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lurker_hlb3
02-25-10, 07:32 AM
Hi all, sorry if this has been reported before, at 100+ pages cant read it all to find out.

I'm getting no sound from AA guns in OM. If tested mods I have installed one by one and can confirm it is only after enabling OM that I lose AA gun sound:

RFB 2.0 (patched)
RSRDC_RFB_v575 (patched) sound works to here
OM_v705 (patch v720 + patch 2) sound on AA guns is gone even on boats available in pacific campaign.

I miss my AA gun sound and love playing OM so is there a fix, even one I can do myself (like copy releavnt sound file from previous mod or something - anyone know what those are and where to find them)? Or is it an issue with a reference to a file being wrong or something? i.e. so prog doesn't find the AA gun sounds in OM?


EDIT: Also is it normal to have no renown in OM? I notice (at least at the start of my campaign) uboat upgrades like the dual barrel 2cm flak and crew cost zero renown?

THANKS! :)

The issue is with RFB, there were changes made to the AA weapons sounds. If you "have to have" sounds for your AA guns then your going to have to use OM without RFB.

EDIT: Also is it normal to have no renown in OM? I notice (at least at the start of my campaign) uboat upgrades like the dual barrel 2cm flak and crew cost zero renown?

as designed

Galanti
02-25-10, 08:01 AM
Hi all, sorry if this has been reported before, at 100+ pages cant read it all to find out.

I'm getting no sound from AA guns in OM. If tested mods I have installed one by one and can confirm it is only after enabling OM that I lose AA gun sound:

RFB 2.0 (patched)
RSRDC_RFB_v575 (patched) sound works to here
OM_v705 (patch v720 + patch 2) sound on AA guns is gone even on boats available in pacific campaign.

I miss my AA gun sound and love playing OM so is there a fix, even one I can do myself (like copy releavnt sound file from previous mod or something - anyone know what those are and where to find them)? Or is it an issue with a reference to a file being wrong or something? i.e. so prog doesn't find the AA gun sounds in OM?


EDIT: Also is it normal to have no renown in OM? I notice (at least at the start of my campaign) uboat upgrades like the dual barrel 2cm flak and crew cost zero renown?

THANKS! :)

I had the same problem, you need to remove RFB from your install. If you want to keep RFB, then I believe you need to grab a particular .DSD from your MODS\BACKUPS\Data\Library folder. I'm not at home right now so I don't know exactly which one, but I'm pretty sure it's DeckGuns.dsd or AAGuns.dsd or something close to that.

RFB comes with with this modified .dsd because it allows each type of gun it's own unique sound, however this won't fly with OM.

So lose this .DSD or RFB and you should be set to play the Atlantic theater. If you want both theatres (and the assload of awesome that is RFB and OM) then I suggest you do separate installs for OM and RFB. Then you can further tweak each install to your own liking. Saves you from having to toggle German vs English speech packs, too.

mikwarleo
02-25-10, 08:27 PM
Thanks for replies - much appreciated. Will try that fix Galanti.

If you want both theatres (and the assload of awesome that is RFB and OM) then I suggest you do separate installs for OM and RFB. Then you can further tweak each install to your own liking. Saves you from having to toggle German vs English speech packs, too.

Sounds great: which language pack and tweaks do you use/recommend? I think I've currently got the amercian RFB running. Do they have english-german accented one? I've seen a german language one floating around somewhere in my travels.

Why do you suggest separate installs for OM and RFB instead of simultaneous installion?

:salute:

Lord_Kitchener
02-26-10, 04:15 PM
I installed the three files of Op Monsun, 705, 705 to 720, and 720 Patch 2 with JSGME but it's not working. Does 705 contain all previous files? Game is patched to 1.4 with no other mods. Nothing is showing up in game menu.:hmmm:

lurker_hlb3
02-26-10, 04:54 PM
Game is patched to 1.4 with no other mods. Nothing is showing up in game menu.:hmmm:

OM requires SH4 v 1.5

Lord_Kitchener
02-26-10, 09:59 PM
That would explain a lot:88) Finally found the 1.5 patch after an hour and a half of searching:up:...thanks Lurker!

col_Kurtz
02-27-10, 03:06 PM
That would explain a lot:88) Finally found the 1.5 patch after an hour and a half of searching:up:...thanks Lurker!

v 1.5 = UBM :yeah:

Lord_Kitchener
02-27-10, 05:03 PM
Yeah:dead:

col_Kurtz
02-28-10, 07:52 AM
I started a new campaign on a freshly installed SH4+UBM and activated mods:

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch1
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch2
OMEGU_v300_Patch4
OMEGU_v300_Patch5
OM_Harder_Escort_L1
AS_for_OMv102
AS_for_OMv102_Patch1
DBSM_SH4_Speech_Fix

U-52 VIIb, first patrol September 1, 1939.

After plotting the course, CT 2048: I tried to use the external cam button "." and the game returned to Windows. After loading I tried to save the game and again it returned to Windows. Career IX was mostly OK.

And again I unistalled the whole game to clean and reinstal (on my PC D:/Silent Hunter 4).
I figure out, maybe too many patches and I skipped some patches ( I did the same with the original game SH4 1.4 and then UBM without older

patches).
Now there are:

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch5
OM_Harder_Escort_L1
DBSM_SH4_Speech_Fix

[OS WinXP Pro SP3, ATI HD 4850 512 MB, CPU E2160, RAM 2GB]

First patrol type VII 7th Flotilla (1.09. 1939), plotting course to grid, CT 2048, press Enter and the black screen again and go back to Windows.

New career U-20 type IIb (1.09.1939 1st Flotilla). I can use CT at any speed, usually 2048 it`s enough. After few days on the patrol everything looks OK.
Career U-40 IXa same as above.

New set in JSGME:

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch4
OM_Harder_Escort_L1
DBSM_SH4_Speech_Fix

But now problem with selecting salvo tubes switcher. Described this here:
http://www.subsim.com/radioroom/showthread.php?t=134922&page=146
And at last a smaller problem. No emblems for VII. I can put this in the port menu but when I start the patrol there is no emblem on the U-boat.

lurker_hlb3
02-28-10, 09:41 AM
I started a new campaign on a freshly installed SH4+UBM and activated mods:

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch1
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch2
OMEGU_v300_Patch4
OMEGU_v300_Patch5
OM_Harder_Escort_L1
AS_for_OMv102
AS_for_OMv102_Patch1
DBSM_SH4_Speech_Fix

U-52 VIIb, first patrol September 1, 1939.

After plotting the course, CT 2048: I tried to use the external cam button "." and the game returned to Windows. After loading I tried to save the game and again it returned to Windows. Career IX was mostly OK.

And again I unistalled the whole game to clean and reinstal (on my PC D:/Silent Hunter 4).
I figure out, maybe too many patches and I skipped some patches ( I did the same with the original game SH4 1.4 and then UBM without older

patches).
Now there are:

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch5
OM_Harder_Escort_L1
DBSM_SH4_Speech_Fix

[OS WinXP Pro SP3, ATI HD 4850 512 MB, CPU E2160, RAM 2GB]

First patrol type VII 7th Flotilla (1.09. 1939), plotting course to grid, CT 2048, press Enter and the black screen again and go back to Windows.

New career U-20 type IIb (1.09.1939 1st Flotilla). I can use CT at any speed, usually 2048 it`s enough. After few days on the patrol everything looks OK.
Career U-40 IXa same as above.

