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Old 08-21-17, 07:52 PM   #5206
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Quote:
Originally Posted by mark bonamer View Post
this one is great!!! i cannot stop laughing.
patrolling in the east china sea, approx 128-15e 29-36n, 9/15/44 0956 local
group of 4 euro liners and 4 matsu DD's zigzagging. current heading 219.

i am approaching from east. range approx 30k yds.
all of a sudden, every ship starts spawning new ships. a very alien experience, man. i expected to be shot at with green-****. am attaching the best screen shot i can capture.

i think this happened one other time on this patrol with a group of unescorted euro liners. what started out as a handful ended up with about 20. they just kept spawning.

anyway, i thought i would share it with you.


P.S. i was presented with another occurrence..this time it was just euro liners. east china sea 128-50e 29 20n 9/15/44 2035 local
So the old triple-spawn-cloak-of-deception did not work in this case... most interesting... you are indeed a most formidable foe, mark bonamer

We'll have to look at that. Were you observing the spawning on the radar? I'm almost positive we can point our fingers at the same TC_102 that has previously been implicated by others... thank you for the excellent report!
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Old 08-22-17, 02:58 PM   #5207
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Originally Posted by propbeanie View Post
So the old triple-spawn-cloak-of-deception did not work in this case... most interesting... you are indeed a most formidable foe, mark bonamer

We'll have to look at that. Were you observing the spawning on the radar? I'm almost positive we can point our fingers at the same TC_102 that has previously been implicated by others... thank you for the excellent report!
yes, the spawn happened in the middle of our surface attack. alien-weird, man. normally, i would have included some of the hilariously funny Jacques Clouseau euphemisms directed towards Kato but i do not wish to offend.

i can say that fortunately i have a veteran crew whose only response was: we have the enemy surrounded.

not long after this battle, i was approaching a TF when the game up and CTD'd on me. i intend to restart to see if it is repeated.
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Old 08-22-17, 03:42 PM   #5208
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It's kind of important, but did you happen to pay attention to the range to target when they were spawning? You didn't actually visually "see" them, but they were showing on the radar screen? correct? I wish I could see better, but what is the distance from your boat to the closest vessel in your 2nd picture? Did they continue to spawn? Did you sink all of those vessels marked in the 2nd picture? Did you get credit for all that you sank?

Do you have any other mods installed? When you did the v0.63 update, did you do it on top of the v0.62? Were you continuing the campaign from v0.62? If such is the case, it might be a contributing factor. I'm hoping to get time to do some "testing" of my own in that area in the next couple of hours. Last thing, you are North and West of Okinawa, North and East of Formosa? Nowhere near the coast of China, but still in the East China Sea, correct?...
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Old 08-22-17, 05:08 PM   #5209
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Originally Posted by propbeanie View Post
It's kind of important, but did you happen to pay attention to the range to target when they were spawning? You didn't actually visually "see" them, but they were showing on the radar screen? correct? I wish I could see better, but what is the distance from your boat to the closest vessel in your 2nd picture? Did they continue to spawn? Did you sink all of those vessels marked in the 2nd picture? Did you get credit for all that you sank?

Do you have any other mods installed? When you did the v0.63 update, did you do it on top of the v0.62? Were you continuing the campaign from v0.62? If such is the case, it might be a contributing factor. I'm hoping to get time to do some "testing" of my own in that area in the next couple of hours. Last thing, you are North and West of Okinawa, North and East of Formosa? Nowhere near the coast of China, but still in the East China Sea, correct?...
questions...questions...questions....
let me answer in order:

It's kind of important, but did you happen to pay attention to the range to target when they were spawning? You didn't actually visually "see" them, but they were showing on the radar screen? correct?
Yes, this is correct. my SWAG would be that the range was >30k yds

I wish I could see better, but what is the distance from your boat to the closest vessel in your 2nd picture? Did they continue to spawn?
I think there was only one spawn but i may be wrong about that.

Did you sink all of those vessels marked in the 2nd picture?
Yes. Gun fire. Took a while too.

Did you get credit for all that you sank?
Yes.

Do you have any other mods installed? When you did the v0.63 update, did you do it on top of the v0.62? Were you continuing the campaign from v0.62?

