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Old 10-28-17, 07:17 PM   #5431
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Quote:
Originally Posted by propbeanie View Post
s7rikeback has responded via PM, and has checked all the ships' files, and all looks good there to him. Only other issue could have been from after-mod plug-ins, and all you've got is Bigger Better Protractors, which does not influence things here, so we'll call it solved unless something else comes up. Working on the Campaign files for better routing at turns...
Sorry guys, I was on mobile for a while... Now back online full-time. All problems fixed...

New mouse & Keyboard, New Router.... cleaner glasses to see better...
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Old 10-30-17, 01:40 PM   #5432
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Quote:
Originally Posted by Larrywb57 View Post
While on patrol with a Balao class submarine out of Midway, I came across a convey that consisted of four merchants and four escorts. Location was Long 166° 00'E and Lat 6° 02'N. Midway base date and time was 30Nov1943 at 12:20 hrs. I ID the ships using the button on the order bar and checking the Recognition Manual. One of the escorts looked a little unusual.



So, using the free camera, I 'flew' to the escort and this is the screenshot that I took.



The convey consisted of two Big Modern Transports, two Large Passenger Carriers, two Destroyer Momill escorts, a Destroyer Yugomu and the suspect Destroyer Hatsuharu which was the leader of the 'pack'.

While evading the escorts after my torpedo attack, I kept sonar track of the other merchant ship. After evading the escorts, I started pursing the convey. The sonar lines on the navigation map disappear. After reaching the last known area, nothing could be found. Thinking the convey despawn.

No other mods used other than listed below.
First off Larrywb57, it would be helpful if you post an image in your post/reply rather than some other Photo Album....even if it is on SubSim's site. A screen shot is worth a lot more than a written description, when we can see what it is that your seeing.

Adding a Photo is easy, just use the "Insert Image" icon along the top of the SubSims "Reply to Thread" text editor using the http:// address of wherever you've put the image and your done:




Using the "Direct Link" address from your photo hosting site is all you do.

I decided to put the Hatsuharu into a SingleMission to test it at the approximate date you've said your encounter was (Nov. 30, 1943). Here's what the Hatsuharu looked like:





Nothing wrong with the Destroyer I can see. It's rendered as expected. Again, your image needs to be available for us to see what your seeing...please put it into the post.

=============

Quote:
Originally Posted by propbeanie
OK, I neglected to look closely at the Hatsuharu. It uses two different Main guns. I'll hand-off to s7rikeback, ~IF~ he's got his computer system going again.
Before asking for someone to jump in to see what's wrong with a ship model, maybe a better idea is to check yourself.

Here's a 1933 picture of the Hatsuharu:




Nothing wrong with the second "Main" gun being a single.

What I suggest you do is check that 43a_Jap_TroopConvoys_006 RGG date of existence against the Hatsuharu's date of existence. The Hatsuharu has a "Start" date of 19410101...for all of its 6 "Unit" versions. They "End" at different times. Is there a "carry-over" from an earlier RGG that's started before the Hatsuharu's existence.....that specifically uses the Hatsuharu in its ship makeup?

Between not having dates of specific ship units relate to specific mission time periods, or having a saved game corrupted by whatever a player may do, could be the reason of the lost ship textures.
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Old 10-30-17, 03:36 PM   #5433
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When mentioning the single and double barrel guns, I was just alluding to the fact that some folks might misconstrue that as being "incorrect", which it is the opposite, and is the intended layout. My not being familiar with ships, planes and trains in the 3D world is why I was wanting someone else to make certain of the files' integrity, because everything looked fine to me.