New set in JSGME:

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch4
OM_Harder_Escort_L1
DBSM_SH4_Speech_Fix

But now problem with selecting salvo tubes switcher. Described this here:
http://www.subsim.com/radioroom/showthread.php?t=134922&page=146
And at last a smaller problem. No emblems for VII. I can put this in the port menu but when I start the patrol there is no emblem on the U-boat.



http://www.subsim.com/radioroom/showpost.php?p=1275111&postcount=72

http://www.subsim.com/radioroom/showpost.php?p=1275162&postcount=73

col_Kurtz
02-28-10, 12:51 PM
http://www.subsim.com/radioroom/showpost.php?p=1275111&postcount=72

http://www.subsim.com/radioroom/showpost.php?p=1275162&postcount=73

Okay, I`m trying this right now. And it`s working okay:salute:

You wrote:
OMEGU v300 Patch 5A
Added more voice files to the German Side by Captain von Keldunk

I think the best voices and sounds are in this DBSM_SH4_Speech_Fix. In otherway you can here after CT noise "thumb, thumb, thumb..."
http://www.subsim.com/radioroom/downloads.php?do=file&id=1529

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch1
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch2
OMEGU_v300_Patch4
OMEGU_v300_Patch5a
OM_Harder_Escort_L1
AS_for_OMv102
AS_for_OMv102_Patch1

And I`m going to activate DBSM.
:salute:

lurker_hlb3
02-28-10, 02:08 PM
Okay, I`m trying this right now. And it`s working okay:salute:

You wrote:
OMEGU v300 Patch 5A
Added more voice files to the German Side by Captain von Keldunk

I think the best voices and sounds are in this DBSM_SH4_Speech_Fix. In otherway you can here after CT noise "thumb, thumb, thumb..."
http://www.subsim.com/radioroom/downloads.php?do=file&id=1529

OpsMonsun_V705
OMv_705_to_720
OMv720_Patch1
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch2
OMEGU_v300_Patch4
OMEGU_v300_Patch5a
OM_Harder_Escort_L1
AS_for_OMv102
AS_for_OMv102_Patch1

And I`m going to activate DBSM.
:salute:


1. All Patches I create are "roll-ups". You don't need OMv720_Patch1, OMEGU_v300_Patch2, OMEGU_v300_Patch4.

2. You can add what other mod you like "but":


WARNING

I do not look at “very possible” mod that is out there. If you load a mod up, after RSRDC or OM and JSGME generates a “conflict” warning and you go ahead and loaded it anyway and RSRDC / OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t.

This also applies to "any hand edits" to original OM/RSRDC files by users

WARNING

col_Kurtz
02-28-10, 03:49 PM
1. All Patches I create are "roll-ups". You don't need OMv720_Patch1, OMEGU_v300_Patch2, OMEGU_v300_Patch4.

2. You can add what other mod you like "but":

Allright, got it.
I will do that as you have written. Now I understood, I hope ;)
I thought about it, but I wasn`t sure about it.
I don`t touch any files, I only activate and deactivate mostly sound mods.

Paul Roberts
03-01-10, 04:17 PM
I'm returning to OM after time away from SH4, and I remain a noob. I'm looking forward to seeing the latest improvements and changes.

Here's my question: Is it possible to install everything in OMEGU *except* the highly complex new Karamazovnew KiUB mod? It looks amazingly realistic, but it also looks like more than I can handle. Is it possible to manually leave it out (if so, how can I do this?), and will OM/OMEGU still be fully functional with "stock" targeting?

All advice appreciated. Thanks!

karamazovnew
03-01-10, 05:28 PM
I'm returning to OM after time away from SH4, and I remain a noob. I'm looking forward to seeing the latest improvements and changes.

Here's my question: Is it possible to install everything in OMEGU *except* the highly complex new Karamazovnew KiUB mod? It looks amazingly realistic, but it also looks like more than I can handle. Is it possible to manually leave it out (if so, how can I do this?), and will OM/OMEGU still be fully functional with "stock" targeting?

All advice appreciated. Thanks!

Just use the Observation Periscope... it hasn't been touched and it's IDENTICAL to the original Attack Periscope.

CCIP
03-01-10, 07:37 PM
...but give it a try before giving up on it :D Read the tutorial for it, it really helped me in general; even with fleet boats now, I think about manual targeting much differently and more accurately.

It was one of the many things that made my recent full 1939-1945 playthrough, so big thanks karamazovnew. I felt extremely proud of my best shot in the campaign - two torpedoes at two targets in column (so I only had to calculate the solution once), two hits, the longest after a running time of 7:43, i.e. distance of 7145.3m. MAN that felt good after entering all the firing data by hand! So the method works, and oh so much better than the default manual targeting. Hats off :salute:

looney
03-02-10, 09:27 AM
I'm a SH3 player (went on a brake for about 2 years, after getting a new widescreen wich made SH3 almost unplayable), and haven't platyed stock SH4 at all. Been playing either OM or TMO.
I've got a question on tranfers... How do I earn a transferin OM? and can I change ship type?


P.s. I posted this the OMEGU thread also ... my apologies

Wilcke
03-02-10, 10:49 AM
I'm returning to OM after time away from SH4, and I remain a noob. I'm looking forward to seeing the latest improvements and changes.

Here's my question: Is it possible to install everything in OMEGU *except* the highly complex new Karamazovnew KiUB mod? It looks amazingly realistic, but it also looks like more than I can handle. Is it possible to manually leave it out (if so, how can I do this?), and will OM/OMEGU still be fully functional with "stock" targeting?

All advice appreciated. Thanks!

Just like CCIP, I encourage you to learn how to shoot with the fine KiUB tool that karamazovnew has given us! Its a bit easier to use than how it appears when one is reading the manual. I have been using this both ways; shooting fast 90's at 800m from the attack map setting up the TDC there. I also shoot, from different angles and ranges; using KiUB to estimate range, true course and AOB, and shooting at a near zero gyroangle with very good results.

My thought is keep at it, keep re-reading the tutorials and you will get it because at this point, SH4 + OM + OMEGU are just awesome. I have years of entertainment in the ATO with this setup.

Happy Hunting!

Galanti
03-03-10, 10:18 AM
I felt extremely proud of my best shot in the campaign - two torpedoes at two targets in column (so I only had to calculate the solution once), two hits, the longest after a running time of 7:43, i.e. distance of 7145.3m. MAN that felt good after entering all the firing data by hand! So the method works, and oh so much better than the default manual targeting. Hats off :salute:

Wat to go! That is a seriously impressive achievement, given how magnified small errors would be at 7000m. And here I am, tickled pink that I nailed a Takao at 22 knots at 2500 yards with four fish in RFB. Pales in comparison.

Hitman
03-04-10, 09:58 AM
Lurker, any chance of implementing this: http://www.subsim.com/radioroom/showthread.php?t=162631&page=19

into OM?

Any idea if the SH4 engine, as more optimized, would handle it better?

guczy
03-05-10, 04:40 PM
Is there maybe a video tutorial for the KIUB? Im also having a hard time with it + my native language isnt english but really want to learn how to use it, and a vid would help immensly.

Coldcall
03-06-10, 05:08 AM
Great mod, my favourite so far out of all the SH4 mods I've tried.

However i have a few criticisms:

Stormy weather at sea: Im using OMEGU and while i like very much the sea when its reasonable weather i think the stormy weather makes the sea look like tar and unrealistic.

There is sometimes a mismatch between mission grid numbers and the "binocular" icon on the navigation map. Not sure if its a spelling error on the mission orders but a couple times ive really not know exactly where i need to carry out my patrol.

Another thing is i seem to be coming across a huge amount of Panamanian freigthers which i assume are neutral. Not a problem but i came across like 4 or 5 in a row last night and i wondered if its a bug, or supposed to be that way.

Im not too keen on the new attack periscope. It seems to have been made to look very complicated when in fact its quite easy to use once one knows what the German labels mean. However the way all the dials have been applied onto one panel in the pericope view just seems like its been thrown together to give the appearance of complex "reality.

Lastly, i'd love to see a mod make the crew management/development a key factor in the subs performance. Personally i like RPGs, and I've always thought that the crew management in SH games could be way more fleshed out so that a u-boat or fleet boat commander needs to pay attention to recruitment/development onboard his sub.

Anyways, great mod, love it! Thanks Lurker!

karamazovnew
03-06-10, 06:44 AM
Is there maybe a video tutorial for the KIUB? Im also having a hard time with it + my native language isnt english but really want to learn how to use it, and a vid would help immensly.

I too would like to see a vid. I would've made one myself but even though I write well in english, when I actually speak it, you wouldn't be able to understand me :haha:. I'd rather not make a fool of myself on youtube.



There is sometimes a mismatch between mission grid numbers and the "binocular" icon on the navigation map. Not sure if its a spelling error on the mission orders but a couple times ive really not know exactly where i need to carry out my patrol.

Im not too keen on the new attack periscope. It seems to have been made to look very complicated when in fact its quite easy to use once one knows what the German labels mean. However the way all the dials have been applied onto one panel in the pericope view just seems like its been thrown together to give the appearance of complex "reality.


Just go to the objective Icon and ignore the grid in your mission orders.
THere are now english labels for the attack periscope screen. And I didn't want it to appear as "complex" or enigmatic, I wanted to put all the dials you actually need in one screen (there 3 more dials which I didn't put because of lack of space). Actually, except for the Salvo and FAT dials which I personally never use (but I would've received cries about why I didn't make them), I use all the dials and elements in each attack. The actual layout was tested and retested to make it as ergonomic as possible. It does require a bit of understanding and it's definitely not suited for Automatic Targeting users(not that it breaks it, but it's just too complex).

