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Old 02-02-13, 02:26 PM   #16
Sniper297
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Third test with an S boat, reprogramming the Tennessee to get there sooner.



Still on the surface within gun range of 4 heavy cruisers, since they're all concentrating fire on the Clemson just ahead of me.



Now they sunk the Clemson and shifted their main batteries on me, time to pull the plug!



There's my primary targets, two Fusos ganging up on the Tennessee.



Fired a few at some of the heavy cruisers on the way, since theyr'e closer to the Tennessee and all four are banging away at her. In the confusion I fired twice at the same one and fired at another that was sunk by gunfire before the torpedo hit.



Bad angle but close into 700 yards before shooting the fish and he won't have time to dodge it.
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Old 02-02-13, 11:01 PM   #17
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Well, don't keep me in suspense!

Did the USN win?
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Old 02-03-13, 12:18 AM   #18
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Of course not, that's the whole point. The player starts an Asiatic career (preferably at the tender rather than outside the harbor) and if he just avoids the battle the US Navy is lost. It's up to the player to start his career by being a hero and turn the tables - player action in balancing the odds makes all the difference. Without the player the IJN advantage;

Destroyers USN 2 IJN 1
Light Cruisers USN 2 IJN 0
Heavy Cruisers USN 1 IJN 4
Battleships USN 1 IJN 2
Carrier again no idea how that got in there, doesn't affect the battle but it's another target.

Ideally the goal is to sink 2 or 3 of the cruisers and at least one of the battleships, then the US surface ships have a fighting chance. Doesn't affect the career one way or the other, Manila is lost on the historical date whatever the outcome of the starting Battle of Manila Bay. Most recent test with a Sargo going to flank speed from the dock I got there ahead of the US ships coming from 3 different directions, sank the destroyer, carrier and 3 cruisers, got 3 hits on the two battleships but no credit for sinking either one since the US battleship and cruisers finished them off. That's probably hard coded into the game, unless you get the last hit that destroys the target you get no credit for the sinking. Probably why you don't see many fleet actions with player involvement, but credit or not it's just plain fun. Working on a video now, probably have it on YouTube in an hour or two.
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Old 02-03-13, 01:11 AM   #19
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Old 02-03-13, 02:37 PM   #20
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Default After further review...

Not sure if this is good or bad. The original idea was to start a career with a scramble to meet an attack, after that the career would proceed as normal. Started a new one, defeated the enemy losing only two of the six US ships, headed out to complete the mission and ran into the usual Lingayen task force. Sargo class, so started with 22 torpedoes, expended about 12 on the Battle of Manila Bay so I had about 10 left. Sank a couple cruisers and a bunch of destroyers, 2 or 3 transports, then ran into another task force with 2 Kongos and some heavy cruisers. Sank one Kongo, disabled the second, waited for the escorts to give up and go away. Surfaced on the high side so the Kongo couldn't bring any guns to bear, and after expending all the ammo for the deck gun he was still afloat so I gave up and beat feet to the new Luzon Straits base to resupply. Ran into another Lingwayen invasion force, the kind that sort of drifts around occasionally running in circles, expended all torpedoes on that, then headed back to Manila arriving on the 14th. Started the second war patrol and discovered the original scenario repeats - apparently the way I set it up, it's geared to the start of any patrol.

So I'll fight that one out, IIRC Manila falls after Christmas and home port shifts to Java, so even if it repeats on the third patrol it won't affect anything since the player will never see it. Unless he gets that mission to drop off spies in Manila Bay, in which case he'll see the dismal aftermath.
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Old 02-03-13, 09:11 PM   #21
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Default AAAACK!!!!

Screwed up the approach, dove too soon, couldn't get within range in time. Only two US ships left, the Tennessee and one of the light cruisers, when I finally started shooting at the IJN cruisers and battleships. Then I discovered that rogue carrier isn't the only random element in this, a Yamato class battleship showed up out of nowhere!

Another video showing how confusing this can be;

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Old 02-22-13, 10:25 PM   #22
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Okay, got a bug in this;

http://www.subsim.com/radioroom/showthread.php?t=202298

One of them "stealth" bugs that doesn't show up right away - refit at a base and that cocks the hammer, but to trigger it you have to reload a save game from after the refit. No idea why (1) resupplying would have anything to do with internal instrument animation, or (2) why the problem doesn't show up immediately, it's only if you save after resupplying, exit, and reload the save, then it fixes itself when you end the patrol and start the next one - until you repeat the above, resupply, save, exit, load save game triggers it every time.

One guess, since I added a tender and assorted other ships to each supply base I edited the normal mission layer - possibly the bases themselves plus coastal batteries and AAA have to be added in the land units layer, then the ships added in the normal layer later on.

So back to the drawing board with this, gonna restart from stock 1.4 and also see if I can add the Manila campaign starting raid to a different mission which is called by the Asiatic campaign.
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Old 02-23-13, 12:12 PM   #23
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I posted this:
http://www.subsim.com/radioroom/show...25&postcount=9

- in this topic:
http://www.subsim.com/radioroom/show...25#post2014825

...... basically - welcome to the club, I guess. I'm going to search my old emails and notes and see if I found an answer.

