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Old 04-14-19, 01:53 AM   #8041
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Hey guys, I got SH4 wolves of the pacific from steam. Can I get this mod as is, or do I need to upgrade my steam version before getting FOTRS?
Hi bstanko6
You need download by steam "U-boat mission "and then you can install fotrsu
https://store.steampowered.com/app/1...Boat_Missions/
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Old 04-14-19, 12:47 PM   #8042
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ok thanks
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Old 04-14-19, 02:33 PM   #8043
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ok thanks
Make sure you are using version 1.5 then Use the Large Address Aware EXE included with the mod. Next use JSGME to install the mod, it is also included.

Follow Capt Scurvy's instructions to the letter and you will not have an issue.

INSTRUCTIONS

Specifically pay attention to the line that says ... "Delete your "Documents/SH4" folder before running the game with the new "Ultimate Edition v0.81 RC1 Public Beta" added"
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Old 04-14-19, 06:53 PM   #8044
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ok thanks
... and being the old-head Silent Hunter user that you are, don't forget to NOT install the game in "C:\Program Files (x86)", but in a different Steam Library folder from that...
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Old 04-14-19, 07:02 PM   #8045
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... and ...
It seems the sonar operator can hear sound and and map lines appear on the map, when map updates are turned on in the case of Porpoise class, S-class and Nautilus class submarines during December 9,1941 patrols. My understanding was that this was not the case. Is this a known issue?

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Old 04-15-19, 01:17 AM   #8046
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It seems the sonar operator can hear sound and and map lines appear on the map, when map updates are turned on in the case of Porpoise class, S-class and Nautilus class submarines during December 9,1941 patrols. My understanding was that this was not the case. Is this a known issue?
No issue, there are 2 sonar, one active one passive, sailing surface the lines you see for Porpoise are for passive. You’ll have to dive for the active to be activated... i’m Sure i’m Not clear at all
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Old 04-15-19, 01:27 AM   #8047
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No issue, there are 2 sonar, one active one passive, sailing surface the lines you see for Porpoise are for passive. You’ll have to dive for the active to be activated... i’m Sure i’m Not clear at all
Allow me to reword. It seems the hydrophone operator can hear sound and and hydrophone map lines appear on the map, when map updates are turned on in the case of Porpoise class, S-class and Nautilus class submarines during December 9,1941 patrols. My understanding was that this was not the case.

I thought the documentation claimed that in the above mentioned boats, the hydrophone was mounted on the deck and could only be used when submerged. Other boats had chin mounted FM receivers and could pick up high frequency sounds, while surfaced and Porpoise and Nautilus class were modified during the war to so do.

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Old 04-15-19, 08:06 AM   #8048
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Allow me to reword. It seems the hydrophone operator can hear sound and and hydrophone map lines appear on the map, when map updates are turned on in the case of Porpoise class, S-class and Nautilus class submarines during December 9,1941 patrols. My understanding was that this was not the case.

I thought the documentation claimed that in the above mentioned boats, the hydrophone was mounted on the deck and could only be used when submerged. Other boats had chin mounted FM receivers and could pick up high frequency sounds, while surfaced and Porpoise and Nautilus class were modified during the war to so do.
The Sonar Operator uses the "Active Sonar" to get a fix on a ship. That device is on the hull of the sub and capable of working in any sub depth. The "Passive Hydrophone" capability is used by the player when he goes to the Sonar/Hydrophone Station. You need to have the S-Class, Porpoise, or Narwhal submerged until Sept 1942 before the position of the receiver is also placed on the hull of the sub (the S-Class never changes.....it stays on the deck). If you want to send a "Ping" (using Active Sonar) to do it yourself, you can do so just like your Sonar Operator....no matter what depth the sub is in. It's only the "Passive Hydrophone" that needs to have the sub submerged on these boats during a specific time period. You know you're at the correct depth by simply turning your listening bearing back to the rear of the sub (180 degree position). When you can hear your own engines, you can hear "Passive Hydrophone" sounds from any ship that's within hearing distance.

Note: you will get a green light in a bearing that indicates the system is picking up a "Passive Hydrophone" sound but you may not hear the faint engine sounds. This indicates the ship is there but it's too far away to "hear" it's engines.....over the limits of the range of the Hydrophone. Listening longer and the target will either come closer and you'll begin to hear the faint sound of the engines (the target is coming closer), or the green light disappears.....meaning no target detection (the target was going away and you've lost the sound direction).

Those map lines shown are from the Sonar Operator showing where his "Active Sonar" has detected a target. A capability that occurs no matter what the sub depth is in. "Active Sonar" is on the hull of the sub; "Passive Hydrophone" is on the deck on the three subs indicated, for the period of time stated.
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Old 04-15-19, 04:41 PM   #8049
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radar

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The Sonar Operator uses the "Active Sonar" to get a fix on a ship. That device is on the hull of the sub and capable of working in any sub depth. The "Passive Hydrophone" capability is used by the player when he goes to the Sonar/Hydrophone Station. You need to have the S-Class, Porpoise, or Narwhal submerged until Sept 1942 before the position of the receiver is also placed on the hull of the sub (the S-Class never changes.....it stays on the deck). If you want to send a "Ping" (using Active Sonar) to do it yourself, you can do so just like your Sonar Operator....no matter what depth the sub is in. It's only the "Passive Hydrophone" that needs to have the sub submerged on these boats during a specific time period. You know you're at the correct depth by simply turning your listening bearing back to the rear of the sub (180 degree position). When you can hear your own engines, you can hear "Passive Hydrophone" sounds from any ship that's within hearing distance.