If you don't like it, just use the Obs Scope since it's exactly the same in all matters as the original attack periscope and there's no detection penalty for using it.

BTW, you guys DID read the doc files on the Kiub thread right? They're linked in the first post. Just click my sig to go there.

Nico71
03-07-10, 11:25 AM
I'm on my first patrol with OM. Does anyone know why my radio op doesn't report radar contacts (FuMO 30 on Type IX D2)? When there's a contact clearly visible on the scope, there's no report, and when I track a target for a while, all of a sudden he wakes up and reports the contact, after an hour or so, and falls asleep again, which renders the radar pretty much useless for me!

my mod list:

RSRDC_SH15_V550
RSRDC_V5xx_Patch1
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch1
OMEGU_v300
OMEGU_v300_Patch5A
OM_Harder_Escort_L1
Spaxs SH4 Uboat SPEECH FIX_V8

jugger
03-07-10, 12:03 PM
Is it normal that when using SH4 1.5 with OM 720(Patch2) watching ships in museum may crash you on desktop? One example is Polish Wicher Class Destroyer. You can open it and look at it but when you choose any other ship then the game just CTD and gives you an error report (AppName: sh4.exe AppVer: 1.5.0.0 MOdName: sh4.exe ModVer: 1.5.0.0 Offset: 0012ba3d). This happens always with the mentioned ship type and with some others too. Sometimes I cannot get into the museum at all, the game CTDs while loading museum.

I have mods installed in the following order in JSMGE:
OM v705 --> OM 705 to 720 --> OM 720 Patch2

No other mods installed. I removed the OM mods and re-installed but no luck.

I flipped thru all ships in museum when I had OM removed(just stock 1.5) and I didn't get any CTDs.

609_Avatar
03-07-10, 12:45 PM
Is it normal that when using SH4 1.5 with OM 720(Patch2) watching ships in museum may crash you on desktop? One example is Polish Wicher Class Destroyer. You can open it and look at it but when you choose any other ship then the game just CTD and gives you an error report (AppName: sh4.exe AppVer: 1.5.0.0 MOdName: sh4.exe ModVer: 1.5.0.0 Offset: 0012ba3d). This happens always with the mentioned ship type and with some others too. Sometimes I cannot get into the museum at all, the game CTDs while loading museum.

I have mods installed in the following order in JSMGE:
OM v705 --> OM 705 to 720 --> OM 720 Patch2

No other mods installed. I removed the OM mods and re-installed but no luck.

I flipped thru all ships in museum when I had OM removed(just stock 1.5) and I didn't get any CTDs.

You need to reread the first post. Your answer is there:

14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 with CTD

More important info is there so you might want to check it out again.

jugger
03-07-10, 12:52 PM
You need to reread the first post. Your answer is there:



More important info is there so you might want to check it out again.


I'll do that. Thanks for the answer.

609_Avatar
03-07-10, 01:00 PM
I'll do that. Thanks for the answer.

No problem, glad to have helped. :up:

9th_cow
03-07-10, 05:05 PM
Still loving this mod :) Just hit Jan 1 1941 in my Type 7 career, its all been downhill for the last few missions though lol, 5 hits 4 duds.... :damn:

+ incoming fire is no longer a joke, neither are planes. Those things hurt and losing my entire watch crew is not a good thing, having to behave far more realistically now and keep my head down at times, really having a good time, duds aside :)

609_Avatar
03-07-10, 05:24 PM
Still loving this mod :) Just hit Jan 1 1941 in my Type 7 career, its all been downhill for the last few missions though lol, 5 hits 4 duds.... :damn:

+ incoming fire is no longer a joke, neither are planes. Those things hurt and losing my entire watch crew is not a good thing, having to behave far more realistically now and keep my head down at times, really having a good time, duds aside :)

I hear you! This game with this mod is fantastic! I don't feel bad at all not buying SHV and my anti-OSP stance as this is giving me everything I want. Duds can really be a major PITA, I once had 80% of my torps be duds... I might as well have been throwing rocks at them! :haha:

Hat's off to Lurker and all the other modders out there that helped make this happen for us! You guys rock! :yeah:

looney
03-08-10, 04:58 AM
LOL I now know a type 9 is a sure deathtrap mid 43 :) I wish I could transfer to a type 7.

only it never gives me the option... dunno why not.

9th_cow
03-08-10, 11:52 AM
Can anyone point me in the right direction to find out what upgrades become available for the type 7 by any chance?

It says a lot that I never found out if SHIV has hedgehogs, or those 4 barrelled flak gun fittings :)
Till I got OM I always thought SHIV was very much second place to SHIII, so not put much time in to it till recently.

and this old rig wont run 5 unfortunatly.

looney
03-08-10, 02:03 PM
I got the stuff below from: http://subsim.com/radioroom/showpost.php?p=835613&postcount=1


9.Conning Towers / Turms

Unlike SH3, Turmumbau (Conning Towers) cannot be upgraded manually, but are coded to upgrade on certain dates within the *.upcge files. The only U-boats that are programmed for this upgrade are the Type VIIC, Type IXB and Type IXC. This is the schedule for the different subs

Type VIIC

Turmumbau I - 1940-07-30 to 1942-06-15
Turmumbau II - 1942-06-16 to 1943-12-10
Turmumbau III- 1943-12-11 to 1945-05-15

Type IXB

Turmumbau I - 1939-07-30 to 1942-08-18
Turmumbau II - 1942-08-19 to 1945-05-15

Type IXC

Turmumbau I - 1941-01-02 to 1943-02-15
Turmumbau III - 1943-02-16 to 1945-05-15

However you will have to “earn” this upgrade, there is a condition where you have to have had at least one patrol that was considered a good patrol. IE, earn more renown then the minimum on the first patrol rating. Just so ever one understands, besides completing the primary objective of patrolling a defined area for the proscribed time, there is a “hidden” objective that requires you to sink any where from 1000 to 10000 tons pre patrol. So remember this, ever time you report in and get a new assignment you get another “hidden” objective in it.

10.KM Grids: As the locations of the objectives in the OM campaign aren't 100% accurate either, in about 1/3 of the missions the objective location isn't in the right grid (although they are never far apart).

The grid is only really inaccurate in weirdly shaped grids, which are AM, AN and AO, and small sections of AD, AJ, AK, BF and CH. All other grids are pretty much on the correct location.


11.Equipment Upgrade Schedule

Radars

FUMO30 - 1943-02-01
FUMO61 - 1943-09-01
FUMO64 - 1944-06-01

Radar Warning Receiver

FuMB1 - 1942-08-01
FuMB10 - 1943-11-15
FuMB7 - 1943-12-01
FuMB26 - 1944-05-01

Weapons

2 cm FK C/38 - 1942-10-01
2 cm FK C/38 Flakzwiling (twin-barrel) - 1943-04-01
2 cm FK C/38 Flakvierling (quad-barrel) - 1943-04-01
3.7 cm FK M42 - 1943-04-01
3.7 cm FK M42 Flakzwiling - 1943-10-01

Decoy Launchers

Bold1 - 1943-07-01
Bold2 - 1943-09-01
Bold3 - 1943-12-01
Bold4 - 1944-12-01
Bold5 - 1945-01-01

Torpedoes


T1 (SW39a) Torpedo - 1941-01-01
T2 (SW39a) Torpedo - 1941-01-01
T III (G7e) Torpedo - 1942-06-01
T I FaT I (G7a) Torpedo - 1942-11-15
T III FaT II (G7e) Torpedo - 1943-03-15
T V (G7es) 'Zaunkönig 1' Torpedo - 1943-09-01
T I LuT I (G7a) Torpedo - 1944-02-15
T III LuT II (G7e) Torpedo - 1944-10-15

Snorkels

Type VIIC – 1944-03-01
Type IXC – 1944-07-01
Type IXC/40 – 1944-02-01

Hydrophones

KDB - 1942-01-01 ( Type VIIC, VIIC41, IXC, IXC40, IXD2 )
Barlkon Gerat - 1944-11-16 ( Type VIIC41)

12.SMA Mine deployment. Since it is not possible for me to recreate the launching of the SMA Mines from the mine tubes in the center of the Type VIID, you will be launching them trough the “aft torpedo tubes”. The .sim file for the Type VIID as been modified to support 15 SMA mines and to launch and reload them ever 15 seconds. You will find that you have one already loaded in the aft tube plus 10 in ready reserve, with the remaining 4 in the external storage. To launch do the following:

A.– set ships speed to 4 knots
B.– go to Attack Map
C.– select tube 5
D.– select manual TDC input
E.–set bearing to 180
F.– set desired mine depth
G.– launch mine with fire button
H.– next mine will be ready to launch in about 15 seconds

There is a more detailed set of instructions in the X:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Support\OM_Readme_files, look for “SMA Mine Deployment.doc”

WARNING

Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of “any” Uboat
Do not load torpedoes in the aft tubes of a Type VIID

13. Crew Management

You will note the crew berthing and slots in the conning tower. These slots have been introduced as part of the new submarine damage model system introduced in OM and as a workaround to the way SH4 models crew damage. In essence, when a bridge watch crewman is off-duty, he does not “leave” the bridge; rather, the game just treats him as an inactive crewman still physically located on the bridge. This applies to both surfaced and submerged travel. Thus, to avoid exposing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to crew berthing and the officers to the conning tower.

