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01-12-10, 08:03 PM | #2071 |
Torpedoman
Join Date: Sep 2009
Location: Bay Area, California
Posts: 114
Downloads: 229
Uploads: 0
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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...) System Specs: Windows 7 64 bit Intel Core i5 750 8GB DDR3 RAM ATI Radeon HD 4770 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! |
01-12-10, 08:33 PM | #2072 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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01-12-10, 08:51 PM | #2073 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
The A&B is a "clone" of the V&W. The .zon files are correct and the ship "sink" when torpedoed. I don't know what your doing, but unless you can provided a "re-creatable on demanded" of your claim, there is nothing wrong with the DD's |
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01-12-10, 10:28 PM | #2074 |
Torpedoman
Join Date: Sep 2009
Location: Bay Area, California
Posts: 114
Downloads: 229
Uploads: 0
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@lurker hlb3:
Thanks for the redirect. So, I'd run out of RAM loading the ships into the museum, even though I have 8 gigs worth? Now that's a lot of ships! I'm showing 3.1 gigs used and an additional 3.5 gigs cached by the time the museum crashes, and I'm using a 64 bit OS, so it sounds like some software limitation. Oh, well... |
01-13-10, 08:44 AM | #2075 |
Samurai Navy
Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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Eh... Hey Lurker, gotta come clean here. Seems that the last "bug" was probably my bad all the time, in that I actually seem to be unwittingly using the SH3 version of the assisted plotting mod! And who knows what weirdness _that'll_ produce
Sorry for all the bother man, getting me coat now |
01-13-10, 09:34 AM | #2076 |
Watch Officer
Join Date: Apr 2005
Location: 3rd Planet From The Sun
Posts: 345
Downloads: 35
Uploads: 0
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Excellent looking mod! I have just reinstalled everything and decided t o start modding it again. This is the install I currently have:
RFB 2.0 RFB 2.0 Patch 1 Eye Patch for RFB OM V705 OMv705 to V720 OMv720 Patch 1 In a current campaign docked when installed. I then went into my campaign and went to select the transfer button. CTD each time. As your install directions don't mention all the patches to date for other mods, i.e., RFB 2.0 and Patch 1 for it and the eye patch, I'm assuming it has to be one of these. Reading through the thread I haven't noticed anything similar but with so many pages and some skimming at times I may have missed it. Thanks for any tips!
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01-13-10, 11:42 AM | #2077 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
Date Flottila Location Type of sub |
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01-13-10, 12:49 PM | #2078 |
Watch Officer
Join Date: Apr 2005
Location: 3rd Planet From The Sun
Posts: 345
Downloads: 35
Uploads: 0
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Feb. 24th 1944
Not sure of the flotilla and since it's been so long since I've played I can't remember how to find out once a campaign is under way... Looked but no go. Location is Surabaya Sub is U-851 IX D2 Hope that helps and thanks for your prompt reply!
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01-13-10, 04:39 PM | #2079 |
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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I just got back into SH4 and this is a really neat mod. I am running it with RFB 2.0.
My first mission is to Norfolk in 1942. I am worried about my fuel stores. Is there any resuply enroute? Where can I find info for the milkcows? I am also having a problem with AOB tool not showing up with KiUB from the Omega mod. I have stock game with rsrd omv705 705-720 720 patch omega300 omegapatch4 Last edited by mia389; 01-13-10 at 05:34 PM. |
01-13-10, 06:11 PM | #2080 |
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Got my AOBF to work. I was in easy mode and forgot to change the manual targeting back on
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01-13-10, 06:20 PM | #2081 |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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I conducted a number of test and I'm not able to recreate your problem
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01-13-10, 06:21 PM | #2082 |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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01-13-10, 08:19 PM | #2083 |
中国水兵
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Thats great! Adds to the realism.
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01-13-10, 11:33 PM | #2084 |
Bosun
Join Date: Apr 2009
Location: In a yellow submarine
Posts: 62
Downloads: 27
Uploads: 0
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Just wanted to say thank you
To the devs of this great mod I just wanted to give my thanks
without it sh4 would be considered in my opinion *complete crap* when compared to sh3 Now onto my requests: 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? visual distances is royally jacked I have even surfaced and gotten within 1 km and the ship becomes unseen by crew on deck, or a lockable target so then I quickly go to the overhead map and sure enough no ship.. so i say screw it! and start to put off then I get a SHIP SPOTTED! at random distances away then the ship disapears again when i turn back hoping to get tonnage credit for the kill.. this bit of code/bug is pure evil & needs to be changed cuz I'm pretty sure NO1 likes wasting all that time with sonar, ploting a good position & waiting for your shot just to be screwed with. I for one like to kick back & enjoy my Easy set game when I actually get time to relax because I am the type of person who throws & break things so in thinking.. example: duding torpedos *shouldnt dud* if i have that unchecked (so thank god thats fixed) in other words please fix this before I lose yet another mouse, keyboard or anything within reaching distance. 2) I saw somewhere someone added dead sailors as being apart of debris that floats up as the ship goes down ..any way to add this into this mod? 3) the torpedoes & deck gun creates translucent alpha holes as seen damage but why not AA guns? 4) I once set a perfect mine along a ships path and it shredded the entire front of the tugboats bow into what looked like almost no bow left at all then observed the tugboat scurry away as though nothing happened... erm I may be thinking in real life here but shouldn't ships sink if they get hit by a heavy explosive? I mean c'mon Ive seen canoes sink if they rub a rock the wrong way.. P.S. please dont even THINK about retiring.. keep up the good work guys! Last edited by ShoCkwaVe; 01-14-10 at 12:55 AM. |
01-14-10, 12:14 AM | #2085 |
Watch Officer
Join Date: Apr 2005
Location: 3rd Planet From The Sun
Posts: 345
Downloads: 35
Uploads: 0
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Huh, that's odd. Just to try it out I have disabled the RFB 2.0 mod and installed yours and started a new campaign (tried to continue the one I already started from the base but it would CTD as soon as I launched. Just got command of a XX1 too. For some reason, I can't have them both enabled on this computer. I'll have to try it on my other one and see if it works there, if so it obviously has nothing to do with your mod. Thanks for checking!
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