Going by the routing, it takes that particular 43a_Jap_TroopConvoys.mis RGG6 Group 136 hours to travel from Ise Bay to Davao Gulf, so for the arrival on the 30th, it would have generated in the database on the 24th at midnight AM. I do not see any of the Hatsuharu "dying" during that time frame, hence my supposition that it is a bad render for the player as the group comes to the viewing distance, which is just about where the group makes a hard right turn (in the neighborhood of a 110 degree) to come toward Davao Gulf. I'm not able to find anything amiss, so ~IF~ it is the mod at fault, it's a bad render for an unknown reason. I am altering some of the RGG's routings, since one of the groups is routed over land, and there are some sharp turns for some of the others, such as #6...
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Old 10-31-17, 05:02 AM   #5434
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Quote:
Originally Posted by CapnScurvy View Post
First off Larrywb57, it would be helpful if you post an image in your post/reply rather than some other Photo Album....even if it is on SubSim's site. A screen shot is worth a lot more than a written description, when we can see what it is that your seeing.

Adding a Photo is easy, just use the "Insert Image" icon along the top of the SubSims "Reply to Thread" text editor using the http:// address of wherever you've put the image and your done:
Good morning all, First of all. I don't understand why the pictures didn't post. I when back to my original post and edit the pictures. When I look at the post , I can see the two pictures that I upload to my album. I hope now that can be seen. And CapnScurry I agree with you, that a screen shot is worth a lot more than a written description. And for me, I thought it would be a simple and easy way to upload the screen shots get them on the web site. I don't understand why they didn't show. When I wrote the post, I had just uploaded the pictures moments earlier. Under the the picture, a caption said, 'Picture Waiting Moderator Approval'. I was thinking that it may have something to do with me posting before the pictures where approved. If the pictures can't been seen after the edit, please inform me and I'll try another web site to insert them to the post.

Thanks for what you are doing for the game.
Larry
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Old 10-31-17, 08:56 AM   #5435
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I'm still not seeing it Larrywb57. Maybe the file is too large? I've got a quick tutorial somewhere on here, so does CapnScurvy, and so does one of the other users on here. Unfortunately, I cannot find ~any~ of them. However, THEBERBSTER posted a two-part one for the way he does things:

How To Post A Picture To A Subsim Post Part 1 The Picture Viewer
How To Post A Picture To A Subsim Post Part 2 The Uploader Postimage

If that doesn't get you going, let us know, and I'll post the one I just made this morning.
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Old 10-31-17, 05:54 PM   #5436
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Quote:
Originally Posted by propbeanie View Post
I'm still not seeing it Larrywb57. Maybe the file is too large? I've got a quick tutorial somewhere on here, so does CapnScurvy, and so does one of the other users on here. Unfortunately, I cannot find ~any~ of them. However, THEBERBSTER posted a two-part one for the way he does things:

How To Post A Picture To A Subsim Post Part 1 The Picture Viewer
How To Post A Picture To A Subsim Post Part 2 The Uploader Postimage

If that doesn't get you going, let us know, and I'll post the one I just made this morning.
Guys, I'm really sorry that images aren't showing themselves. I'm on break at work now and it will be tomorrow morning before I can try to fix the problem. Propbeanie I will check out the sites that you suggest and upload the images to another website site. I'm on my mobile and really only thing that I do with it is to check the Subsim website.
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Old 10-31-17, 07:39 PM   #5437
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Eh, we don't really need the pik anymore. The ship's files have been double-checked and are definitely OK, so it's down to the Campaign file, or what happened on your computer, and we'll do some file editing and see if it does the same thing next go-round...
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Old 10-31-17, 08:19 PM   #5438
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So how would you go about editing the Tench-class start date to an ahistorical 1941? I’ve poked around in the Flotillas and CareerStart.upc, and even edited the Tench.upc file to have an earlier start date, but it still won’t show up in the campaign page.
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Old 11-01-17, 07:55 AM   #5439
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The Tench class wasn't available "historically" until late 1944. The Tambor class would be "historical", and are available in-game with FotRSU.

However, if you're wanting a Tench all the way through, you need to add the boat to the CareerStart.upc and Flotilla.upc files, in addition to having missions assigned to it. You will also most likely run into issues with the equipment files, since a bit of what is on the boat isn't available to any boats until later in the war... Be sure an work with copies of the files, and build what you do into an add-in mod so that you can back it off if necessary. You'll also have to edit the "Roster \ American \ Submarine \ SSTench.cfg" file to include an actual boat for the dates you'll use.

