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Old 06-26-17, 09:54 PM   #4771
CapnScurvy
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Originally Posted by jldjs View Post
Image is thru periscope of Covette SubCHaser doing 15Kts yet the sonar operator reports no sound! Distance is less than 2000 yards. Running V60 beta. MAx speed for this Corvette is 17kts so it's not the half of max speed problem. Any ideas?

Larger image, first one was too small




You needed an image of the PK displaying the true name of the ship in question. Fotrs Ultimate has three "Corvette's", none look like the one you've taken a picture of. That being said, the Version 0.60 had a problem with its sonar, we're about to release a version 0.62 to correct it, plus other features/additions.

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

From a later post:

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It's now Aug 25 '42 and I'm off to East China Sea in the same old Gar with no radar, but I did get an upgraded SD! What gives?
Sounds like the same old problem we've all had with the stock game or any modded one. The upgrades don't come when their supposed to. I can't answer your question. I don't know your game setup; How you "save" your game from one mission to another; How you play your game...lots of Alt+tab, never overwrite a previous save etc. If you want Radar, start a new career in the sub you want, Mid year 1942.
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Old 06-27-17, 01:46 AM   #4772
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I'm going to point out some things that must be hard coded and are therefore untouchable by modding the game. I'm thinking this must be the case because otherwise someone would have been addressed these things with a mod a long time ago. Surely somewhere in the last ten years. Please confirm for me that these issues are with us to stay and cannot be altered.

Saved games. I save a game under a certain state of conditions. On a certain course and with a certain speed set on the engines. Submerged or surfaced makes no difference.

When I reload the saved game I find that I have to reset the desired engine speed. I have re-order return to course or I will just sail in the direction the nose of the boat is pointed. I have to reset all my torpedoes to high speed option. I have to reset all my radars to longest range. I have to move my clock back to the position on the screen that I like it to be.

So a saved game does not save all game parameters. Correct? And this is hard coded and cannot be changed. Correct?

Thank you.
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Old 06-27-17, 01:51 AM   #4773
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I haven't even tried to look through the Flotilla boat upgrades for the Campaign either, but I've noticed that being rather erratic, but I don't know if it's leftover from Stock, or mod induced. We haven't done anything to change the frequency in that regard. As for that ship there, that looks like one of the "Frigates" (can't remember which), and some of them can do 37 knots (supposedly). Do you have an ID in the little box above your torpedo settings dials? I know that two of the sub chasers have a front turret, whether it'd be gun or rocket. Is that the Kisaragi?
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Old 06-27-17, 09:22 AM   #4774
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Originally Posted by propbeanie View Post
I haven't even tried to look through the Flotilla boat upgrades for the Campaign either, but I've noticed that being rather erratic, but I don't know if it's leftover from Stock, or mod induced. We haven't done anything to change the frequency in that regard. As for that ship there, that looks like one of the "Frigates" (can't remember which), and some of them can do 37 knots (supposedly). Do you have an ID in the little box above your torpedo settings dials? I know that two of the sub chasers have a front turret, whether it'd be gun or rocket. Is that the Kisaragi?
Image with target ID;

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Old 06-27-17, 12:35 PM   #4775
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Quote:
Originally Posted by Immelmann View Post
I'm going to point out some things that must be hard coded and are therefore untouchable by modding the game. I'm thinking this must be the case because otherwise someone would have been addressed these things with a mod a long time ago. Surely somewhere in the last ten years. Please confirm for me that these issues are with us to stay and cannot be altered.

Saved games. I save a game under a certain state of conditions. On a certain course and with a certain speed set on the engines. Submerged or surfaced makes no difference.

When I reload the saved game I find that I have to reset the desired engine speed. I have re-order return to course or I will just sail in the direction the nose of the boat is pointed. I have to reset all my torpedoes to high speed option. I have to reset all my radars to longest range. I have to move my clock back to the position on the screen that I like it to be.

So a saved game does not save all game parameters. Correct? And this is hard coded and cannot be changed. Correct?

Thank you.
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Old 06-27-17, 12:58 PM   #4776
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@ Immelmann: I'm thinking you can mod where the clock "defaults" to - it ain't easy to do though - but everything else is like my brain, and goes into "neutral gear" for the next reload... don't forget the repeating sound effects too!...