Note: you will get a green light in a bearing that indicates the system is picking up a "Passive Hydrophone" sound but you may not hear the faint engine sounds. This indicates the ship is there but it's too far away to "hear" it's engines.....over the limits of the range of the Hydrophone. Listening longer and the target will either come closer and you'll begin to hear the faint sound of the engines (the target is coming closer), or the green light disappears.....meaning no target detection (the target was going away and you've lost the sound direction).

Those map lines shown are from the Sonar Operator showing where his "Active Sonar" has detected a target. A capability that occurs no matter what the sub depth is in. "Active Sonar" is on the hull of the sub; "Passive Hydrophone" is on the deck on the three subs indicated, for the period of time stated.


It makes such little sense to me, a veteran of Naval warfare, to see active pinging to give constant bearing such as what the game models from the sonar tech. One ping for range finding on a merchant sure. Constant ping around an escort never.

Honestly I would rather see IJN escorts blasting to the bottom any submarine that used active sonar around them. One of those things Ubisoft got horribly wrong in my opinion.
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Old 04-15-19, 06:54 PM   #8050
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Crash to desktop, using time compression, while in contact with one merchant. The last compression setting displayed was 32. I knew better, I really did.

https://www.twitch.tv/videos/411690425
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Old 04-15-19, 08:27 PM   #8051
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Which boat are you in there Immelmann, where were you, and what was the date? Were there other contacts around, do you know? Does doing the vid feed carry any overhead with it? Was that a bit from the game, with the scope flying across the screen near the beginning? Was that 32x? Thanks.
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Old 04-16-19, 12:46 AM   #8052
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It makes such little sense to me, a veteran of Naval warfare, to see active pinging to give constant bearing such as what the game models from the sonar tech. One ping for range finding on a merchant sure. Constant ping around an escort never.

Honestly I would rather see IJN escorts blasting to the bottom any submarine that used active sonar around them. One of those things Ubisoft got horribly wrong in my opinion.
If it's any consolation, the game enemy AI doesn't pick up on your Sonar man's use of "Active Sonar". The only time it's possible to be detected by "Active Sonar" use is when YOU the player use it. Your Sonar man can piddle around all day and never be detected, but if you do it within ear shot of an enemy warship.....your toast. Also, unlike the Radar where you can shut off both SD and SJ reception, you can't turn off your Sonar guy. He'll happily keep updated sonar findings (friend or foe) and keep whammering on until nothings within 100 miles of the sub.
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Old 04-16-19, 03:01 PM   #8053
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Which boat are you in there Immelmann, where were you, and what was the date? Were there other contacts around, do you know? Does doing the vid feed carry any overhead with it? Was that a bit from the game, with the scope flying across the screen near the beginning? Was that 32x? Thanks.
A Gar. The USS Grampus out of Fremantle. You know, the submersible freighter. Roughly 112 nm due north of Manokwari, West Papua, New Guinea. The date is the tough part for me. I was surprised by the game crashing and unable to make note of the game date. So, I reloaded my last save and verified the date as September 4th, 1943. I then went back and reviewed the stream. It looks to me like 3 days after my last save made SW of Davao, Phillipines. I might be in error, but I think the date of the CTD is September 7th, 1943. Time of day easily seen as 14:15 hours just before the game crash. If unable to find it on the 7th then look 24 or even 48 hours forward, not backward from the 7th. I'm positive at least 3 days elapsed from my last save at the point.

As far as contacts, the only contact I had at the beginning of the time compression was the Ada Maru Freighter on a WNW course. I was in TC trying to quickly get him closer to me so I could set up a good firing solution. I think maybe another ship, or more likely an airplane(s), tried to load in during time compression and that caused the crash? There is a Japanese airfield not far away to the WSW.

I have a two PC streaming setup, so my gaming PC has zero overhead related to streaming. All my gaming computer does is send video out over HDMI at 1920 x 1080 60hz and audio out over a Digital Optical SPDIF Audio Cable.

Yes the periscope shot at the start of the clip was from the game and NOT under time compression. That is what flank speed (9 knots) on batteries looks like. It probably gave the impression of greater speed (flying across the screen) because I was using the free camera from a distance with the view zoomed in by the mouse wheel.
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Old 04-16-19, 04:58 PM   #8054
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Crash to desktop, using time compression, while in contact with one merchant. The last compression setting displayed was 32. I knew better, I really did.

https://www.twitch.tv/videos/411690425
I use Time Compression all the time including after contact and I do not get CTD with it and my system is far more inferior to yours.
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Old 04-16-19, 05:00 PM   #8055
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If it's any consolation, the game enemy AI doesn't pick up on your Sonar man's use of "Active Sonar". The only time it's possible to be detected by "Active Sonar" use is when YOU the player use it. Your Sonar man can piddle around all day and never be detected, but if you do it within ear shot of an enemy warship.....your toast. Also, unlike the Radar where you can shut off both SD and SJ reception, you can't turn off your Sonar guy. He'll happily keep updated sonar findings (friend or foe) and keep whammering on until nothings within 100 miles of the sub.
I would love to see it disabled.
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