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Old 07-17-17, 09:17 PM   #5011
CapitaCatalunya
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Thanks a lot RP,

Do I just extract the rar and put it in the MODS folder? It only worked when I created a new folder and I put the "data" folder into it...
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Old 07-18-17, 07:48 AM   #5012
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Quote:
Originally Posted by Moonlight View Post
My screenshots come out as 1280 x 960 Pixels (1.23 MPixels) (4:3), I believe its set to the resolution that I'm using, don't quote me on that though.
I load the image into Irfanview and go to the IMAGE menu and select RESIZE\RESAMPLE, change the width from 1280 to 800 and save it as a JPG, if you need to crop part of the said image out select the part that you want with the mouse and then go to the EDIT menu then select CROP SELECTION, save as a JPG and job is done.
I went with the 64-bit irfanview. Works great! Thanks.
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Old 07-18-17, 07:49 AM   #5013
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Quote:
Originally Posted by RampantParanoia View Post
I run the game at my native resolution of 1920x1200, and the screenshots are the same resolution.

I used the in-game screenshot function, then used Paint.NET to change them into .jpg format to reduce the size, then I use s7rikeback's method as below:
I went with the 64-bit irfanview because there are fewer steps involved. Works great! Thanks.
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Old 07-18-17, 08:05 AM   #5014
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Default Two Anomalies, plus one

In a career patrol assigned to drop an agent on Honshu, on 10/4/43 (12:59), position 143-15E, 41-14N, encountered a Yubari Class Light Cruiser in a mixed convoy of 5-6. The turrets on the Yubari are black; rest of skin looks ok.

Same patrol, on 10/8/43 (14:34) at 142-17E, 39-36-30 (approximate) encountered a five ship convoy travelling NNE in line with a single DDE escort. Curiosity and impatience got the better of me, so I used the "next ship" camera to check them out. The first ship in the convoy was surrounded by burning ships that were either jutting up into the air or completely in the air off the sea surface! My targeted convoy just sailed right through the firestorm. I then used the free camera to zoom to the convoy, only to see it serenely sailing along with no other ships in sight, burning or not. I have pictures, but if I attach them they will be thumbnails. Don't know if that will be of much use.

Upon dropping the agent I saw smoke in the direction of MIYAKO, so I investigated with the free camera. There I found the burning and wrecked ships run aground or burning at the docks. By "aground", I mean some were hundreds of feet uphill from the harbor facilities. Very strange that the "next ship" camera would place them in my target convoy when they were actually miles away in Miyako, and stranger still to see them up the side of a hill.

I also picked up on an eye candy issue. When executing a crash dive, the dive planes are not extended.
Attached Images
File Type: jpg SH4Img@2017-07-15_12.22.01_940.jpg (22.0 KB, 18 views)
File Type: jpg SH4Img@2017-07-15_12.22.09_810.jpg (18.7 KB, 12 views)
File Type: jpg SH4Img@2017-07-15_12.47.54_753.jpg (15.9 KB, 11 views)
File Type: jpg SH4Img@2017-07-10_12.32.21_772.jpg (16.1 KB, 14 views)
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Old 07-18-17, 08:12 AM   #5015
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Quote:
Originally Posted by torpedobait View Post
In a career patrol assigned to drop an agent on Honshu, on 10/4/43 (12:59), position 143-15E, 41-14N, encountered a Yubari Class Light Cruiser in a mixed convoy of 5-6. The turrets on the Yubari are black; rest of skin looks ok.
Pic of bad skin:
Attached Images
File Type: jpg SH4Img@2017-07-15_11.25.25_846.jpg (18.3 KB, 19 views)
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Old 07-18-17, 11:01 AM   #5016
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Hmmmm I never did like Attached Thumbnails.

For taking screenshots and posting them into subsim I do it this way, in the game I press Ctrl+F11 and when I exit the game I move the screenshot to the desktop as its much easier to work on the image there.

After I've edited the said image its time to post it, I use this site http://tinypic.com/, as you don't need to register with it, select Browse and find the image you want to post, select Upload Now, you'll be given 2 words on the next screen just type it in, you can use lowercase letters if you want to.
When done Select Upload Now and copy the link thats under IMG Code for Forums & Message Boards, copy that link into your post on subsim and lo and behold you'll see an image thats not an Attached Thumbnail, its much easier viewing your images in my opinion.

That's another post I won't have to write again as I'll direct every person who asks how to post images to this one.
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Old 07-18-17, 12:56 PM   #5017
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Announcing 7/18/2017
Fall of the Rising Sun Ultimate v0.63 PublicBeta EN

New version, 7/18/2017. FOTRSU v0.63 PublicBeta EN. CapnScurvy fixes: Texture fix on Old Tanker, fixed 2 impossible dates in the Gar campaign files. S7rikeback fixes: NDE_Parker had a blank epq file, no weapons - fixed. NOM_Paula Wake no bow wake - now fixed.
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Old 07-18-17, 03:10 PM   #5018
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Great Double RR, good to keep current!