No other mods were applied and i would never stack releases. never ever ever.

Last thing, you are North and West of Okinawa, North and East of Formosa? Nowhere near the coast of China, but still in the East China Sea, correct?
yes, probably. i may have even been into the west end of the philippine sea and nowhere near a coastline or island or port. i prefer rum, actually.
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Old 08-22-17, 06:42 PM   #5210
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I hate to keep pestering you with questions mark bonamer, but since you are right at the edge for the spawning limit, I want to make sure what we have here. Can you look at your captain's report, and see what the ships that you sank are identified as? I cannot find a TaskForce group with 4 troop transports and 4 Matsu DD. Were there any oilers (tankers) with the grouping?

As an example, TC 112 has 2 modern, 2 big modern, 2 small, for 6 transports, and 1 Fubuki, 1 Yugomu, 2 Matsu DD. TC 111 has 3 Large Old, with 2 modern fleet tankers, and 4 Matsu. TC 102 has 2 Large Old, 2 Big Modern, 1 European (Conte Verde), 1 Yugomu, 1 Momi II, 2 Matsu. TC 100 has 1 European (Conte Verde) and 3 Matsu.

I say all of that because of this:


Here's our general area. Note the scale. Scale?? What scale??? Some dingbat cut the scale out of the screen grab... nutz...



Closer in, to be able to see FIVE groups close by...



And the root of the problem...

This is another reason Lurker did his RSRDC. It's nice to be able to find a Troop Convoy most times you go out, but by September 1944, I'm inclined to think that there were NOT this many... - That's like 28 to 30 groups out there... Anyway, you can see that the distinct possibility exists that you encountered two or more groups that had merged themselves together at the time of your encounter. Radar at 30k isn't very accurate at reporting the number of vessels, so since I can't find anything after some rather extensive (but fun) "testing", that is my current diagnosis, unless you can find something relevant to this to show otherwise. Notice in my "close-up" shot the "scale" lower left, and also the date stamp toward the upper right. Notice also the group Properties window, and this particular DD is set to Novice, hence your ability to knock off quite a few with your deck gun. As a heads-up, them dudes will be cranked back up later, for when the AI tweaks come in for the player to be able to dial things up or down... The DD with the Troop Transports and the Task Forces have been dialed back for current playability, but it does look like we have to turn the dial back on the frequency also... You might notice that there are 21 RGG in that file, yet there are at least 28 groups out and running. You might also notice the possibility of having upwards of 12 RGG traversing that stretch of the ocean... too much...
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Last edited by propbeanie; 08-23-17 at 07:05 PM. Reason: Scale? what scale??
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Old 08-22-17, 08:50 PM   #5211
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Is this best as standalone?

If applicable, what are other good mods to stack on along with this?
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Old 08-22-17, 09:16 PM   #5212
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Fall of the Rising Sun Ultimate is a "stand-alone" mod. You start with an unmodified "Stock" install. Nothing else should be put in at this time, and then it be expected to perform correctly. As documented above, there are still lots of places that could stand some tweaking, and there are more parts being developed as we speak for future inclusion. As it stands, we are not in a position to say what will or will not work with the mod even tomorrow, since it might all change with the next release. There are a few mods known to work just fine with FotRSU, such as the Bigger Better Protractors, and that is expected to continue to work with it, but ya never know - major point: FotRSU is "beta"...

If you are familiar with modding, make another copy of your SH4 directory and files, use MultiSH4 and JSGME, and go to town with FotRSU. If you don't like it, delete the directory... If you like it (warning: you will like it), then keep it in there, and keep following along here for the impending first non-beta release coming (we hope) soon...
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Old 08-23-17, 06:17 AM   #5213
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I tried starting the game and it went through the first few screens, then the load bar stayed full. Then another window with all of these error messages popped up and I hit enter through them all then the game crashed to desktop. Obviously I did something wrong?

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Old 08-23-17, 08:45 AM   #5214
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What were some of those error messages? That would help in figuring this out.

