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Old 07-30-18, 03:36 AM   #1
Evoken
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Default MP Mission returns to MP screen 2 minutes after launch

Hello everyone , i am playing with the mod FOTRSU 0.76 Beta and i have made 3 mp missions (1 converted from SP missions , 2 self made) to play with my friends. Problem is 2 of the missions play properly but last mission i made quits the mission roughly around 2 minute mark.

Context About Missions ;
First mission : Attu Bound converted from singleplayer missions has low number of ships.

Second Mission : Task Force 331 (made up name) Mission is to sink Yamato has low number of ships.

Third Mission : Convoy SE-293 (made up name) (alternative reality)Player controlled submarines are asigned to a big convoy because of German surface raider group in atlantic , your mission is to sink Bismarck and any other ship you can sink. Has a lot of ships probably 50+ .

My question is , is it the number of ships making me return back to MP screen or is there something wrong with the mission ?
Here is the mod to enable if anybody wants to check and help me out :
https://drive.google.com/file/d/1_o3...jImzego4q/view

and here is what i get when it randomly ends the mission
https://i.imgur.com/CJwzSPQ.png

Technical Info :
I have the steam version of the game , i play on windows 10 , i got a pretty good computer for this game 16gb ram/i5 4590 cpu/Radeon R9 200 series gpu

Any help is appreciated , thank you for your time!
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Old 07-30-18, 08:28 AM   #2
propbeanie
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Warning Will Robinson - Warning! Verbosity ensues!!!

I've downloaded and checked your three missions. v0.71 of the FotRSU mod skipped some of the folders in the game, such as SinglePatrols and MultiPlayer, so there are a few of those missions that have bad ship "calls". The Patrols were the biggest offenders. I was afraid you had used a couple of them for a base for your edits - but you didn't. Here's what I found though:
AttuBound
---------
Mission Parameters are set at 1942-12-14 at 0930 hours
Subs enter at 0830
Con_3.1 enters at 0830
Con_3.2 enters at 0930
No "triggers" attached to Zone "Message", so it can be deleted
Tonnage is set to "Merchant" @ 18000 - could make it "Any".
Should run OK, but times are off a pinch

Convoy SE-293
-------------
Too close of spacing (especially near the Queen) and routing, especially at the Start for the two convoys and your subs
Spread the groups out at the beginning to eliminate "collision avoidance" - you don't need much more than what you have.
Mission Parameters are set to 1943-10-03 1200 hours
The Bismarck enters the game 1942-01-01 at 0000 hours
The King George V enters the game at 1940-12-11 0000 hours
CVE Attacker enters the game at 1943-09-15 0000 hours
The subs enter at 1941-11-01 0000 hours
Your subs are too close to, and infringe on the convoy's "territory" and routing.
The Mission Parameters rule the proceedings, so your Bismarck, entering at midnight on January 1st, 1942, might be gone by the time the scenario starts at noon, on October 3rd, 1943, hence the game goes back to the Network Start screen. Nothing else to do, with no "Objective target"...

Task Force 331
--------------
You do have to be careful when putting subs on the opposite side of a line like that. You might shoot each other. Better to have them all sitting at an angle, and spread a bit further apart, side-to-side.
Subs enter game 1941-11-01 0000
Yamato enters the game 1941-12-16 0000
Mission Parameters are set to 1942-08-28 0530 hours
The Yamato group really should be "cruising" at about 16-21 knots, and a little "zig-zag" in their step wouldn't hurt either. You could add a CA, a couple of CL and about another half-dozen DD to the group, along with a high-speed tanker and freighter, to make it look like a group traveling from Japan to Truk.
- Open the File in the Mission Editor, if desired, and use the "Mission" menu item, "Parameters" item there. Make certain you have what you want there, as far as date and other settings.
- It'd be easier though, to just use a text editor to alter all of the settings, especially for the other Units' dates in the Mission, since you cannot alter Unit dates in the Mission Editor once they are put in a group.
- In Convoy SE-293, don't start your boats inside that main convoy like that. The group will definitely "lose Convoy" as it sails off. It'd be best to be between the two groups maybe, but not within say 1000m of anything, if you're wanting to see them all sailing away.

Mission Parameters are in the first "paragraph" of a mission file:

[Mission]
MissionType=1
MissionDataType=0
MultiMissionType=0

Year=1942
Month=8
Day=28
Hour=5
Minute=30

Fog=0
FogRand=0
Clouds=1
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=7.000000
WindRand=0
WeatherRndInterval=5
SeaType=0


The "Orange" is what you would change for the Date / Time of the Mission Parameters. The rest of the dates are like below:

...
[Group 1]
GroupName=Con_3_1
CommandUnitName=_JP Fast Merchant#1
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=false

[Group 1.Unit 1]
Name=_JP Fast Merchant#1
Class=NACA3
Type=102
Origin=Japan
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19421201
DeleteOnLastWaypoint=true
DockedShip=false

GameEntryDate=19421214
GameEntryTime=830

GameExitDate=19451231
GameExitTime=0
...