14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 with CTD

col_Kurtz
03-08-10, 04:06 PM
I hear you! This game with this mod is fantastic! I don't feel bad at all not buying SHV and my anti-OSP stance as this is giving me everything I want. Duds can really be a major PITA, I once had 80% of my torps be duds... I might as well have been throwing rocks at them! :haha:

Hat's off to Lurker and all the other modders out there that helped make this happen for us! You guys rock! :yeah:

I found solution... One thick less: Dude torpedos... After three shots... Silent. Perfectly silent :hmmm: Hit 4th, SILENT... So... Go to the menu and turn off this one thick ;)

For my health I did :salute:
Mod is amazing... I saw VIIC/41 with snorkel... Stop breathing... So I raised the snorkel:rotfl2:

col_Kurtz
03-08-10, 04:47 PM
Is there maybe a video tutorial for the KIUB? Im also having a hard time with it + my native language isnt english but really want to learn how to use it, and a vid would help immensly.

http://www.youtube.com/watch?v=LY6PWox-WGg

Maybe this... ;) is what you need...

Guczy... Poland?

ichso
03-09-10, 03:34 AM
Lurker, any chance of implementing this: http://www.subsim.com/radioroom/showthread.php?t=162631&page=19

into OM?

Any idea if the SH4 engine, as more optimized, would handle it better?

That would be the best (aka *bumping this one*) !

Paul Roberts
03-10-10, 06:56 AM
I have a very basic question:

When taking range with the stadimeter, do I place the ship's waterline on the tallest mast or the tallest funnel? And is it the same for merchants and warships?

(This is for stock OM without OM Plot or OMEGU. Those mods are excellent, but adding them just destroys the framerate and produces mouse lag on my laptop.)

looney
03-10-10, 07:36 AM
top of the mast... AFAIk

lurker_hlb3
03-10-10, 07:39 AM
I have a very basic question:

When taking range with the stadimeter, do I place the ship's waterline on the tallest mast or the tallest funnel? And is it the same for merchants and warships?

(This is for stock OM without OM Plot or OMEGU. Those mods are excellent, but adding them just destroys the framerate and produces mouse lag on my laptop.)


tallest mast

Juliano
03-10-10, 05:27 PM
Hi lurker
I have to say that I love your mod :woot:

I have a question
I want to learn about modding and want to start with simple things, like adding harbor traffic to OM and/or adding some lines to the radio messages file. Is it ok with you?:hmmm:

I´m only an amateur, so, I don´t expect huge things right now :oops:

I´d also want to know from the dv team of GWX if I can use some of theyr work to implement in OM (like sounds, radio msgs, etc)

And I´d like to know if its ok to share any good results with the subsim comunity (of course, with the proper persmission from you guys :D)
I´m hopping to enhance the game+mod to be more immersive than it already is :D

Sorry about my english, it´s still very rusty :-?

Best regards :salute:

EDIT: Sorry, got lost back there. What I meant to ask was if it is ok to use your mod to learn how to do this things in the first place, and if I can share with the subsim comunity if manage to do something great or at least "ok".

Leg
03-11-10, 06:47 AM
Hello I've been playing this great mod for a while and I've a couple of questions.

Are there any requirements to fulfill to have the possibility to transfer to another flotilla?

How do I get a new uboat? Let's say that I want to transfer from a type VII flotilla to an IX one? Is it possible? Will I get a IX uboat?


Thanks in advance

alexradu89
03-15-10, 10:44 AM
Hey I wanted to ask if this is the correct order of the mods I'm using
PS: if anyone can explain to me if RSRDC actually does anything to the game when using OM (since I kinda don't see any difference without it...)
http://img169.imageshack.us/img169/5381/jsgm.jpg

[Diego]
03-15-10, 11:42 AM
Hi all, guys ...

I have Spanish version of Silent Hunter IV and i've installed last version of Operation Monsun mod. And, really, i like it a lot. But have some options, text and game phrases in English. Another options still in Spanish after applying the mod (main menu options, crew habilities descriptions, some of
the submarine rooms in damage control section, etc). I'd like to translate all of them. How can i do it? Which files do i have to edit/change?

Thanks you all for help.

Diego

lurker_hlb3
03-15-10, 04:28 PM
Hey I wanted to ask if this is the correct order of the mods I'm using


1. RSRDC_SH15_V550
2. RSRDC_V5xx_Patch1
3. OpsMonsun_V705
4. OMv705_to_V720
5. OMv720_Patch2
6. OMEGU_v300
7. OMEGU_v300_Patch5A

A. Smith
03-18-10, 07:10 PM
Hey guys,

is there a bug with the Turmumbau III for the VIIC? I just "upgraded" to it in a campaign, and I don't have a radar anymore, there is no crew berthing slot to preent crew death, and I have a feeling I'm getting shafted overall.

Am I just missing something here?

lurker_hlb3
03-18-10, 10:51 PM
Hey guys,

is there a bug with the Turmumbau III for the VIIC? I just "upgraded" to it in a campaign, and I don't have a radar anymore, there is no crew berthing slot to preent crew death, and I have a feeling I'm getting shafted overall.

Am I just missing something here?

http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1

A. Smith
03-20-10, 10:03 AM
EDIT: I feel silly now. I just realized there was a patch out for OM720... Could that be the problem?

EDIT2: Looking at the patchnotes, unlikely.

One question... Will the patch break savegames?

(original post below)
---------------------------------------------------

Ah, quite sorry.

The date is February 17, 1944, though I got the Turmumbau III after my 6th patrol, which finished on January 30th.

Stationed in Hammerfest, Norway (11th flotilla).

Currently in U-456, a type VIIC.

Mods:

RSRDC
OpsMonsun_V705
OMv705_to_720

And that's it.

Here's what it looked like before:

http://img101.imageshack.us/img101/480/originalequipment.th.jpg (http://img101.imageshack.us/i/originalequipment.jpg/)
http://img682.imageshack.us/img682/6606/originalcrew.th.jpg (http://img682.imageshack.us/i/originalcrew.jpg/)

And after:

http://img180.imageshack.us/img180/1290/nocrewberthing.th.jpg (http://img180.imageshack.us/i/nocrewberthing.jpg/)
http://img101.imageshack.us/img101/9421/noequipment.th.jpg (http://img101.imageshack.us/i/noequipment.jpg/)

Note that, interestingly, while I can't use radar after the new turmumbau, I CAN use the deck gun I had placed there earlier, even if it doesn't show on the equipment page.

lurker_hlb3
03-20-10, 10:25 AM
The date is February 17, 1944, though I got the Turmumbau III after my 6th patrol, which finished on January 30th.



Go to c:\Documents and Settings\xxxx\My Documents\SH4\data\cfg\

zip up the SaveGames directory and then uploaded it to FileFront and I will see what I can do

A. Smith
03-20-10, 12:50 PM
http://www.filefront.com/15882815/SaveGamesASmith.rar

There you go.

Before you posted, I only left two relevant savegames. One is after the 6th patrol (on february 17th), the other is before it (on january 2, I think). If you don't speak French, "avant" means "before" and "après" means "after".

Thanks a lot for your help!

Rameses
03-20-10, 12:53 PM
I have this kinda problem after installing this mod *__* ! Ermmm... The periscop(binocle) anyways any kinda lock of target on ship.... half of the times or even more often resets ater 10!!! even faster if i switch from periscope... sec! +(( without mod lock on ships hould forever as shud... is this some malfunction or feature of mod?o_O Oh & by the way is there a point running this mod with RSRDC? ...

lurker_hlb3
03-20-10, 02:14 PM
http://www.filefront.com/15882815/SaveGamesASmith.rar

There you go.

Before you posted, I only left two relevant savegames. One is after the 6th patrol (on february 17th), the other is before it (on january 2, I think). If you don't speak French, "avant" means "before" and "après" means "after".