This was right around the time I got burned out and quit everything and anything to do with SH4.... lol

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Old 02-23-13, 11:09 PM   #24
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I'm still trying to figure out what the question is, like why does it wait til reloading a save to show up? I went thru a lot of screwing around to download the original game to reinstall from scratch, it was originally Direct 2 Drive which apparently has been taken over by GameFly now. Somewhere in mine I had a Midway career start and a resupply base named Mios Woendi that was supposed to activate in October 43. I hacked that a long time ago to be active at career start, and become the home port after the fall of Java, but it was so long ago I don't remember how I did it. Mios Woendi is apparently in the original, but I looked it up on google maps and the actual Mios Woendi is in New Guinea 1000 miles away from where they have it. So I'm starting from scratch creating two completely new bases, main problem is that blasted land units layer is either not used for bases or I'm using it wrong. Second problem is time acceleration, testing this requires about 3 months of game time to make sure the changeover works correctly.
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Old 02-24-13, 11:51 AM   #25
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Ed Howard put a tremendous amount of time and work into making historically accurate bases and missions for the Pacific Thunder Campaign that he made into a stand-alone mod available at:

http://www.subsowespac.org/silent-hunter-4-mods.shtml

Yes, including Mios Woendi and numerous other bases. His mod is the "Guerrilla Submarines Spyron Mod" available on that page. Charts/maps are available for each patrol area and an XL spreadsheet listing the codes for each mission although I believe his mod is also a stand alone career.

There is a tool made by Kim Ronhof that allows you to change your patrol area, date, hull number etc and another tool that is patrol report generator from data from a save before returning to base.

You may want to look into Ed's mod - I really like it; I say I really like it because it is Ed's "Cycles mod" that we used for years converted into a stand-alone mod. You may want to study how he made it. Sounds like it holds a lot of answers you're looking for.

Happy Hunting!
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Last edited by aanker; 02-24-13 at 12:08 PM.
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Old 03-01-13, 11:11 PM   #26
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Main problem is I have a working version that I made over five years ago, I can't remember how I did it, so it's unlikely I'd be able to analyze what someone else did. Current problem is I got the resupply working without disabling the internal view instruments, but this latest version has a different bug. I made a new base called Phantom 42 near some different islands, changed the flotillas.upc to make that the new home base instead of Fremantle. Which worked for Mios Woendi in my original version, but this one the tilted anchor goes to the new Phantom 42 base instead of Fremantle March 1 1942, when you get near it you get the option to End Patrol. So select that, then start a new patrol - and you start outside Fremantle.

So something still isn't configured right, I got the usnavalbases.mis and flotillas.upc set up but apparently there's another file that determines the start location for each patrol.
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Old 03-02-13, 02:23 AM   #27
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Quote:
Originally Posted by Sniper297 View Post
Main problem is I have a working version that I made over five years ago, I can't remember how I did it, so it's unlikely I'd be able to analyze what someone else did. Current problem is I got the resupply working without disabling the internal view instruments, but this latest version has a different bug. I made a new base called Phantom 42 near some different islands, changed the flotillas.upc to make that the new home base instead of Fremantle. Which worked for Mios Woendi in my original version, but this one the tilted anchor goes to the new Phantom 42 base instead of Fremantle March 1 1942, when you get near it you get the option to End Patrol. So select that, then start a new patrol - and you start outside Fremantle.

So something still isn't configured right, I got the usnavalbases.mis and flotillas.upc set up but apparently there's another file that determines the start location for each patrol.
If your starting location and your tilted anchor (base) are not in the same place you need to change these numbers in flotillas.upc:

DepartureDescription1= 13887966, -3846858, 270
DepartureDescription2= 13888720, -3847296, 270
DepartureDescriptionOut1= 13792344, -3862100, 352.689484


DepartureDescription1 and 2 are inside the harbor, the game will select one.

The DepartureDescriptionOut1 is outside the harbor. You hover your mouse over the map where you want to start in the mission editor and then look at the status bar at the bottom to get the first two numbers, the third number is the direction you will be facing.
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Old 03-03-13, 01:55 AM   #28
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Thanks, found the coordinate numbers and edited them. Gonna be a while, gotta start a new career every time I change something and it takes a few days to run from Dec 8 to March 1st every time.
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Old 01-30-14, 02:17 AM   #29
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Default Update, V2

Still testing on V2, the locked gauges hasn't shown up in this new version, but the US task group goes screwy sometimes. One of the patrol missions is to photograph a pair of anchored Japanese carriers at the north end of Manila Bay (how they got there while the US still had possession of the PI is anybody's guess). That turned into a conflict because the US battlewagons sank them both before I could snap the pics.

So I made the four US ships into a group with a single set of waypoints, starting them a lot further south so they wouldn't interfere with the enemy carriers for that career mission. I have them run at 2 knots before the first waypoint, then accelerate to 12 knots, that tweaks the timing for slow S boats without having to start them so far from Manila. That worked well for a few dozen tests, then when doing it with a Sargo I sunk all the enemy ships except a couple of destroyers I let get past me. When the US force came to the end of the run, only the two BBs and Northhampton heavy cruiser were there, the Omaha light cruiser was MIA.

So I started another career to trail the Omaha and find out if it was actually being sunk by a destroyer. Nope. What happened when I just lurked around to watch was they all four attacked the destroyer and sunk it, the heavy cruiser just stopped, the other three began milling around in circles like they forgot their waypoints.

Can't find any reference to "return to formation and waypoint routine after any engagement" so unless someone has ideas I should probably split the group up and give them each individual paths.
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Old 01-31-14, 12:25 PM   #30
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Well, you know what happens to the DD now.

Is there any way to be out of range 50 miles or so, and see if you can meet the US Task Force at the appropriate time it is scheduled to reach its final destination ...... after it sinks the DD??
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