So, you need to edit each "Unit" of a group. Generally speaking, the Group is defined first, then the lead unit with its date. Then the waypoints for that group, then the additional units in the group, if any.

So the group is 'defined' under the "[Group 1]" heading (or Group 2 or Group 114, whatever), the lead unit is pointed to by the "CommandUnitName= " line, whatever the "name" might be, and then that particular unit should be listed next under the "[Group 1.Unit 1] heading. The Waypoints are then under each of the "[Group 1.Unit 1.Waypopint 1]", going up sequentially to the last waypoint, and then you have the other vessels, such as "[Group 1.Unit2]", etc... Each of those units as a date and time that they Enter, and they all must be changed. This is where the "Search" or "Find" function in your text editor helps, especially with large files...

You can use the Mission Editor to do all of that, as alluded to above, with the Mission Parameters the only "easy" thing to change - you will get an error from the ME (Mission Editor) if you make the date prior to the subs' entry date / time. The only way to change the individual Units dates in a Group, is to remove them from the Group. This includes the Lead Unit, which has to also be removed from the Group, thus destroying said Group completely. Rebuilding them is no biggie, but it's much easier doing edits such as this in a text editor...

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

OK - took me some time out and turned the Convoy SE-293 into a Single Mission by deleting the other seven subs. It plays fine as-is, and is quite impressive when the two battle groups get to duking it out with each other. All of the German DD tried to do ASW on me as I approached, and were wiped-out one by one in turn, as they go to close on me, by the Brit TaFee. What you might need to do in this scenario to get it working in MultiPlayer, is to have an allied unit within sight of the German group, so that there is a report of them. Maybe have an Allied plane group overfly them as the mission starts? That way, the enemy's location is known. I don't know if that would do it, or not. I don't have a way to test multi-player missions at this time... btw, while I'm at it, be sure and hit the "Head to waypoint" for all separate units and groups in your scenarios.

PS: I put five of six torps into the Bismarck, I also had four of four detonate in the Tirpitz, even scoring the "glass jaw" hit on its forward magazine, dooming it almost immediately after... I did NOT get credit for either, though they both sank... dad-blamed surface boys got all the credit... Also, fix these up a pinch more, package them up like you have, with a little ReadMe file, and see if Onkle Neal will let you upload them here to share with others. You'd have to PM him or one of the mods (preferable, I'm sure) for access to do that, or have one of the moderators do it for you. If you want, we could include them in the FotRSU mod itself, with credit given to you and whoever else you want...
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Old 07-30-18, 12:48 PM   #3
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Quote:
Originally Posted by propbeanie View Post
The Yamato group really should be "cruising" at about 16-21 knots, and a little "zig-zag" in their step wouldn't hurt either. You could add a CA, a couple of CL and about another half-dozen DD to the group, along with a high-speed tanker and freighter, to make it look like a group traveling from Japan to Truk.
Finding info about that group is a bit hard , i will change the speed and make them zig zag but apperantly its all the escorts Yamato had traveling towards Truk. "Yamato departed Kure, Japan for Truk, Caroline Islands escorted by escort carrier Kasuga Maru (later renamed Taiyo), Akebono, Ushio, and Sazanami." And at 28th of August it was attacked "Near Truk, Caroline Islands, Yamato was attacked by USS Flying Fish. Flying Fish's Lieutenant Commander Glynn Donaho mis-identified Yamato as a Kongo-class battleship as US Navy was unaware of the existence of Yamato-class at the time. Two of the four Mark 14 steam torpedoes missed, while the other two detonated prematurely. "

Quote:
Originally Posted by propbeanie View Post
You do have to be careful when putting subs on the opposite side of a line like that. You might shoot each other. Better to have them all sitting at an angle, and spread a bit further apart, side-to-side.
Though we always have close calls we havent hit each other yet but i will change the angle a bit more for better crossfire

Quote:
Originally Posted by propbeanie View Post
OK - took me some time out and turned the Convoy SE-293 into a Single Mission by deleting the other seven subs. It plays fine as-is, and is quite impressive when the two battle groups get to duking it out with each other. All of the German DD tried to do ASW on me as I approached, and were wiped-out one by one in turn, as they go to close on me, by the Brit TaFee. What you might need to do in this scenario to get it working in MultiPlayer, is to have an allied unit within sight of the German group, so that there is a report of them. Maybe have an Allied plane group overfly them as the mission starts? That way, the enemy's location is known. I don't know if that would do it, or not. I don't have a way to test multi-player missions at this time... btw, while I'm at it, be sure and hit the "Head to waypoint" for all separate units and groups in your scenarios.
How close a unit has to be for it to detect the enemy ? and which one ends the mission , no enemy being detected or the wrong entry dates ?