@ jldjs: Had you just been "discovered" by him and one of his buddies by chance? They may have "cut" their engines to listen for you and try to get a "fix", after charging toward your assumed location at Ahead Flank. That's the only "logical" idea I can come up with, if it's not the "visual" contact you have on him... We will look further into the situation though. Everything at first glance appears to be fine here.

One thing to remember, you've got "visual" on him with that periscope, so you won't get "sonar" on it also. You not only have to lower the periscope, but you have to go below periscope depth, for some Ubisoft reason, else you'll not break that "visual" contact (CapnScurvy was working on that aspect)... If you go to the Sonar Station yourself in that situation, you should be able to "hear" him yourself by pointing the head at him. Your sonar will NOT report him though, because you already can "see" him. It's when this guy would drop below 9knots that he'd "disappear" from your being able to hear him at the Sonar Station, but your Sonarman will still be able to follow him, so long as you can't "see" him...

Edit: Found a picture from an earlier 'test' round in FotRSU:

The vessels beyond the 5k for the radar range right now, do not show their little boxes / dots. But I do see their "sonar lines". The ones that the radar "sees" do not have the sonar lines, although the lines are there as soon as the "sweep" wears off... If I put the periscope up (which I hadn't yet at this point), then ~all~ of the lines go away (except my course, of course) and they all show as boxes / dots... If I went to the sonar station at this time, 3 of the ships are NOT "hearable" by me, which are the two currently "radar" fixes, and the sonar fix to the upper right. They are not moving. The two sonar fixes to the "southeast" are hearable, since they are at cruising speed, and over half of their rated speeds. For the stationary fixes, the sonarman is the one who "reports" with the lines, when radar can't "see" them, and I can't hear them...

It's situations similar to this where you'd have an airplane closing in on you for the "attack", and you yourself are unaware of its presence because of the way the charting was. You'd hear the bomb go "BOOM!!!" and then get a "We're under attack, sir!"...

I do not recall Silent Hunter, the first version, being this weird about these aspects of the game...
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Old 06-27-17, 02:36 PM   #4777
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'@ jldjs: Had you just been "discovered" by him and one of his buddies by chance? They may have "cut" their engines to listen for you and try to get a "fix", after charging toward your assumed location at Ahead Flank."
No, just the opposite. I was notified he was at bearing 90 as a visual, he then was going 6 Kts, he slowly turned towards me at about 19K yards and closed to about 2500 yards and accelerated to 15 Kts. After snapping the image, I put him on my 180 bearing let him close to about 1000 yds, zigzaging, and disposed of him from my stern tube.
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Old 06-27-17, 03:50 PM   #4778
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Image with target ID;

Corvette Subchaser Class??........Boy, It's going to take some looking through the files for that one. The three "corvettes" that are noted in the Names.cfg file are NOT named that?!?

The ship reminds me of the Kobakian, but I'm not sure. The reason I'm asking is to check the ships .sim file to see what's the MaxSpeed setting is there (that's the parameter the game uses......the Recognition Manual "Speed" figure is for us, the player....it has no bearing on this Hydrophone Half MaxSpeed issue). I'll have to go through the ship units to see if I can figure out which unit uses the Corvette Subchaser Class as its "display" name.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 06-27-17, 03:59 PM   #4779
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In the Names.cfg Capn, there's "AuxSubchaser=Corvette Subchaser Class", and the AuxSubchaser is indeed the ship, but you have to get low to the water and back a bit, if you're using the Museum, to get to look close to what he has there. The angle, and the dark night make it difficult, and you lose the "chubbiness" of the vessel without the "depth perception" of being up a bit higher. It looks more like a DE or Frigate than a Corvette, but it's not, not that that matters anyway... - I looked, and it's the one alright. AuxSubchaser, top speed 17 Knots... I think the issue is that he has a "visual" contact on it...
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Old 06-27-17, 07:25 PM   #4780
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You're right propbeanie, it's the fourth named "Corvette" something or another that's in the game. It's Max_Speed is as you say, 17kts. I'm going to put it in a test to see what it does for the hydrophone.

