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Old 11-19-16, 05:36 PM   #2686
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Originally Posted by Rockin Robbins View Post
Anybody notice how CapnScurvy's optics just shine in these screeshots? The periscope shots are magnificent!
Absolutely agreed - his optics work is second to none
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Old 11-19-16, 07:03 PM   #2687
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Originally Posted by Sniper450 View Post
June 42 heading from Midway to the Marshall Islands. About 500 miles out from Midway on the surface I receive a sonar contact followed by a radar contact about a minute later of a vessel heading my way. I go to the sonar station but cant pick it up..i was never able to pick it up at this station during my entire contact with it surfaced or submerged. I then went to periscope depth thinking its a friendly this close but it would be good practice to set up for. It was night and calm. Once the ship came into view I noticed that the reflection of the ship on the water was brighter than what I was used to seeing. It was a confirmed friendly heading to Midway I gather. I then surfaced and saw the ship about 2k away. I looked back a few minutes later and it was gone. It was a slow mover and shouldn't have gone that fast. I could not pick it up on radar or sonar. I then when to TC to get to the islands and I picked it up again on radar at that point.

Also while pulling out of midway on the surface from the bridge I noticed that the water on the outer edge of my field of vision appeared to have brighter sections than the rest of the water. I think I read that having been reported earlier.
About the only thing I can see coming that way that's a "friendly" would be an Australian KSQ vessel, aka: Coastal Merchant, aka: Coastal Composite Freighter, dependent upon which piece of documentation you're looking at... I do not immediately see anything wrong with the single vessel RGG, or the file it's in, which is the 42a_Others_Merchants.mis, which runs from March 1st, 1942 through August 31st, 1942. That particular group has a 70% chance to spawn every 144 hours, with the single vesssel spawning at a 100% rate... for what all that's worth... It's route is from Northern Australia (Rockhampton??) to Midway, via a glancing blow to the Marshalls. Running the file by itself in my game, with my boat, and I see no issue. That's not to say that there isn't a problem with it on your computer. I'll keep looking into the graphics stuff. Can you tell us about your computer and video card, and what resolution you're running it all at?

Now, all that said, on my boat, half the crew is incompetent most of the time when leaving Midway early war on a Porpoise boat. Almost like a McHale's Navy Tim Conway in every seat... First they see things, then they don't. We pick up a sonar contact, then it's gone. Time-wise on the sonar contact, they would have had to have been out over 100k for as long as it take to close with them coming AT me... Radar? what's that? It turns on and off when it wants to. Airplanes? My word... I don't know how many times I've been down looking at the chart, planning an attack or a route, and mind you, there's at least four people up above... and the first indication I get of an airplane in the area is when the bomb goes off on the bridge, and I hear "We're under attack!" and "We're taking damage, SIR!!!" no kidding... we're sinking too! Very erratic crew behavior from there.

The grafting of another set of sensor configuration files into the mod has helped immeasurably in that department. I'm out now with a boat from Midway, start of a new career, going toward the Marshalls for our assignment, and these guys are much improved in their reporting, and following of contacts.
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Old 11-19-16, 07:25 PM   #2688
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Originally Posted by propbeanie View Post
About the only thing I can see coming that way that's a "friendly" would be an Australian KSQ vessel, aka: Coastal Merchant, aka: Coastal Composite Freighter, dependent upon which piece of documentation you're looking at... I do not immediately see anything wrong with the single vessel RGG, or the file it's in, which is the 42a_Others_Merchants.mis, which runs from March 1st, 1942 through August 31st, 1942. That particular group has a 70% chance to spawn every 144 hours, with the single vesssel spawning at a 100% rate... for what all that's worth... It's route is from Northern Australia (Rockhampton??) to Midway, via a glancing blow to the Marshalls. Running the file by itself in my game, with my boat, and I see no issue. That's not to say that there isn't a problem with it on your computer. I'll keep looking into the graphics stuff. Can you tell us about your computer and video card, and what resolution you're running it all at?