Quote:
Originally Posted by propbeanie View Post
Also, fix these up a pinch more, package them up like you have, with a little ReadMe file, and see if Onkle Neal will let you upload them here to share with others. You'd have to PM him or one of the mods (preferable, I'm sure) for access to do that, or have one of the moderators do it for you. If you want, we could include them in the FotRSU mod itself, with credit given to you and whoever else you want...
I would like to see it added to FotRSU after i fix them and i am planning to make a lot more missions

Thanks for all the help , i will get back to work!
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Old 07-30-18, 01:15 PM   #4
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My answers in orange
Quote:
Originally Posted by Evoken View Post
Finding info about that group is a bit hard , i will change the speed and make them zig zag but apperantly its all the escorts Yamato had traveling towards Truk. "Yamato departed Kure, Japan for Truk, Caroline Islands escorted by escort carrier Kasuga Maru (later renamed Taiyo), Akebono, Ushio, and Sazanami." And at 28th of August it was attacked "Near Truk, Caroline Islands, Yamato was attacked by USS Flying Fish. Flying Fish's Lieutenant Commander Glynn Donaho mis-identified Yamato as a Kongo-class battleship as US Navy was unaware of the existence of Yamato-class at the time. Two of the four Mark 14 steam torpedoes missed, while the other two detonated prematurely. " OK, going for the "historical" scenario, but with some "back-up" for you. - don't forget about this:
Name= CV-5 USS Yorktown
Class=CVUSEarlyWar
Type=9
...
The game still won't "target" them as named, but as "Class"


Though we always have close calls we havent hit each other yet but i will change the angle a bit more for better crossfire



How close a unit has to be for it to detect the enemy ? and which one ends the mission , no enemy being detected or the wrong entry dates ?
I am not certain how close they have to be in MultiPlayer, but probably within sight, roughly 20nm anyway. That's why, if you do a plane group, such as:
[Group 9]
GroupName=US AirForce 0001
CommandUnitName= BOPS_US TB Torpedo#1
Category=1
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=false

[Group 9.Unit 1]
Name= BOPS_US TB Torpedo#1
Class=USTorpedoBomber
Type=303
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
Loadout=Torpedo
GameEntryDate=19440619
GameEntryTime=730
GameExitDate=19451231
...
The plane group will "report" the German TaFee, and that should do it. I'm not so sure about the dates now, since it worked OK as a SingleMission, but it is better if you get all of your pieces of the puzzle on the same Entry date, unless you have special circumstances, such as an "early" spawn using the AvailStartDate and GameEntryDate lines with a Trigger. Nothing in particular "ends" the scenario, it just "times out" without a target being spotted. It's just an old network game that's actually kind of "dumb" (old computer term)...



I would like to see it added to FotRSU after i fix them and i am planning to make a lot more missions

Thanks for all the help , i will get back to work!
Let us know when you want to add it to the mod, and we'll update things if needed, put your name up in lights on Broadway - whuh? we can't do that? Costs too much??... OK, we'll put your name in the ReadMe file then...
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Old 07-30-18, 01:43 PM   #5
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I think mp returning back to menu is about detection , it was still returning me back to menu untill i moved the subs closer to 30km at which range German task force was in radar detection range and mission played normally
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Old 07-30-18, 03:03 PM   #6
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The horizon is 20nm, the "render range" is about there also, so just at the horizon, masts visible, is where you got it to work? Or were they at 30nm, not km? Have you tried airplanes yet? If you haven't, I might experiment with that this evening, and let you know what happens...
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Old 07-30-18, 03:17 PM   #7
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Quote:
Originally Posted by propbeanie View Post
The horizon is 20nm, the "render range" is about there also, so just at the horizon, masts visible, is where you got it to work? Or were they at 30nm, not km? Have you tried airplanes yet? If you haven't, I might experiment with that this evening, and let you know what happens...
They are at 30km to the submarines , i have put down a scout plane that is 14km to the group but that didnt seem to work for mission shutting down.Further testing is needed.
https://drive.google.com/open?id=1Cx...kxnBEjcmh628OT this is the updated version of the missions
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Old 08-05-18, 09:32 AM   #8
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Are you using Large Address Aware?

Whenever you have large numbers of ship units being created, or activity around ports, or throw in aircraft doing their thing in a scene.....you're going to need all the memory your computer can lend to the game in order to have these "extra" events render.

The fact you have 16 gigs of ram means nothing to the Stock game...….the Stock game will only use a maximum of less than 2gigs, UNLESS, you use a program like LAA.

The game was designed in the early 2000's. Back when Windows XP was the new OS. Maximum computer Ram was maybe 1 to 2 gigs; and flat wide screen LCD monitors were only a dream! There was no need for the developers to think the game would now be in a world where 8gig of memory is average and an 1024x768 size CRT monitor is obsolete.

Do yourself a favor and add LAA to the game execution file.....telling it to increase its capacity by using more of the available memory you have.
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