Use the files there already as examples of what you want to add:

(Both files are in Data \ UPCData \ UPCCampaignData)

CareerStart.upc file
---------------


Pick your base, and add a boat to it. The "F2" portion of the names below refer to the "Flotilla 2" designation. Don't forget which one you're working on. The number after the boat is how many boats are available of that particular class. The "Sboat" has six, the added Tench has one:

[CareerStart 1.Flotilla 2]
ID= C1Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2Narwhal, 2, F2Tench, 1
FlotillaBriefingText=
FlotillaCommonality= 2 ; to be used when a random choice is assigned


You'd need to add the boat to each of the Starts you'll use with the boat. btw, the semi-colons (";") are to designate "Comments", so watch for those.

You'll also have to add the boat to the Flotillas file, incrementing the UserPlayerUnitType number, such as

Flotillas.upc
-------------
[Flotilla 2.UserPlayerUnitType 6]
- It is the 6th boat listed
ID= F2Tench
NameDisplayable= Tench class
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Tench
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL


- and - you have to have Objective assignments for the boat. If you copy another boat's assignments (recommended), you just have to change the boat's designation:


[Flotilla 2.UserPlayerUnitType 6.Objective 1]
ID= Fre6OBj1
NameDisplayable= Objectives placed around the Phillipines
AvailabilityInterval=NULL, 1944-10-01
ObjectiveCode= Philippines

[Flotilla 2.UserPlayerUnitType 6.Objective 2]
ID= Fre6OBj2
NameDisplayable= Java Sea
AvailabilityInterval=1942-02-01, 1945-08-01
ObjectiveCode= Java Sea


... blah blah blah - thru Obj9 in this particular Flotilla...

Be careful of what Flotilla you put your boat in. In this particular case, Manila moves to Surabaya, and then to Fremantle. There are other boats that enter this particular Flotilla at different times, and you're particular edits are "butting in line", so to say. That could possibly mess-up the other boats later. Also, watch for when the real Tench comes in. You might just use Pearl Harbor as your Base, and edit the current Tench listings. I'd probably stay away from the Manila start with this...

Now, all that said, following all this to the letter, you may very well trash your installation with this. After all, I may have missed a step, or you might make a typo, hence my cautioning you. Make a folder such as "ModBuilds", and below that "EarlyTench", with the data files below that, so that you end up with something like "C:\ ModBuilds \EarlyTench \Data \ UPCData \UPCCampaignData \" and then these two edited files. Put your Tench.upc file in a "Submarine" folder under "Data". Don't forget the "Roster" folder changes also. The "EarlyTench" folder is what you would copy to the game's "MODS" folder for activation with JSGME. So you'll have the game's "MODS" folder, and "EarlyTench" below that (the "name" that will show up in JSGME), with "Data" below that. Below that would be the "Roster", "Submarine" and "UPCData" folders, each with their own folders and / or files...

You'll have to experiment with the other files, since I know next to nothing about what equipment becomes active when for what boats, much less how to edit the files. Just be sure and build this as a Mod, and you can back it off if it blows things up the wrong way... One little typo, and the game will crash. You can guess which file it is by when the crash occurs. If it dumps as soon as you ask for the Career Screen, then it's probably the CareerStart. If it crashes when you choose a boat, it's probably the Flotillas file, in the boat definition, or a mis-match to CareerStart. If it crashes when loading the mission, it could be Flotillas in the assignment for the Objective - but maybe not... If the game itself crashes when starting at the beginning... well... I dunno... - back off the mod and try without it. If it still won't start, move the Save folder so that the game can't find it, and try again (that does re-set you to 1024x768, and all settings back to Stock)... Good luck with it, and I warn you - this is a disease, and will take over your life... "modding", that is... you have been warned!
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Old 11-04-17, 12:02 PM   #5440
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Default strange water spout following my boat

hey guys,

what the H is this thing? LOL. no scatological comments, please.