Now, all that said, on my boat, half the crew is incompetent most of the time when leaving Midway early war on a Porpoise boat. Almost like a McHale's Navy Tim Conway in every seat... First they see things, then they don't. We pick up a sonar contact, then it's gone. Time-wise on the sonar contact, they would have had to have been out over 100k for as long as it take to close with them coming AT me... Radar? what's that? It turns on and off when it wants to. Airplanes? My word... I don't know how many times I've been down looking at the chart, planning an attack or a route, and mind you, there's at least four people up above... and the first indication I get of an airplane in the area is when the bomb goes off on the bridge, and I hear "We're under attack!" and "We're taking damage, SIR!!!" no kidding... we're sinking too! Very erratic crew behavior from there.

The grafting of another set of sensor configuration files into the mod has helped immeasurably in that department. I'm out now with a boat from Midway, start of a new career, going toward the Marshalls for our assignment, and these guys are much improved in their reporting, and following of contacts.
Small world PB, I'm now stationed around the Marshalls, my first tour since I joined the FOTRSU flotilla. last few months I lived in the museum of SH4.

It's nice to see open waters, ships, sky, harbors - the real world, not folders and text....

I'm alive... Again...
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Old 11-19-16, 07:42 PM   #2689
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Looks like we need the mod called "splash effects dc bombs bullets and shells added to the soup"...Did the eax sound mod make it into the soup???
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Old 11-19-16, 08:14 PM   #2690
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Originally Posted by Rabid Wolverine View Post
Looks like we need the mod called "splash effects dc bombs bullets and shells added to the soup"...Did the eax sound mod make it into the soup???
Rabid Wolverine,

As far as i'm aware this mod has not yet been "thought of / added", i'm sure my other team members will know more, as i'm more focused towards the Sea / Air / roster files.

Sorry i can't be of anymore help.
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Old 11-19-16, 08:16 PM   #2691
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I am running a surface pro 3 so its not a gaming computer by any stretch but it does run this game well enough for me. It says it has an Intel core i5-4300U CUP 2 1.90ghz 2.50 ghz.....it has 8gigs of ram and I don't understand any of that to be honest with you.
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Old 11-19-16, 08:30 PM   #2692
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Quote:
Originally Posted by Rabid Wolverine View Post
Looks like we need the mod called "splash effects dc bombs bullets and shells added to the soup"...Did the eax sound mod make it into the soup???
No the EAX sound mod has not been included. Only the original sound files for FOTRS have been used sofar.
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Old 11-19-16, 08:59 PM   #2693
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Rabid Wolverine, the initial release is being kept as much AOTD_MadMax as is possible, per several of our (team) wishes, including "The Boss" - no, not Bruce! Rockin Robbins - even better! After things are stable, then we'll try some further sound "mod" work. The only sound "mod" in there thus far is what CapnScurvy did to balance some of the levels, and we put in a "The Sound" fix, which had the "Crash Dive" wav file as the "trigger", it being too long of an audio file, so it was replaced. Oh, and CapnScurvy did a voice-over for the Rudder Centered - is that still in there??... Other than that, the sounds are stock. I'm almost certain there was a DC splash sound before, and I'm going through some of my old files looking for clues.

Sniper450, the i5 is more than enough muscle for this, definitely. I imagine you've probably got onboard intel video, which isn't too cool in some situations, such as in some "Legacy" games, of which SH4 is one... but if it plays, it plays.
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Old 11-19-16, 09:53 PM   #2694
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Rabid Wolverine, the initial release is being kept as much AOTD_MadMax as is possible, per several of our (team) wishes, including "The Boss" - no, not Bruce! Rockin Robbins - even better! After things are stable, then we'll try some further sound "mod" work. The only sound "mod" in there thus far is what CapnScurvy did to balance some of the levels, and we put in a "The Sound" fix, which had the "Crash Dive" wav file as the "trigger", it being too long of an audio file, so it was replaced. Oh, and CapnScurvy did a voice-over for the Rudder Centered - is that still in there??... Other than that, the sounds are stock. I'm almost certain there was a DC splash sound before, and I'm going through some of my old files looking for clues.