Thanks a lot for your help!


I have your files and will start an evaluation shortly. Have conducted a "system test" and have confirmed that the original fix for this problem is in place and working correctly.


Also what version of RSRDC are you running ?

lurker_hlb3
03-20-10, 02:16 PM
I have this kinda problem after installing this mod *__* ! Ermmm... The periscop(binocle) anyways any kinda lock of target on ship.... half of the times or even more often resets ater 10!!! even faster if i switch from periscope... sec! +(( without mod lock on ships hould forever as shud... is this some malfunction or feature of mod?o_O Oh & by the way is there a point running this mod with RSRDC? ...


The periscopes will only maintain "auto lock" on targets that are less than 4000 meters.

If you are going to play German side "only" you do not need RSRDC

A. Smith
03-20-10, 02:59 PM
I have your files and will start an evaluation shortly. Have conducted a "system test" and have confirmed that the original fix for this problem is in place and working correctly.


Also what version of RSRDC are you running ?
Just checked... v550, according to the file.

So I would need this patch (http://www.subsim.com/radioroom/downloads.php?do=file&id=1459), correct?

Can I just install on top of OM, or do I need to remove MO705 and 705 to 720 before patching?

Thanks!

Rameses
03-20-10, 03:00 PM
1st time i see this fast reply in forum! :o ))) NICE! thx! ^^
Erm another 1 quest dunno where to write it...Whats difference between AP-HE & AA amo... i guess AA make dmg into area?How to get them for FLak gun?(what best ammo for flak if dont have AA?=( ) ^^ in monsun?) or anywhere dunno(playing for germ) & cant find manual how to aim torpedoes for germans.... I cant understand how to aim accurate...+ why electr torpedoes always low speed when autoaim?o_O anyway mostly aiming by manually through map...Is there any guides how to aim them accurate? Or have to experience it myself? T_T & why line where ship heading have red&black colors one after another?:hmmm: OH & is it matters WHERE Expert Radars Officer in yur boat (topside 3rd floor by default)? & that Crew Berthing room... its for spare mates?;o or its have to bee empty like Restroom dunno? *__*

lurker_hlb3
03-20-10, 03:09 PM
Just checked... v550, according to the file.

So I would need this patch (http://www.subsim.com/radioroom/downloads.php?do=file&id=1459), correct?

Can I just install on top of OM, or do I need to remove MO705 and 705 to 720 before patching?

Thanks!


You can install over OM.

FYI, I'm seeing some "odd" things in you save files. Did you try to hand edit any of your saved files ?

lurker_hlb3
03-20-10, 03:11 PM
1st time i see this fast reply in forum! :o ))) NICE! thx! ^^
Erm another 1 quest dunno where to write it...Whats difference between AP-HE & AA amo... i guess AA make dmg into area?How to get them for FLak gun?(what best ammo for flak if dont have AA?=( ) ^^ in monsun?) or anywhere dunno(playing for germ) & cant find manual how to aim torpedoes for germans.... I cant understand how to aim accurate...+ why electr torpedoes always low speed when autoaim?o_O anyway mostly aiming by manually through map...Is there any guides how to aim them accurate? Or have to experience it myself? T_T & why line where ship heading have red&black colors one after another?:hmmm: OH & is it matters WHERE Expert Radars Officer in yur boat (topside 3rd floor by default)? & that Crew Berthing room... its for spare mates?;o or its have to bee empty like Restroom dunno? *__*


Your requests are unclear, Please write in you "native" language.

A. Smith
03-20-10, 03:40 PM
You can install over OM.

Thanks for the confirmation. Going to download now.

FYI, I'm seeing some "odd" things in you save files. Did you try to hand edit any of your saved files ?
Nope.

Hmm. I've had problems with my HD in the past, is it a corrupted file problem?

lurker_hlb3
03-20-10, 03:55 PM
Thanks for the confirmation. Going to download now.


Nope.

Hmm. I've had problems with my HD in the past, is it a corrupted file problem?


Based on code review, your last save has been corrupted by data from the Narwhal Class Sub from RSRDC. It is unclear how this problem developed and to "fix" it would require some "serious" edits to some of your save games files. I'm sorry to say that this career is unplayable.

A. Smith
03-20-10, 04:05 PM
Huh. Weird. I might try playing from the save before the bug and see what happens.

Thanks for the review!

briklebritt
03-20-10, 04:23 PM
Is there a chance to get game text in german language? I do not mean mission briefing. it can be english. I mean the rest of the text. thx

lurker_hlb3
03-20-10, 04:41 PM
Is there a chance to get game text in german language? I do not mean mission briefing. it can be english. I mean the rest of the text. thx


I have no plans to do that at this time

Rameses
03-20-10, 06:56 PM
ERM! What IF mostly periscope lock target looses even on ranges like 3500-3000-2500 and even 2250? T_T dont looses only on 2000.... +((

Leg
03-21-10, 05:47 AM
Is it ok that when I hit a ship with a torpedo, it slows down a little bit and after some hours it returns to its former speed as if the torpedo didn't do any damage at all?

sabata67
03-21-10, 07:59 AM
HELLO AM problem bbjeanbart and museum file error please help me

col_Kurtz
03-21-10, 08:37 AM
HELLO AM problem bbjeanbart and museum file error please help me

Never ever enter the museum:sunny: All tickets sold :D

http://www.subsim.com/radioroom/showthread.php?t=134922
14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 with CTD

sabata67
03-21-10, 10:54 AM
:damn::damn::damn: ????????????????????????????????? help on englich in french

cgjimeneza
03-21-10, 11:02 AM
:damn::damn::damn: ????????????????????????????????? help on englich in french

this means that op monsun files create a CTD when accessing the museum, so dont go into the museum, or if you really want to go there, make a new install using multish4.exe and go into that unmodified museum

sabata67
03-21-10, 11:22 AM
a ok merci

col_Kurtz
03-21-10, 04:51 PM
:damn::damn::damn: ????????????????????????????????? help on englich in french

So you got...

Pardon me... French - English excuse moi:oops:...

Salvadoreno
03-21-10, 09:14 PM
Wow i cant believe how this mod has defied limitations and bascially turned it into SH5.. GREAT JOB!!@!@@@!?

I do have one question tho... The atlantic is grey, not clear.. Is there any atmosphereric mods i can dl to make it this way? Of course they need to be OM compatible.. Anyone know?

McHibbins
03-22-10, 12:42 AM
Is it possible in this mod to start in an Typ II in ´39 and transfer through the Flottilas and end in an Typ IX in the indian ocean ? Or in other words : play the whole campaign ?

ichso
03-22-10, 05:47 AM
Is it possible in this mod to start in an Typ II in ´39 and transfer through the Flottilas and end in an Typ IX in the indian ocean ? Or in other words : play the whole campaign ?
The first half of your sentence: Yes
the second half of it: AFAIK - but pretty sure - yes :up:

oriolo
03-22-10, 06:44 PM
I'm with IXA in 1942 and have the same submarine in 1939 and still in Lorient, where I was at first. Is it well until 1945 with OM?

oriolo
03-22-10, 06:51 PM
I'm with an IXA in 1942 and have the same submarine since 1939 and still in Lorient, where I was almost at the beginning and not let me change the basic or submarine, or upgrade equipment. Is it well until 1945 with OM?

ShadowWolf Kell
03-22-10, 07:17 PM
I'm with an IXA in 1942 and have the same submarine since 1939 and still in Lorient, where I was almost at the beginning and not let me change the basic or submarine, or upgrade equipment. Is it well until 1945 with OM?


Whether you are offered a new sub or not depends on a few factors. I'm not sure if difficulty level factors in, but having good or excellent ratings on patrols is a big part of it.

I don't recall exactly when I was offered a VIIC, though it might have been in mid or late 42. I never requested a transfer, so it might be possible to get a new sub sooner that way.

Equipment upgrades become available over time as the war progresses. It's a relatively dry spell between 39-42.

lurker_hlb3
03-22-10, 09:18 PM
I'm with an IXA in 1942 and have the same submarine since 1939 and still in Lorient, where I was almost at the beginning and not let me change the basic or submarine, or upgrade equipment. Is it well until 1945 with OM?


as stated by ShadowWolf Kell


Whether you are offered a new sub or not depends on a few factors. I'm not sure if difficulty level factors in, but having good or excellent ratings on patrols is a big part of it.

also


Type IXA decommission in July 1943 at which time if you haven't already been offered a new sub, you will get one

col_Kurtz
03-24-10, 12:17 PM
Hi lurker...