i noticed it while i was submerged "cleaning up" some cripples and thought that it was the flotsam from a previous sinking. however, i noticed it again as i set up to shoot at an entirely different convoy...just south of okinawa. April 5-6-7, 1945. that is the graphic above.
i headed back to the barn and as i was preparing to end the patrol, i noticed it again only this time i was on the west side of guam. this is the graphic below.

first time i have ever seen this. it did not seem to give away my position as no enemy ships seemed to take evasive action.
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Old 11-04-17, 01:55 PM   #5441
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Its King Neptune telling you to stop killing all those ships .. the rust buckets are making his royal dinners taste funny ..
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Old 11-04-17, 07:00 PM   #5442
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Poseidon is right behind Neptune, and has that magical trident thingie to "prod" you back to Tartaros... 'course, you're nowhere near the Med...

But actually, I've had that before. I'm not sure what it's supposed to be, but it happened to me when I'd used Time Compression a lot, and then had a lot of activity going on around me, and I had paused and then shelled out to Windows. This would have been about the time we were trying to get the Bismark to work as the Bismarck... so there may also be a ship thing going on. After worrying that the enemy surface vessels could see me, I saved the game, quit the game, and then came back in, and it seemed OK. So give that a try, and see if things don't clear up. If not, let us know where you are, the time and date, and what you had all around you. The more accurate, the better.
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Old 11-05-17, 10:32 AM   #5443
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Hey gents.

I came back to Silent Hunter for this mod - FOTRS used to be my fave mod on my mildly unstable pirated copy way back when. I'm running FOTRSU on an actual legit copy now, and I seem to have a most intriguing problem: whenever I play any of the American subs, my torpedoes won't fire. German torpedoes work like a charm, but whenever I push the button, so to speak, my weapons officer doesn't even so much as speak up. The game just does nothing.

Ist his a known issue or what gives?
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Old 11-05-17, 11:30 AM   #5444
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Quote:
Originally Posted by Vaexa View Post
Hey gents.

I came back to Silent Hunter for this mod - FOTRS used to be my fave mod on my mildly unstable pirated copy way back when. I'm running FOTRSU on an actual legit copy now, and I seem to have a most intriguing problem: whenever I play any of the American subs, my torpedoes won't fire. German torpedoes work like a charm, but whenever I push the button, so to speak, my weapons officer doesn't even so much as speak up. The game just does nothing.

Ist his a known issue or what gives?
i have seen this before. it is a design feature that the Ubi-boys built into the program.

while you are playing the German side, the system will automatically open whatever torpedo tube you are preparing to shoot and then shoot the torpedo.

when you are playing the American side there is no corresponding automatic open torpedo tube door when you fire. so, if you forget the open the torpedo tube door before firing, nothing happens. just open the door (normally the Q key) and re-fire that puppy.

welcome back and good hunting!
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Old 11-05-17, 11:42 AM   #5445
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Quote:
Originally Posted by propbeanie View Post
Poseidon is right behind Neptune, and has that magical trident thingie to "prod" you back to Tartaros... 'course, you're nowhere near the Med...

But actually, I've had that before. I'm not sure what it's supposed to be, but it happened to me when I'd used Time Compression a lot, and then had a lot of activity going on around me, and I had paused and then shelled out to Windows. This would have been about the time we were trying to get the Bismark to work as the Bismarck... so there may also be a ship thing going on. After worrying that the enemy surface vessels could see me, I saved the game, quit the game, and then came back in, and it seemed OK. So give that a try, and see if things don't clear up. If not, let us know where you are, the time and date, and what you had all around you. The more accurate, the better.
the conditions you describe are quite common: TC, activity, pausing, shelling out, ships in the vicinity. whew...i am surprized that i have not seen this phenom previously. but hey, maybe this was an odd thing and since it is late in the war, maybe it wont be back in the next two months and i'll be done.

which reminds me, i need to find another mod to play.
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