Flotilla: I believe its the 7th
Mods:

OM 705
OM705 to 720
OMEGU 300
OMEGU patch 3
OM Harder escort L1
SH3 Command Keys
During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:- The values used in the “Visual” section of Sensors.cfg- The true position of the ship from the Sub- The date of the mission- The latitude and longitude of the player’s submarine What does this mean to the user? If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter(November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC ock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all. If you are on the equator you will see all contacts no matter what the date is If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all. With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this ssue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the ocation and/or number of the ships instead of having all ships instantly and magically appear n real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked
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Old 01-14-10, 05:06 PM   #2094
ShoCkwaVe
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Quote:
Originally Posted by lurker_hlb3 View Post
During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:- The values used in the “Visual” section of Sensors.cfg- The true position of the ship from the Sub- The date of the mission- The latitude and longitude of the player’s submarine What does this mean to the user? If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter(November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC ock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all. If you are on the equator you will see all contacts no matter what the date is If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all. With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this ssue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the ocation and/or number of the ships instead of having all ships instantly and magically appear n real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked
Thank you sir that more then explains it.. so in other words don't mess with it and deal with it the way it is considering other mods even try to expand on complications & must get a kick out of disfunctional equipment while at sea *shrug* I should be happy you atleast worked it your best.
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Old 01-14-10, 05:27 PM   #2095
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id just like to say thanks for giving a decent nazi campaign to sh4, it really is great and will keep me busy for a long time.

it annoys me that the sh4`s sound seems to have taken a step backward from sh3 but even that area has been improved, well done

did i say thanks, thanks

im still learning the ins and outs so back to the channel for me
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Old 01-14-10, 07:43 PM   #2096
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Installed everything on my other computer and RFB and OM played very well together! So I uninstalled it and reinstalled everything on this computer and all is good. So now I can enjoy both of these good mods.

One question though. Since trying out your mod, alone or with RFB, I've noticed that my game realism settings get overwritten by my selection on the campaign selection screen. Is there any way I can customize the realism settings again? I like everything selected except manual targeting and external views but your mod seems to want to make me learn the manual targeting or use a few other settings that I don't like. Is there a file that I can edit to customize things again? Thanks.

I also assume that the OMEGU 3.0 is not compatible with RFB mod? Again, great work that you've done here, very much appreciated!
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Old 01-15-10, 12:59 AM   #2097
Wolfling04
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In the captain's office after choosing your Flotilla, year and sub you can customize the diffculty settings.

American Cam.- I believe its the radio on the left hand side of the office.

German Cam.- I believe its the filing cabinet on the right hand right of the office.

And you are right about OMEGU
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Old 01-15-10, 07:11 AM   #2098
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Quote:
Originally Posted by Alfred Keitzer View Post
The issue came up when I recently tested out the XXIII in Monsun going from Norway to the English coast. I was repeatedly attacked (day and night) by aircraft while I was anywhere from 40 to 90 meters underwater, which brought me here to another complaint by someone else about being attacked out of the blue at 80 meters by an aircraft.
Exactly the same issue brought me here, while using 720.
Snorcheling my way in a XXIII from Norway to the Scottish coast got a message that my radioman detected radar signals, hauled in the snorchel went to 90 meters, changed course and get pinpointetly pounded by Catalinas the whole day.
How deep do i have to go for not be spotted by planes and also my understanding of the radar waring reciver is that i have way time to countermeasure when radar signals are detected and not get "made" on the first glimpse.

Another thing is the submerging times of the XXI and XXIII boats.
I recently read that the main leap in submarine technologie with these boats was their ability/purpose to travel large amount of times submerged (up to 3 day with batteries on 5 knots) but i cant do this in OM even if the batteries whould hold on this long time the CO² levels prevent it.
Shouldn´t the snorchel also take care pf the CO² levels?

I don´t want to tick somebody off, just asking!
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Old 01-15-10, 07:55 AM   #2099
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Quote:
Originally Posted by BadKarma1001 View Post
Exactly the same issue brought me here, while using 720.
Snorcheling my way in a XXIII from Norway to the Scottish coast got a message that my radioman detected radar signals, hauled in the snorchel went to 90 meters, changed course and get pinpointetly pounded by Catalinas the whole day.
How deep do i have to go for not be spotted by planes and also my understanding of the radar waring reciver is that i have way time to countermeasure when radar signals are detected and not get "made" on the first glimpse.

Another thing is the submerging times of the XXI and XXIII boats.
I recently read that the main leap in submarine technologie with these boats was their ability/purpose to travel large amount of times submerged (up to 3 day with batteries on 5 knots) but i cant do this in OM even if the batteries whould hold on this long time the CO² levels prevent it.
Shouldn´t the snorchel also take care pf the CO² levels?

I don´t want to tick somebody off, just asking!



PBY5A are equipped with "MAD"

and

Read Item 4 in the readme in the first post of this thread

and

http://www.subsim.com/radioroom/show...ge#post1176320
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Old 01-15-10, 09:14 AM   #2100
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Quote:
Originally Posted by Wolfling04 View Post
In the captain's office after choosing your Flotilla, year and sub you can customize the diffculty settings.

American Cam.- I believe its the radio on the left hand side of the office.

German Cam.- I believe its the filing cabinet on the right hand right of the office.

And you are right about OMEGU
Oops! Yes, it's been that long since I've played this game that I've forgotten simple stuff like that, though with RFB it appeared to use the settings that I set from the main screen, thus my confusion. Thanks for the reminder!! These are really great mods that I'm happy I can now get into with these colder slower months (in CT here) when I have a little more free time to play games. Life is good!

Thanks again to Lurker and all the other modders out there who put in so much of their time and share thier labors with the rest of us. Thanks guys.
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