Sniper450, the i5 is more than enough muscle for this, definitely. I imagine you've probably got onboard intel video, which isn't too cool in some situations, such as in some "Legacy" games, of which SH4 is one... but if it plays, it plays.
I would make sure you have directX10 installed...
having bought an all singing and dancing super computer 2 months a go with windows 10, I could not run any version of Silent Hunter without Directx10 installed.

Sad to say the super dupa pc died within two days at a price of £899.00, the next two replacements also died from UK supplier "DinoPC" I now have a full refund... just in time for xmas #lol#
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Old 11-19-16, 10:21 PM   #2695
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I would make sure you have directX10 installed...
having bought an all singing and dancing super computer 2 months a go with windows 10, I could not run any version of Silent Hunter without Directx10 installed.

Sad to say the super dupa pc died within two days at a price of £899.00, the next two replacements also died from UK supplier "DinoPC" I now have a full refund... just in time for xmas #lol#
Time for silent running all, will surface at damn - ermm 2.5 hrs from now..
Will suface for coms at 12:00 hrs as a safety measure... + 9 hrs from now.

Dive, dive & hide..... who has the whisky?
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Old 11-19-16, 10:48 PM   #2696
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Time for silent running all, will surface at damn - ermm 2.5 hrs from now..
Will suface for coms at 12:00 hrs as a safety measure... + 9 hrs from now.

Dive, dive & hide..... who has the whisky?
Not me anymore! That's why I quit drinking... I ran out... Took up Scotch - it's more "civilized", and ran out of that too...

Goodnight!
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Old 11-19-16, 11:05 PM   #2697
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approx. 1/3 between Marshall islands and Guam picked up a sub chaser, whaler and 4 (I think) whalechasers all in a row. Let the sub chaser go by and put 4 into the whaler sinking her and tried one torpedo each into the next two whalechasers but missed. Not much of a reaction out of the sub chaser.

The visual contacts didn't quite match up to what I found when working the sonar as in the order of the column but don't know if that's to be 100% accurate anyway realistically.
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Old 11-19-16, 11:31 PM   #2698
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What was the date Sniper450? Still June of '42? Early in the war, the "skill" level on most of the escort vessels isn't too high - most, not all. As the "war" progresses, they get more deadly. I do not recall a group like that though, but then again, there are quite a few RGG in the game...

I encountered a Sub Chaser just a little bit ago, and he was rascally for quite a while. He must have had DC cans under every table, stuffed in every toilet and closet onboard, 'cause he kept dropping them on me, back and forth, back and forth. Thankfully, not real accurate, but he was breaking things in my boat... Then he stopped and sat still. There were two cripples up above that I was after, so I thought I'd go ahead and see where the chaser was, and if he was close enough, maybe give him a little present while I finished off the closest cripple... He was sitting broadside to me at 660, just a few degrees off from the one cripple. Easy peasy shootin, but would he sit still? Lit him up big time. I saved the replay, so I'll have to go in there tomorrow and replay and capture that. The boat burned forever it seemed. It was still afloat, fully engulfed, when the little Merchant by him went under... I do like the explosions, fire and smoke in this... oh, and the shells whistling by... among other things...
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Last edited by propbeanie; 11-19-16 at 11:35 PM. Reason: Summer of '42
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Old 11-20-16, 09:30 AM   #2699
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I'm still researching how to get a depth charge splash sound. Looks like nvdrifter's mod is MIA from the universe. I found the depth charge splash sound with the aim of making it louder, but it's set for 100% in the sound.somethingorother file and at 100% in the sound file itself. I'm still going to test making the sound file at about 200% to see if it's audible then.

In the meantime, if anybody has a copy of nvdrifter's depth charge splash warning mod, I'd appreciate it if you could get it to me!
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Old 11-20-16, 11:30 AM   #2700
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Originally Posted by s7rikeback View Post
I would make sure you have directX10 installed...
having bought an all singing and dancing super computer 2 months a go with windows 10, I could not run any version of Silent Hunter without Directx10 installed.

Sad to say the super dupa pc died within two days at a price of £899.00, the next two replacements also died from UK supplier "DinoPC" I now have a full refund... just in time for xmas #lol#
If your referring to the DX needed to run SH4 it DirectX 9.0c.
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