What were the circumstances of your "install"? Since the odds of having a "clean" game after having used other mods are rather small, it's best if you start with a clean install of the game. Not absolutely necessary usually, but... You should delete (or backup and move) the "My Documents / SH4" folder, which is the old save folder, prior to installing the game again. Take a snapshot with JSGME before you begin with the modding. Then be careful of the folder structure, and enable the mod. The use of LAA or similar is recommended, due to the memory footprint (see also Windows10; Large Address Aware; SH4 Install). The modded game should load faster than stock, and you should NOT get any error messages. The only thing that takes a while to load is the Museum, and that is just due to the amount of "assets" used in the game. This "beta" version of the mod is more well-behaved than a lot of the "release" versions of other mods. That's a testament to the skill of the modders on this team (I would name CapnScurvy, cdrsubron7 and s7rikeback directly, but I'm afraid I'd embarrass them - tic). If I was a betting man, I'd say there was either an issue with "cross-contamination" from a previous mod, or you have a bad folder structure in the MODS folder. Not 100% guaranteed, but close to it.

About the only other thing that would mess you up is computer specs. Take the stock games recommendations, and double them, so you ~need~ a dual-core with at least 4gig of RAM, and a strong graphics card. The latest / greatest is not needed, but you definitely want strong computer gear that is about 5-6 years old or newer. Though it does run on my 2.0g intel core2 duo E4400 and 2 gig of RAM, with an nVidia 6200 AGP vid card with the graphics all set low, the frame rate will dip below 20 fps quite often, so I use it as a test bed for loading, and not much else (the ME). But when I'm playing, I'm on a similar computer that has a core2 quad running at 2.4, 8gig of RAM, and an older PCIe card with more memory, but I'm at a much higher graphics setting (not full-on). Nary a hitch...

Get us those error messages...
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Old 08-23-17, 10:19 AM   #5215
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Quote:
Originally Posted by propbeanie View Post
What were some of those error messages? That would help in figuring this out.

What were the circumstances of your "install"? Since the odds of having a "clean" game after having used other mods are rather small, it's best if you start with a clean install of the game. Not absolutely necessary usually, but... You should delete (or backup and move) the "My Documents / SH4" folder, which is the old save folder, prior to installing the game again. Take a snapshot with JSGME before you begin with the modding. Then be careful of the folder structure, and enable the mod. The use of LAA or similar is recommended, due to the memory footprint (see also Windows10; Large Address Aware; SH4 Install). The modded game should load faster than stock, and you should NOT get any error messages. The only thing that takes a while to load is the Museum, and that is just due to the amount of "assets" used in the game. This "beta" version of the mod is more well-behaved than a lot of the "release" versions of other mods. That's a testament to the skill of the modders on this team (I would name CapnScurvy, cdrsubron7 and s7rikeback directly, but I'm afraid I'd embarrass them - tic). If I was a betting man, I'd say there was either an issue with "cross-contamination" from a previous mod, or you have a bad folder structure in the MODS folder. Not 100% guaranteed, but close to it.

About the only other thing that would mess you up is computer specs. Take the stock games recommendations, and double them, so you ~need~ a dual-core with at least 4gig of RAM, and a strong graphics card. The latest / greatest is not needed, but you definitely want strong computer gear that is about 5-6 years old or newer. Though it does run on my 2.0g intel core2 duo E4400 and 2 gig of RAM, with an nVidia 6200 AGP vid card with the graphics all set low, the frame rate will dip below 20 fps quite often, so I use it as a test bed for loading, and not much else (the ME). But when I'm playing, I'm on a similar computer that has a core2 quad running at 2.4, 8gig of RAM, and an older PCIe card with more memory, but I'm at a much higher graphics setting (not full-on). Nary a hitch...

Get us those error messages...
It's a brand new computer running windows 10 and it's a fresh and clean install off of steam.
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Old 08-23-17, 10:33 AM   #5216
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Originally Posted by propbeanie View Post
What were some of those error messages? That would help in figuring this out.