Speaking of which, I've been working on several things recently brought up after the last Fotrs Ultimate v0.62 release. Here's the issues noted:

1. Getting a Green Light with the Hydrophone from planes passing over.

2. Getting a Green Light with the Hydrophone after a sunk ship.

3. The ability to have all ships at all reasonable speeds (4 kts and faster) to be heard with the manual use Hydrophone.

The first issue has been confirmed by me.......certain planes can be heard with the Hydrophone. Interestingly, what you're hearing isn't the plane engine, but the "ordinance" it's carrying.....specifically a torpedoes "Cruise" sound when it's intended to be going through the water. Makes no difference if its an axis plane, or a friendly (there are two different "air torpedoes" in the Fotrs Ultimate game, one for each side), there are 8 planes that carry torpedoes. It could be any one of the 8 that you'll hear the Torpedo Cruise "hyd" sound with the Hydrophone use, and see the Green Light follow the planes bearing. This is whether the torpedo is above the water......... being carried by the plane at 1000 feet altitude, or when the torpedo is dropped and traveling below water level on an attack run.

You may be thinking, "This wasn't an issue in the stock game!?" The reason being, even the stock Japanese Kate plane carried a bomb rather than a torpedo as its "Basic" loadout ordinance. Torpedoes as the "main" ordinance were not used in the stock game (probably for this very reason).

You would think this issue can be cleared up with the parameters involved.......but up to now, I've not found a satisfactory result. The only way to eliminate this sound from Hydrophone use has been to eliminate the sound completely!! Actually that's unwanted, due to losing the ability to hear the torpedo heading towards the sub if one was dropped in an attack. I've yet to discover a suitable parameter in the sensors.sim file (the file that controls Radar/Sonar/Hydrophone) that works as intended, or works at all, to control the Hydrophone from picking up a target above water. They don't seem to work!

========

Same with the Green Light displaying the position of a previous sunk ship. You'll not "hear" the ship after its sunk and resting on the bottom. But, you'll still get the Green Light to indicate where the sinking took place?!? Nothing seems to effect this outcome.

========

However, I have had success in getting ships to be heard at low speeds, by increasing their engine-power rating and fiddling with their "mass" figure to compensate for their increased horsepower. This in-turn, as brought into question a ships performance in maneuverability, and acceleration. Something I believe is lacking with the ship models that's represented now. What I've seen on a regular basis, has been ships slowed in acceleration (those jack rabbit starts we've all seen can be eliminated), but the turning and convoy ship compliance suffer due to the lack of maneuverability. I think something can be done about this, with the outcome to having a better performing ship physics, AND having all ships to be heard with Hydrophone use. They happen to work together!

That's what I've been up to.
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Last edited by CapnScurvy; 07-19-17 at 06:28 AM.
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Old 07-18-17, 03:37 PM   #5019
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Quote:
Originally Posted by torpedobait View Post
Pic of bad skin:
Good evening torpedobait,

Just been checking the very helpful info you have provided against the model in question.

Me & the good CapnScurvy had issues with this very same gun placement, many moons ago, and we had thought it was fixed.

Can you remember if the rear gun was also effected by the texture issue ?

The reason for asking is that, in my dodgy picture below, I have marked out two node positions- MO2 & MO3.




[Equipment 2]
NodeName=M02 - Front gun placement
LinkName=6InchBRDoubleT - Name of gun
StartDate=19380101
EndDate=19451231

[Equipment 3]
NodeName=M03 - Rear gun placement
LinkName=6InchBRDoubleT - Name of gun
StartDate=19380101
EndDate=19451231

MO3 = I can see something black, but am not sure in your picture ?!?!
MO2 = is the gun placement in your picture without texture.

And the gun in question via S3D - no texture problems...



I'm swaying towards a date issue somewhere, capn / PP what do you guys think?
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Old 07-18-17, 06:20 PM   #5020
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Quote:
Originally Posted by s7rikeback View Post
I'm swaying towards a date issue somewhere, capn / PP what do you guys think?
The gun in question has a date beginning before the game start....ends at game end......I don't think there's an issue with the gun date.

As long as the Yubari doesn't switch guns for some reason, in mid life cycle, there's no reason to think its a date issue. As far as the Texture for the gun model "6InchBRDoubleT", does it show correctly in the Museum? On your computer Dan; and on your computer torpedobait?
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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 07-18-17, 07:31 PM   #5021
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@CapnScurvy : Well for the Yubari, I checked in the Museum and indeed both "6InchBRDoubleT" have no texture. I play v0.62 version.
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Old 07-18-17, 07:57 PM   #5022
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Is the campaign in FOTRS Ultimate all right? I just commandered a Narwhal and was asked immediately (8 december 1941 campaign) to deliver supplies to "friendly troops in Formosa"...what???? Does he mean some guerrillas holding on there? Is it a bug??