Jldjs, be prepared to use the next edition of Fotrs Ultimate, v0.62, to help in getting your Sonar back.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 06-27-17, 08:41 PM   #4781
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Default FOTRS - CDT

guys,

d/l .61 and loaded it up. end of first mission CDT. it took me about 20 tries before i was allowed to finish the first mission. second mission no problem however i did not sink any ships. then third mission, sunk some ships, could not complete the mission...CDT.

it has me baffled. win7... 8 gigs of RAM. new install of SH4 1.5 from DVD. it played great but one has to finish the mission.
any hints would be appreciated but i think i am moving on.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v0.61_PublicBeta_E N
110_FallOfTheRisingSun_Ultimate_v0.60_KongoFix
200_Medals Fix IV for v1.5 - STOCK by Latency
3000 Yard Bearing Tool (1600x)
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Old 06-27-17, 08:44 PM   #4782
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No worries from me with you and Propbeanie on it, looking forward to .62 and hope the "sonar" issue is fixed.
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Old 06-27-17, 10:33 PM   #4783
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I'm not sure about that medals mod (there's one in FotRSU already)... but it shouldn't CTD your game while doing patrols. Did you by chance load a Save from the previous version?
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Old 06-28-17, 08:02 AM   #4784
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Originally Posted by mark bonamer View Post
guys,

d/l .61 and loaded it up. end of first mission CDT. it took me about 20 tries before i was allowed to finish the first mission. second mission no problem however i did not sink any ships. then third mission, sunk some ships, could not complete the mission...CDT.

it has me baffled. win7... 8 gigs of RAM. new install of SH4 1.5 from DVD. it played great but one has to finish the mission.
any hints would be appreciated but i think i am moving on.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v0.61_PublicBeta_E N
110_FallOfTheRisingSun_Ultimate_v0.60_KongoFix
200_Medals Fix IV for v1.5 - STOCK by Latency
3000 Yard Bearing Tool (1600x)
Have you run Large Address Aware? Not doing so is a major cause of CTD's. Another is where you installed the game. Do not install to the Windows Program files, either one. Put it into a directory of your making. I use C:\Games\Ubisoft\Silent_Hunter_IV. These two items alone have virtually eliminated in-game CTD's for me. Good Luck!
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Old 06-28-17, 08:21 AM   #4785
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Quote:
Originally Posted by jldjs View Post
No worries from me with you and Propbeanie on it, looking forward to .62 and hope the "sonar" issue is fixed.
I probably missed some conversation about the sonar guy, so this may be moot.

Briefly, my sonar guy deserves to be keelhauled. He doesn't report anything unless it is within a thousand yards or so. I've had to hake on his duties. Every so often (usually when the clock hesitates for one click or so at a moderate TC) I will go to the sonar station and find a very faint contact. By heading to that bearing, the sound grows louder, but I never hear from the operator. I did that last night in the southeast corner of the Bismark Sea just where it enters the channel that heads into Rabaul. Although I got nothing from my sonar guy while I was on the bridge, a Kamikaze destroyer emerged from the dark and almost took me out with shellfire. I was able to get to periscope depth and kill him with a shot to the side (he was zigzagging by then) at about 600 yards! I then surfaced and again with no sound warnings prior to surfacing, my lookouts detected another destroyer about 2000 yards heading straight at me at over 20 knots. Since he wasn't zigging, I took a chance and fired one high speed Mark 14 down the throat at about 1600 yards. He never changed course until it was too late. So seeing now that I had two escorts come out of the dark at speed with no warnings, I went below and checked it myself. Sure enough, there was a fairly significant sound contact to the southeast, a merchant apparently going away. Back to the surface and on the bridge, we charged in that direction until the target came into sight. It was a beautiful European Style Liner running at 8 knots. My last three Mark 14's, plus three AP rounds from the deck gun, sent him spiraling to the bottom.

After all that wind blowing, what I'm saying is that sound contacts from the sonar man are few and far between, whereas I can find them easily if I use the clock as a guide. The second it hesitates I know there is something going on. It may not be realistic, but neither is a sonar operator who sleeps on the job. Oh, and I know that if you get a visual you "lose" sound contact. Much of my experiences with lack of sound reporting is from instances where I was submerged, or surfaced in my GAR class boat at a slow speed. Funny that I can hear them and that soon-to-be shore bird can't. This is a new development in V0.60 and v0.61, I think. That's my story and I'm sticking with it.
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