One stupid question. Is it possible to change the colours of the envi, I mean water, sky to more... gray - dark gray?
I`d like to change something in my game just for me. I tried to figure out but honestly... At this moment it`s behind my perception :oops:
Is it possible... I don`t know by hand or with some special editor?

Thank you very much for Your job and sorry for this borring quest.

Salvadoreno
03-24-10, 03:40 PM
Ok quick question..

In the recognition manual there are a few ships that are mentioned.. but there is no drawing for them, just a grey page. And for a few OTHER ships when i try to look at other angles of the ship via recognition manual, there is also a grey page. Is that just because of limitations? Does everybody encounter this? OR am i bugged?

lurker_hlb3
03-24-10, 05:38 PM
Ok quick question..
am i bugged?

No its all as designed

lurker_hlb3
03-24-10, 05:43 PM
Hi lurker...

One stupid question. Is it possible to change the colours of the envi, I mean water, sky to more... gray - dark gray?
I`d like to change something in my game just for me. I tried to figure out but honestly... At this moment it`s behind my perception :oops:
Is it possible... I don`t know by hand or with some special editor?

Thank you very much for Your job and sorry for this borring quest.

You need to use S3D and edit the files in Data\Env\

Salvadoreno
03-26-10, 03:23 PM
Im getting a lotta CTDs for some reason with op monsun.. Usually around ports or convoys.. SOmething wrong? This a known problem also?

lurker_hlb3
03-26-10, 04:20 PM
Im getting a lotta CTDs for some reason with op monsun.. Usually around ports or convoys.. SOmething wrong? This a known problem also?

http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1

Also if your running this mod

http://www.subsim.com/radioroom/showpost.php?p=1260107&postcount=1

you may want to look at this post.

http://www.subsim.com/radioroom/showpost.php?p=1274977&postcount=12

Salvadoreno
03-26-10, 04:31 PM
forgive me lurker. i actually read that post and still didnt post appropriately.. okay

OpMonsun_v705
OM v705_to_v720
OM v720 Patch2
OMEGU v300
OMEGU_v300 Patch5A
KiUB English
OM_Harder Escorts L_2
OM SH3 Command Keys
AOBF 16-9 Res
Das Boot Music'
Trans Atlantic Mod (still havent got this mod working yet)

Its Been from Jan 1940-July 1940
Typce IIC
CTD for Konvoi was in Western Approaches N. of Ireland.
Kiel Crashes to desktop when im near it.
Forgot the Flotilla... The flotilla with the II type subs in beginning of war. 1st Flot?

Also i wanna install some sound immersion mods but am afraid it might CTD. Some better voices, Das Boot Sounds, etc.. (Paulsen sound mod.. is that for Americans or OM??)

lurker_hlb3
03-26-10, 04:36 PM
forgive me lurker. i actually read that post and still didnt post appropriately.. okay

OpMonsun_v705
OM v705_to_v720
OM v720 Patch2
OMEGU v300
OMEGU_v300 Patch5A
KiUB English
OM_Harder Escorts L_2
OM SH3 Command Keys
AOBF 16-9 Res
Das Boot Music'
Trans Atlantic Mod (still havent got this mod working yet)

Its Been from Jan 1940-July 1940
Typce IIC
CTD for Konvoi was in Western Approaches N. of Ireland.
Kiel Crashes to desktop when im near it.
Forgot the Flotilla... The flotilla with the II type subs in beginning of war. 1st Flot?

Also i wanna install some sound immersion mods but am afraid it might CTD. Some better voices, Das Boot Sounds, etc.. (Paulsen sound mod.. is that for Americans or OM??)

Per the readme for OMEGU

Special note: AOBF 16-9 Res mod is no longer required and should be removed

also

Any “non” OM/RSRDC mod that is installed “BEFORE or AFTER” OMv705, OMv705_to_v720, OMEGU, RSRDC or OMEGU v300 related mods and JSGME generates a “conflict” with any of the above mods and you continue to install the mod and RSRDC/OM/OMEGU no longer works correctly is “NOT” my problem. This also applies to "any hand edits" to original OM/RSRDC files by users

col_Kurtz
03-26-10, 05:33 PM
You need to use S3D and edit the files in Data\Env\

:salute:

Thank you very much. Found it and downloaded...
Thank you one more time :)

Salvadoreno
03-26-10, 07:22 PM
o... ok.. so i guess i cant have any other mods thats conflict with the OM and Omegu mods... Are those really the type of mods that can freeze the game like that tho?? They are just smaller speech and music type mods..

Wilcke
03-26-10, 11:59 PM
o... ok.. so i guess i cant have any other mods thats conflict with the OM and Omegu mods... Are those really the type of mods that can freeze the game like that tho?? They are just smaller speech and music type mods..

I load the radio mod first like this.

Rel_SH4_Trans-Atlantic_Radio
Setup Trans-Atlantic Radio and BBC

Then you can add the rest of OM and OMEGU.

The radio mod comes with 4 setup files. You pick the one you like and load that after the main file.

McHibbins
03-27-10, 12:30 AM
Operation Monsun

Version 720




14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 with CTD






Ok, first read before asking......that´s it :up:

Akula
03-27-10, 04:11 AM
Hello

I found a strange "issue" with this mod... It disables my anti-aliasing in the game. When I remove it it works. Any one else notice this?

How is this mod affecting the graphics in this way. I would really like to run OM with all bells and whistles.

Thanks,

Fincuan
03-29-10, 04:09 PM
Just had a CTD, conditions as following:

Date and time: 18.6.1941 at about 09.35
Location: 54.33N 18.54E
Type of Sub: IID
Flotilla: Unknown
Mods:

11_OpsMonsun_V705
12_OMv705_to_V720
13_OMv720_Patch2
21_OMEGU_v300
22_OMEGU_v300_Patch5A
24_OM_SH3_Command_Keys

Other relevant facts:
This happened in the first "War Patrol", the U-138 patrol taking place at the start of Operation Barbarossa. I hit the "Battle stations" button in the command bar and the crew went to battlestations as planned, but when I hit the button again to return them to normal stations I was thrown to the desktop.

lurker_hlb3
03-29-10, 05:30 PM
Just had a CTD, conditions as following:

Date and time: 18.6.1941 at about 09.35
Location: 54.33N 18.54E
Type of Sub: IID
Flotilla: Unknown
Mods:

11_OpsMonsun_V705
12_OMv705_to_V720
13_OMv720_Patch2
21_OMEGU_v300
22_OMEGU_v300_Patch5A
24_OM_SH3_Command_Keys
Other relevant facts:
This happened in the first "War Patrol", the U-138 patrol taking place at the start of Operation Barbarossa. I hit the "Battle stations" button in the command bar and the crew went to battlestations as planned, but when I hit the button again to return them to normal stations I was thrown to the desktop.

will look into it

lurker_hlb3
03-30-10, 08:51 AM
will look into it

Unable to recreate your problem

looney
03-30-10, 01:50 PM
I just got me a strange mission ojective:

1st Flot type 2D from (brest)
Precise date not sure I think june or juli 1941

I got a mission to scout an photograph Perth Australia, I don't think I will comply to those orders :)

P.s. I just sank a Queen E BB took all 5 torps but I nailed her sailing at 17kn

lurker_hlb3
03-30-10, 02:02 PM
will look into it

I just got me a strange mission ojective:

1st Flot type 2D from (brest)
Precise date not sure I think june or juli 1941

I got a mission to scout an photograph Perth Australia, I don't think I will comply to those orders :)

P.s. I just sank a Queen E BB took all 5 torps but I nailed her sailing at 17kn

Without the correct date I can't help you. FYI TypeIID exit the game on 1 July 1941

Fincuan
03-30-10, 03:16 PM
Unable to recreate your problem

Rgr that, and thanks.

I was finally able to recreate it by hitting the "Battlestations" button twice within a short period of time, almost double-clicking it. This suggests the problem isn't with OpMonsun but the SH4 engine or something with my system.

looney
03-30-10, 03:39 PM
Without the correct date I can't help you. FYI TypeIID exit the game on 1 July 1941

I'll check.. the mission start date on the IID was on either 1 august or 2 august 1941.. I returned port 3 august and got me a type 7.. I leave on 1 sept and I get the same mission.

I'm gonna redo the mods.. tomorrow I think it got fouled up somewhere

lurker_hlb3
03-30-10, 05:55 PM
I'll check.. the mission start date on the IID was on either 1 august or 2 august 1941.. I returned port 3 august and got me a type 7.. I leave on 1 sept and I get the same mission.