Also when I give the orders to crash dive on the Narwhal the crew immediately goes deeper than the 90 meters test deep of the submarine (lost a few subs that way due to decompression, does that mean that should always give the depth manually??

I'm kind of paranoid I somewhat managed to install the mod wrong...
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Old 07-18-17, 09:43 PM   #5023
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Quote:
Originally Posted by Jawohlherrkaleun View Post
@CapnScurvy : Well for the Yubari, I checked in the Museum and indeed both "6InchBRDoubleT" have no texture. I play v0.62 version.
I checked it too......I have no gun at all:




But here's the kicker.....this was fixed with version 0.56 of Fotrs Ultimate!! How or why has the Yubari .dat and .eqp file's gone from a "fixed" date of 3/10/2017, back to what's in version 0.62 with an older .dat and .eqp files dated 9/20/2016?!? I don't know??

It would seem someone has used older dated files with the latest version released (v0.62) that has put us back to not having the gun correctly displayed. Errors we shouldn't be making.
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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 07-18-17, 11:01 PM   #5024
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Quote:
Originally Posted by CapitaCatalunya View Post
Thanks a lot RP, Do I just extract the rar and put it in the MODS folder? It only worked when I created a new folder and I put the "data" folder into it...
Yes that's what you do. By "Extracting" the compressed Fotrs Ultimate mod and directing it to your "MODS" folder that's been created by JSGME in your "main" Silent Hunter Wolves of the Pacific game folder, you will have the mod correctly added to your system. You'll still need to "Activate" it within JSGME to have the files added to the game.

Depending on which Operating System your computer uses, there are things you should be aware of when adding mods to your game. Windows in most versions since Windows XP has gotten "particular" to changes made to files like a game. It's very important to know where to place your "main" game files when you install them, so you can work with them later as a player will if he plans to modify his game. Please read the thread Windows10; Large Address Aware; SH4 Install, to better understand where you should install your game, and what to do to keep it running smoothly.

Quote:
Originally Posted by CapitaCatalunya View Post
When I give the orders to crash dive on the Narwhal the crew immediately goes deeper than the 90 meters test deep of the submarine (lost a few subs that way due to decompression, does that mean that should always give the depth manually??

I'm kind of paranoid I somewhat managed to install the mod wrong...
In Fotrs Ultimate, use the "D" key to dive to whatever depth you feel comfortable with....just know there's a "point of no return" in depth! Using the "A" key will level out the boat at your desired depth, if you haven't gone too far.

Use the "D+Ctrl" keys to "Crash Dive" to a limited depth in "Emergency" fashion. In a Narwhal that's approximately 158ft:




Once you arrive at the "Crash Dive" depth it will level off, you'll have no problem maintaining that depth until you either surface or go to another depth of your choice, as long as your sub is intact.

May I suggest you print the Fotrs Ultimate Quick Reference Cards......"SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg", to keep the Keyboard Commands for reference. You'll find them in the Windows "Main" SH4 game folder.

Be aware, if you've had hull damage (notice the Hull damage figure on the "Damage Management" screen....upper left corner), you are risking your sub by diving deeper than normal. The Hull Damage figure starts at 000....no damage; reaching 100, you've lost your sub to hull damage. If your Hull Damage is stated at 075.....by no means risk a deep dive with the sub!! You're asking for trouble to go deep and have already sustained damage.
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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!"

Last edited by CapnScurvy; 07-19-17 at 06:35 AM.
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Old 07-19-17, 07:49 AM   #5025
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Quote:
Originally Posted by s7rikeback View Post
Good evening torpedobait,

Just been checking the very helpful info you have provided against the model in question.

Me & the good CapnScurvy had issues with this very same gun placement, many moons ago, and we had thought it was fixed.

Can you remember if the rear gun was also effected by the texture issue ?

The reason for asking is that, in my dodgy picture below, I have marked out two node positions- MO2 & MO3[Equipment 2]
NodeName=M02 - Front gun placement
LinkName=6InchBRDoubleT - Name of gun
StartDate=19380101
EndDate=19451231

[Equipment 3]
NodeName=M03 - Rear gun placement
LinkName=6InchBRDoubleT - Name of gun
StartDate=19380101
EndDate=19451231

MO3 = I can see something black, but am not sure in your picture ?!?!
MO2 = is the gun placement in your picture without texture.

And the gun in question via S3D - no texture problems...

I'm swaying towards a date issue somewhere, capn / PP what do you guys think?
They are both black (fore and aft gun turrets) as has now been confirmed.

Sorry about the small pictures. Subsim only seems to upload thumbnails regardless of the image size I set. So I'm going to have to go through that process of going to yet another site to upload the picture so Subsim can use it.
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