SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-30-16, 10:41 PM   #2851
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,762
Downloads: 441
Uploads: 2


Default Extra extra extra - Read all about it! Propbeanie sinks the fleet!!!

Quote:
Originally Posted by Rabid Wolverine View Post
The FLAGS!!! The FLAGS!!! Look like a piece of cardboard flapping in the wind...Any way to move tmo 2.5 flags to this mod???
Are you talking about ~all~ the flags, or particular vessels there Rabid Wolverine? This is one of the problems with someone doing a mod day after day after day, in that something that bothered us three months ago, anymore is just a "meh...", so it's great to get feedback, just which ones?

-----------------------------------------------------------------

OK, for those of you who can't wait for the "Official" release of the patch, which would happen after some more thorough testing, you can download a preview of it at

https://www.dropbox.com/s/pwnqbri5gq...Take2a.7z?dl=0

Edit: When you go there, it will bring up a log-in box. At the bottom of that, click on "No thanks, continue to view". Then click on the "Download" button for file "232_NavalBasesTake2a.7z". Unzip it and put it in your MODS folder. It should work with JSGME.

As RR has mentioned before, fold it, bend it, mutilate it, try to break it. Start Campaigns in a port you've never tried before. See what happens. This is a Beta, and we wanna make it Release worthy... Then we'll get started on the modding of the mod...

This is the Campaign folder with the Campaign.cfg file, along with four "zero-byte" files. I do not know, nor do I care to know the history of the files or why they are zero bytes in size. Apparently, they are a necessity in Fall of the Rising Sun, and by that, therefore a necessity in Fall of the Rising Sun Ultimate Public Beta v0.40 EN... So there you have it. What ~I~ hope is a fix for the "No Ports" situation.

It is NOT the US_NavalBases.mis file, which had been previously edited, and was therefore a suspect. The Campaign.cfg had been edited to re-enable the Coral Sea Battle, which had been having some problems, but we finally got it to work. While in the Campaign.cfg file, the zero-length files were commented out, and the files themselves deleted in an attempt to "take out the trash"... only in this case, they aren't "trash" apparently...

Let us know how it goes!
__________________

"...and bollocks to the naysayer/s" - Jimbuna

Last edited by propbeanie; 11-30-16 at 10:51 PM.
propbeanie is offline   Reply With Quote
Old 11-30-16, 11:32 PM   #2852
Berserker
Aggressive skipper
 
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
Default

Imho all of the ship flags...Now for the good news..I found me a battle group April 3 1942 coordinates 123.08' E 5.45' S...2 takeo class cruiser 9 destroyers and 2 carriers,1 Shoaku and 1 Soryu...Sent contact report was advised good find break contact and return to base at your discretion...The battle group is now shy be 2 aircraft carriers...
__________________
Shoot,Move,Communicate..Kill,Destroy,Eradicate...
Berserker is offline   Reply With Quote
Old 11-30-16, 11:48 PM   #2853
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,762
Downloads: 441
Uploads: 2


Default

Good find. Did you happen to see any planes with that group? We're specifically looking for Zeroes with floats on them... Those would come from the 2 CA Takao. What'd the DD do when the torps were seen? Have you gotten away "clean"?

Thanks for the info on the flags. We're already considering mixing in some TMO ingredients, with a little habanero sauce and extra pepper, so we'll see what the flags would involve... s7rikeback is the baker man...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 12-01-16, 12:09 AM   #2854
Berserker
Aggressive skipper
 
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
Default

I am running tmo 2.5...So no planes but the destroyers went kinda crazy trying to find me...They didn't...I am looking for similarities with tmo and fortes and comparing the overall performance...Also the proper placement for our colors on a sub at war is right behind the 20mm AA gun on the back of the conning tower not on the stern of the sub..Tmo 2.5 did it right..Shouldn't the smoke from a burning ship be more blackish so I went back to forts and put in slow smoke mod and tmo smoke mod...Sim runs fine so far...Now I am off to kill some more rice propelled idiots..
__________________
Shoot,Move,Communicate..Kill,Destroy,Eradicate...

Last edited by Berserker; 12-01-16 at 02:10 AM.
Berserker is offline   Reply With Quote
Old 12-01-16, 02:06 AM   #2855
Berserker
Aggressive skipper
 
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
Default

Deleated everything and reinstalled fortes with the mods I think I need..Patrol sent to convoy collage from Manila the base marker shows and it is tilted...Enroute to patrol area made contact with 2 Jap groups both about 7 miles away heading south went to 400' silent running at 2 knots..I do not feel comfortable with out the crush depth marker giving me at least and idea how deep I can push a Sargo..If I make any more contacts I will avoid engagement unless it is and unescorted merchant...The first group was and invasion fleet,the 2nd was a battle group...This is a beautiful mod!!!
__________________
Shoot,Move,Communicate..Kill,Destroy,Eradicate...
Berserker is offline   Reply With Quote
Old 12-01-16, 02:13 AM   #2856
james_nix
What's happenin' Cap'n'?
 
james_nix's Avatar
 
Join Date: Feb 2015
Posts: 325
Downloads: 719
Uploads: 6


Default

I'm running 1920x1200 wit a clean install from the cds, and I never had this problem before, so I don't know if it is FOTRS related or just a regular SHIV bug. I can't move the stadimeter past 1241 yards. Check out his video:
__________________
USS COPPERFINS-05
james_nix is offline   Reply With Quote
Old 12-01-16, 03:41 AM   #2857
Berserker
Aggressive skipper
 