I'm gonna redo the mods.. tomorrow I think it got fouled up somewhere

The system is telling you that it can't find a "valid mission". You just had the bad luck of returning at the wrong time. The last valid mission for the Type IID is 07-31-41.

For your Type VII to continue with a valid mission

To fix, go to c:\Documents and Settings\xxxx\My Documents\SH4\data\cfg\SaveGames\

find your last save and open CareerTrack.upc with wordpad

find the following entry

PlayerCurrentObjectiveCode=WAP_Coastal_2
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1

and change to

PlayerCurrentObjectiveCode=WesternApproach
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID256

looney
03-31-10, 12:35 AM
tnx.

that could be the problem indeed, I'll try it tonight.

Akula
03-31-10, 06:59 AM
Can someone else confirm if enabling this mod somehow disables Anti Aliasing.

Without the mod it works, with it doesn't, how can that be?

Any suggestions appreciated.

Thanks

Wilcke
03-31-10, 10:46 AM
Can someone else confirm if enabling this mod somehow disables Anti Aliasing.

Without the mod it works, with it doesn't, how can that be?

Any suggestions appreciated.

Thanks

I don't know about OM, but I do see this in RFB and I use the Nvidia Control Panel to take control of AA and force the issue when SH4 executes. It is a solution that works for me in this case.

ShadowWolf Kell
03-31-10, 10:53 AM
I don't know about OM, but I do see this in RFB and I use the Nvidia Control Panel to take control of AA and force the issue when SH4 executes. It is a solution that works for me in this case.


That's how I do it now too. AAx4, AFx16, Gamma Off. Doesn't work with nHancer and the latest Nvidia drivers.

Never heard of a mod actually altering your ability to enable AA or not though. I get AA in all 3 installs of SH4. TMO. OM. RFB.

Rusty_S85
03-31-10, 11:48 AM
Not going to scan through over 100 pages of text to find an answer to my question. Like wise I did a search and it didnt help.

I just downloaded all three parts to Operation Monsun, V705, V705 to V720, and V720 patch 2. I put each extrated folder into its own folder under mods (V705, V705 to V720, and V720 Patch 2) and I enabled them through JSGME one at a time starting with V705, V705 to V720, and then lastly V720 patch 2. I went into game and nothing was changed. Is there some special way of doing this with these three seperate downloads? First time doing a super mod and I am at a lost.

Folder layout appears as follows

Silent Hunter Wolves of the Pacific - MODS - then four folders under MODS, !BACKUP Operation Monsun V705, Operation Monsun V705 to V720, and Operation Monsun V705 to V720 Patch 2.

When I used JSGME to activate the three sections one at a time they are all in their own folder under the main SHIV directory. Is this how this is supposed to be?

lurker_hlb3
03-31-10, 12:23 PM
Not going to scan through over 100 pages of text to find an answer to my question. Like wise I did a search and it didnt help.

I just downloaded all three parts to Operation Monsun, V705, V705 to V720, and V720 patch 2. I put each extrated folder into its own folder under mods (V705, V705 to V720, and V720 Patch 2) and I enabled them through JSGME one at a time starting with V705, V705 to V720, and then lastly V720 patch 2. I went into game and nothing was changed. Is there some special way of doing this with these three seperate downloads? First time doing a super mod and I am at a lost.

Folder layout appears as follows

Silent Hunter Wolves of the Pacific - MODS - then four folders under MODS, !BACKUP Operation Monsun V705, Operation Monsun V705 to V720, and Operation Monsun V705 to V720 Patch 2.

When I used JSGME to activate the three sections one at a time they are all in their own folder under the main SHIV directory. Is this how this is supposed to be?

When you installed the mods with JMGME, did it generate any conflicts?

When you start a German campaign what do you see?

Rusty_S85
03-31-10, 12:25 PM
When you installed the mods with JMGME, did it generate any conflicts?

When you start a German campaign what do you see?

Nope no conflicts, the mods were activated with JSGME and never poped up saying there was a conflict.

When I go to german campaign it only has options for 1943 and 1944 with the IX U-boat.

I am currently looking through the readme files included in the mod but so far it appears I am doing everything right only thing is I might not be putting them into JSGME correctly.

ShadowWolf Kell
03-31-10, 12:32 PM
It sounds like you extracted them and it placed each one in a directory with the same name as the compressed file. In turn, within that directory is probably a similar directory for use with JSGME.

This is a common occurance with .RAR files if you use WinRAR to extract them. Though I could see it happening to .7z files if you use WinRAR for that as well.

Rusty_S85
03-31-10, 12:41 PM
It sounds like you extracted them and it placed each one in a directory with the same name as the compressed file. In turn, within that directory is probably a similar directory for use with JSGME.

This is a common occurance with .RAR files if you use WinRAR to extract them. Though I could see it happening to .7z files if you use WinRAR for that as well.

You mean the folders it created under the SHIV main folder?

If so I just checked and the folders being created are nammed OpsMonsun_V705, OMv704_to_V720, and OMv720_Patch2.

I didnt extract the zip files to the mod folder, I extracted them to the SHIV save folder I created on my desktop (as per the UBI forums JSGME tips) then I dragged the extracted folder over to the correct nammed folder under mods.

I am going to try something I think what I might have screwed up is I have two folders with the same name as you said under mods. I have the folder I created and the folder that was created when i extracted the mod.

ShadowWolf Kell
03-31-10, 12:50 PM
You mean the folders it created under the SHIV main folder?

If so I just checked and the folders being created are nammed OpsMonsun_V705, OMv704_to_V720, and OMv720_Patch2.

I didnt extract the zip files to the mod folder, I extracted them to the SHIV save folder I created on my desktop (as per the UBI forums JSGME tips) then I dragged the extracted folder over to the correct nammed folder under mods.


Alright. Check each one and make sure they aren't an extra folder deep.

For example, make sure you don't have Operation Monsun_v705 within a folder called Operation Monsun_v705. If so, you'll have to move the files within up a level, otherwise JSGME won't install them correctly. The Data and any support folders should be readily visible within each seperate mod folder.

Second, you need to move them into your SH4 install directory, into the MODS folder. JSGME can't see them to install them otherwise. Once they're there, it should just be the process of setting up the load order and okaying any overwrites when the message pops up. It's essential that files are overwritten as that's how the mods are designed to work.

Rusty_S85
03-31-10, 12:52 PM
Alright. Check each one and make sure they aren't an extra folder deep.

For example, make sure you don't have Operation Monsun_v705 within a folder called Operation Monsun_v705. If so, you'll have to move the files within up a level, otherwise JSGME won't install them correctly. The Data and any support folders should be readily visible within each seperate mod folder.

Second, you need to move them into your SH4 install directory, into the MODS folder. JSGME can't see them to install them otherwise. Once they're there, it should just be the process of setting up the load order and okaying any overwrites when the message pops up. It's essential that files are overwritten as that's how the mods are designed to work.

Thats what it was, all the mods were within a folder that I created under MODS so I moved them out and just under mods and deleted the folders I created. I am in the process of using JSGME to install the mods in order right now.

Things seem to be working now, no longer did V705 create folders of V705 under SHIV main directory but activating V705 to V720 gave me a promp to over write the files that was altered by V705.

~Update~

Well I got all the german careers going back to 1939. Only problem is I get a CTD when I try to go on my next patrol from my last saved mission. I did apply these changes when I was at my base but I guess its a corrupt save now cause I dont have the dual 3cm AA guns on my Type XVIII U-boat but its no big deal I can always start another career.

looney
03-31-10, 03:58 PM
The system is telling you that it can't find a "valid mission". You just had the bad luck of returning at the wrong time. The last valid mission for the Type IID is 07-31-41.