What were the circumstances of your "install"? Since the odds of having a "clean" game after having used other mods are rather small, it's best if you start with a clean install of the game. Not absolutely necessary usually, but... You should delete (or backup and move) the "My Documents / SH4" folder, which is the old save folder, prior to installing the game again. Take a snapshot with JSGME before you begin with the modding. Then be careful of the folder structure, and enable the mod. The use of LAA or similar is recommended, due to the memory footprint (see also Windows10; Large Address Aware; SH4 Install). The modded game should load faster than stock, and you should NOT get any error messages. The only thing that takes a while to load is the Museum, and that is just due to the amount of "assets" used in the game. This "beta" version of the mod is more well-behaved than a lot of the "release" versions of other mods. That's a testament to the skill of the modders on this team (I would name CapnScurvy, cdrsubron7 and s7rikeback directly, but I'm afraid I'd embarrass them - tic). If I was a betting man, I'd say there was either an issue with "cross-contamination" from a previous mod, or you have a bad folder structure in the MODS folder. Not 100% guaranteed, but close to it.

About the only other thing that would mess you up is computer specs. Take the stock games recommendations, and double them, so you ~need~ a dual-core with at least 4gig of RAM, and a strong graphics card. The latest / greatest is not needed, but you definitely want strong computer gear that is about 5-6 years old or newer. Though it does run on my 2.0g intel core2 duo E4400 and 2 gig of RAM, with an nVidia 6200 AGP vid card with the graphics all set low, the frame rate will dip below 20 fps quite often, so I use it as a test bed for loading, and not much else (the ME). But when I'm playing, I'm on a similar computer that has a core2 quad running at 2.4, 8gig of RAM, and an older PCIe card with more memory, but I'm at a much higher graphics setting (not full-on). Nary a hitch...

Get us those error messages...
You forgot that the game cannot be installed in the \Program Files or \Program Files (x86) directories (unless you are running in WINE under Linux). The Windows watchdogs don't let mods make any lasting changes to Microsoft's territory and you are not allowed to change files in those directories.

Malware runs rampant and free, doing anything it chooses. Microsoft "safety" protocols only keep you from using your computer as you wish.
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Old 08-23-17, 10:35 AM   #5217
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I tried starting the game and it went through the first few screens, then the load bar stayed full. Then another window with all of these error messages popped up and I hit enter through them all then the game crashed to desktop. Obviously I did something wrong?

Any modification you try, then remove, since you installed your Silent Hunter Wolves of the Pacific version 1.5, has to leave your clean game files as it found them.......clean and undisturbed. In other words, if you've added mods to your stock game, make sure the stock game is just as you installed them before adding another mod.

How do you do this? By using the JSGME "Compare Snapshot" feature that will tell you if your stock game files are exactly as they were when first installed. Since most players wish to try modifying their stock game....most have used JSGME to do just that. You add JSGME to your newly installed game, and begin adding mods as you see fit......but many players don't bother to take that clean/unmodded "Snapshot" of your stock game files before trying a modification. That's a huge mistake!!

Some mods, even the most popular (TMO for instance) DO NOT leave your stock game files intact. It alter's the stock game files!! When this happens, following modifications (like Fotrs Ultimate), will not have the same stock game files to work with....and will preform unexpectedly from the way we intended.

You the player, need to make sure you've installed your game properly, and have a clean stock game to use before adding any mod to your game.

I suggest all players to follow proper installation by using this thread "[TEC] Windows10; Large Address Aware; SH4 Install". No matter what Operating System a player uses, the tutorial in this thread will have you installing your game properly, and allowing your game to run as efficiently as possible. Then take that JSGME "Snapshot" for future use, to check your stock game for possible corruption.
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Old 08-23-17, 10:40 AM   #5218
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After I click through these it will then say Silent Hunter IV has stopped working.







The loading screen shows the bar loading, then after loaded it just stays there. So if i CTRL-ALT-DELETE and open task manager, the screen then goes black and opens these weird error messages.
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Old 08-23-17, 12:09 PM   #5219
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Definitely a corrupt game installation. You must delete \My Documents\SH4, completely reinstall your game from scratch, then run it entirely stock to ensure you have it right. Then try installing mods, paying close attention to the advice in the past four posts.
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Old 08-23-17, 12:47 PM   #5220
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Specifically, the most important point:

Quote:
Originally Posted by Rockin Robbins View Post
You forgot that the game cannot be installed in the \Program Files or \Program Files (x86) directories ... The Windows watchdogs don't let mods make any lasting changes to Microsoft's territory and you are not allowed to change files in those directories...
Change the install directory to something like "C:\ Ubisoft \ Silent Hunter... \"
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