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
Default

First engagement in the Luzon straits sank 3 passenger carriers 1 destroyer and 1 Agano class cruiser...The destroyers all classes are riding high in the water,set your torpedoes at less that 5 ft proximity fuse...The Agano took one hit on the front of the bow brewed up like a roman candle...Seems to have a glass chin...
__________________
Shoot,Move,Communicate..Kill,Destroy,Eradicate...
Berserker is offline   Reply With Quote
Old 12-01-16, 06:23 AM   #2858
james_nix
What's happenin' Cap'n'?
 
james_nix's Avatar
 
Join Date: Feb 2015
Posts: 325
Downloads: 719
Uploads: 6


Default

I noticed when I am on scope radar I can't right click to bring me back to normal view. Is this the kind of stuff you want reported?
__________________
USS COPPERFINS-05
james_nix is offline   Reply With Quote
Old 12-01-16, 07:46 AM   #2859
ArditoCorsaro
Planesman
 
Join Date: Dec 2014
Location: Italy
Posts: 185
Downloads: 511
Uploads: 0


Support

Started an aleutian mini campaign finally with your patch guys! Seems all ok now even the subs reach a fast speed too hurry underwater, but is ok for the rest. thank you!! <3 ahahahah
__________________
"Execute unrestricted air and submarine warfare against Japan."
ArditoCorsaro is offline   Reply With Quote
Old 12-01-16, 07:58 AM   #2860
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,762
Downloads: 441
Uploads: 2


Default

Yes, it is james_nix. I'm not sure if that's in the game or not. Same with the stadimeter. We'll look. I do know that with the radar, you can left-click anywhere around the dial, and it'll back-sweep or forward-sweep, whichever is closest, to where you clicked. You can also "zoom" the view with the mouse wheel. Very cool touch. CapnScurvy's work there.

Rabid Wolverine, when you say the DD were "riding high", do they look like they're riding high in the water, or are you using Mk14 torpedoes early in the war, and they're running deep? We were working on the CA to make them less prone to that "one hit and you're out" syndrome, but I think it's on the back burner for now. You will find sometimes that it's take quite a bit more to get them to go down though. Be careful of those DD. Some of them have an iron jaw, and you hit them on the bow when they're chasing you, they'll keep coming and finish their run, even surviving the hit... Glad to hear that you have bases once again...

ArditoCorsaro, glad to hear that you have your bases back also. As for the sub getting up to speed real fast, which boat are you using? I'll look and compare all of them. Have you timed your dives yet? Do you have anything to compare the dive times to?
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 12-01-16, 08:43 AM   #2861
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,899
Downloads: 135
Uploads: 52


Default

Announcement

I am zipping up the fix right now. I don't believe in patches, so we'll be replacing the file in the downloads area with a brand new download. Fortunately, Subsim is set up differently than Google drive. The exact same download link will work with the new file.

I'll blow the whistle when it is uploaded and ready for download! Thanks for your patience and when we get done we will have proved that you CAN go home again!
Rockin Robbins is offline   Reply With Quote
Old 12-01-16, 09:00 AM   #2862
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,899
Downloads: 135
Uploads: 52


Default

The stadimeter is as designed: unchanged from stock. That means no direct input of range beyond 1240 yards.

Everybody keep in mind that this is just the core mod. The core mod is a tribute to the Aces of the Deep and AOTD_MadMax, kept as close to their work as possible without leaving in any groaners. What we've changed is only what we HAD to change to get the mod to play for Subsim players, who use SH4:UBM v1.5 and who don't play multiplayer.

Once the core mod is stabilized we will enter stage two and thereby answer the burning question "what is that 100 crap before the name of the mod?" Stage 2 will absolutely change the way you play Silent Hunter 4. We will take control of how you play out of our own hands and give the player control of their own supermod. Some of you say you have it now. When we're done EVERYBODY will have better control than some do now.

Still zipping! Only 8,769 files to go....
Rockin Robbins is offline   Reply With Quote
Old 12-01-16, 09:12 AM   #2863
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,899
Downloads: 135
Uploads: 52


Default

We have anchors. The Subsim download link will be down while I upload this puppy. Because I don't believe in patches, everybody will have to redownload v0.40. It sucks to be you, but it will be better for everybody that follows.
Rockin Robbins is offline   Reply With Quote
Old 12-01-16, 09:19 AM   #2864
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,899
Downloads: 135
Uploads: 52


Default

Uploading to Subsim by FTP:


Ubuntu Linux, Firefox, FireFTP and Subsim for the win!
Rockin Robbins is offline   Reply With Quote
Old 12-01-16, 09:36 AM   #2865
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,899
Downloads: 135
Uploads: 52


Default

So, assuming this works out and we have a place to come home to (could make a song about that) where do we stand? Short list:
  • Need to tone down the enemy AI slightly in the core mod
  • I understand the flags and caps issue, but we're hard against the capabilities of the game and of user's computers. Fixing that would cost memory better used to improve gameplay so won't be done in the core mod. That will go to a future plugin mod so people who can tolerate the improvement can load it up.
  • Sub handling, like speed in turns, etc, are the work of the Aces of the Deep so will remain in the core mod. That stuff will also become a plugin mod!
  • I've had some offers of additional ships. We've frozen the core mod for ships, but will have the ability to add them with plugins. My goal is for the user to be able to make a game where only a fraction of ships encountered will be in the recognition manual. Just like real!
  • Max-peck, once he gets his frikkin computer, Windoze 10 actually, under control, already has an invite to give our ships a final go-through and Razzle-Dazzle any he wants to. That will most likely be melded into the core mod.
  • Heck, I'm going to spend some time playing the game! Modders don't do that enough, you know. It really hurts the quality of the mods they make when they don't play the game any more.
Rockin Robbins is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.