For your Type VII to continue with a valid mission

To fix, go to c:\Documents and Settings\xxxx\My Documents\SH4\data\cfg\SaveGames\

find your last save and open CareerTrack.upc with wordpad

find the following entry

PlayerCurrentObjectiveCode=WAP_Coastal_2
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1

and change to

PlayerCurrentObjectiveCode=WesternApproach
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID256

Worked like a charm.. now a short trip to get me a full crew and then off into the deep :)

ShadowWolf Kell
04-01-10, 04:42 AM
Worked like a charm.. now a short trip to get me a full crew and then off into the deep :)

Just make sure you don't take Bernard with you. :haha:

looney
04-01-10, 06:08 AM
Dunno for sure but I think I got 2 of those on my crew :)

1 of them shot down 2 hudsons and a blenheim down last short trip :)


P.s. what are the end dates for the other subs?

lurker_hlb3
04-02-10, 05:31 PM
All OM patches are roll-ups

Install instructions
Only install “in port”

Remove old patch
Add new patch

Readme


OM v720 Patch 3

Adjustments to the Merchant Damage model

Adjustments to the MAD Sensor

Minor bug fixes to the Flotillas.upc file

Added Mk24 FIDO to the following aircraft: PB4Y, Liberator V, Catalina Mk1A, Catalina MkIV, PBY5, PBY5A

Special Notes about the MK24 FIDO:

Because of the system design of SH4, it is “not possible” to create a “true” air launch homing torpedo, therefore the MK24 in OM from a guidance point of view act as a straight run air launch MK13. To emulate the MK24 I made some changes to .sim / .zon files that will make the MK24 a “sub killer” if your submarine is within 30 meters of the surface. The 3D Model is from the MK27

The Mk24 will become available to USN/RAF units in Aug 1943. As far as weapons loadout on the various aircraft, they will have a maximum of 2 Mk24 along with there other on board weapons. Please note that if you fail to take evasive action the Mk24 is going to sink your boat with a single hit.

See first post for download link

looney
04-03-10, 01:25 AM
Dl/ling Somehow I don't know if I'm gonna like this patch :D FIDO's BRRRR

alexradu89
04-03-10, 03:50 AM
Wow thanks Lurker you're the best! Best SH4 mod ever!:yeah:

Schultzy
04-03-10, 05:50 AM
Thank you for your continued (brilliant) work on OM. It's staggeringly good. Much appreciated. :salute:

lurker_hlb3
04-03-10, 09:31 PM
I only had some minor gripes with the 11th Flotilla.

According to u-boat.net 11th Flotilla was based in Bergen from 05/42, not in Kirkennes.


you should have read the OMv600 readme that is in Support\OM_Readme_files, you would have seen this

You will see that even though the 11th / 13th Flotillas were headquartered at Bergen / Trondheim, the vast majority of the patrols started and end at Kirkenes, Hammerfest, Harstad and Narvik. When you start a career you with see one of the following Flotilla ID’s 11th Flotilla (Forward), 13th Flotilla (Forward), 14th Flotilla or FdU Norway. A special note about FdU Norway, before the 11th Flotilla was established in July 1942, all Uboats sent north from various front line flotillas were under their operational control.

sarofax69
04-04-10, 06:47 AM
hi first of all awesome mod fantastic work im loving it so thanks for all the work.
this is what im running in the way of mods
RSRDC sh15 v550
RSRDC_V5xx_Patch1
OM v705
OM v720
OM v720 Patch3
OMEGU v300
OMEGU v300 Patch 5A
also running kuib english and harder escort. im on windows 7 premium and have icore 5 system 8g ram with an ati 5800 so running the game is not a problem ive got evrything maxed in the graphics option and all the boxes ticked and most importantly got 3d ship damage maxed. however im not seeing holes in the ships when i torpedo them or fire shells into them i play trigger maru aswell and i get the ship damageon that. first of all ami supposed to and if i am obviously any help to get this would be appreciated i'll try a fresh install on a stock copy i keep on my removable drive and see cheers for any help and thanks again for this work

lurker_hlb3
04-04-10, 07:14 AM
however im not seeing holes in the ships when i torpedo them or fire shells into them

As designed, These ships came from SH3 and they will not show damage like the "stock" SH4 ships

Dutch
04-04-10, 11:46 AM
As designed, These ships came from SH3 and they will not show damage like the "stock" SH4 ships

Wow thats pretty cool.

I was looking through the Rec Manual on Patrol and saw the hundreds of ships you had added. I was wondering where you had gotten them, at first I thought you guys had constructed them all from scratch. Looking at that now it would have probably taken more man hours than you guys could afford. Good thinking!

Butterfinger
04-04-10, 06:17 PM
Hello guys,

first sorry for my english, i came from Germany and could better talk then write it ;-)

Ok my problems with Operation Monsun (OM): For long times i played SH3 with WAC4.1, was very nice, a bit unstable ok, but very well made. Now i found OM und took out the old dirty SH4 Box, installed it...and yes it looks very fine, but i have no Radio Messages (whats going on in the War, whos my friend und who not...), nothing its completly silent (Sep. 39 it shouldnt be...). Than i looked into the messages txt. in the Campaing Files, its the Stock U-Boat Mission File, which begins 1943...

next problem is, there are no Convoys...nowhere and many 0 Byte Files in the: SH4\MODS\OpsMonsun_V705\Data\Campaigns\CampaignGE\ CampaignData Folder, especially the allies_convoys Files are 0 Byte. Is this normal and i only have to search more, or is there somewhere a Problem with my installation, which is like these:

Stock SH4 1.5
OpsMonsun_v705
OmV705_to_V720
OmV720_Patch3
DBSM_SH4
DBSM_SH4_Speech_Fix
Real_Enviroment

Thats all, thanks for your replies...

regards
Sven

lurker_hlb3
04-04-10, 06:36 PM
Hello guys,

first sorry for my english, i came from Germany and could better talk then write it ;-)

Ok my problems with Operation Monsun (OM): For long times i played SH3 with WAC4.1, was very nice, a bit unstable ok, but very well made. Now i found OM und took out the old dirty SH4 Box, installed it...and yes it looks very fine, but i have no Radio Messages (whats going on in the War, whos my friend und who not...), nothing its completly silent (Sep. 39 it shouldnt be...). Than i looked into the messages txt. in the Campaing Files, its the Stock U-Boat Mission File, which begins 1943...

next problem is, there are no Convoys...nowhere and many 0 Byte Files in the: SH4\MODS\OpsMonsun_V705\Data\Campaigns\CampaignGE\ CampaignData Folder, especially the allies_convoys Files are 0 Byte. Is this normal and i only have to search more, or is there somewhere a Problem with my installation, which is like these:

Stock SH4 1.5
OpsMonsun_v705
OmV705_to_V720
OmV720_Patch3
DBSM_SH4
DBSM_SH4_Speech_Fix
Real_Enviroment

Thats all, thanks for your replies...

regards
Sven

These are not problems, SH4 is not the same as SH3

Butterfinger
04-04-10, 06:59 PM
So its "normal" that i get no info about the War via Radio? hmm...:doh: ok, i think i have to deal with it. So there will be no special Operations like "Weserübung" or "Paukenschlag" simualted in OM? bad luck...for me.

regards
Sven

lurker_hlb3
04-04-10, 08:01 PM
So its "normal" that i get no info about the War via Radio? hmm...:doh: ok, i think i have to deal with it. So there will be no special Operations like "Weserübung" or "Paukenschlag" simualted in OM? bad luck...for me.

regards
Sven

You need to read the first post again

Salvadoreno
04-05-10, 03:04 AM
Hello Again Lurker.. Now i dont want to say it, but OM is very unstable (well it certainly is on my comp). Here are conditions...

July 1941
VIIC
Rockall Bank
!st Flotilla Out of Brest
In Pursuit of a HUGE konvoi...

First thing i notice is that when i intercept konvoi my game gets very slow (understandable) but its bearable. Then i notice lil graphic errors.

I.E
Where my mapping tools are on the map screen (protractor, ruler etc...) there is only white blocks. On my attack map screen the torp numbers (I II III) are also not present and are white...

So i thought id just save it then reload. When i did this it got stuck at about 75%. I alt tabbed and saw a few errors, now i forgot what they were but something to do with textures.

I load it up again and it works fine, so i go back in pursuit of the konvoi. The graphic errors still there. I use f12 free look to look at konvoi again and it freezes and kicks me back to desktop (microsoft detected an error)

I had problems like these before with OM so i thought i didnt install right. Uninstalled properly (i believe, deleted left over sh4 folder and registry) and installed a simpler version of OM.

Here is Order:

OpMonsun_v705
OMv705_v720
OMv720_PATCH2
OMEGU v_300
OMEGUv_300 Patch5A
OM_Harder Escorts L2
OM SH3 Command Keys
KiUB English
Rel_SH4 Transatantic Radio
Setup Trans-Atlantic Radio and BBC

This mod looks so awesome but i have yet to enjoy it :(

looney
04-05-10, 06:45 AM
I think the reknown for warships should be low for all ships except light cruisers and bigger. Your job is to sink merchants, not warships.

On the other hand reknown has no real value in OM so why bother, all upgrades are free. Sometimes I start me a late carreer and load up on Zaunkonings, just to have some easy fun :)

lurker_hlb3
04-05-10, 06:51 AM
OM is very unstable

Remove the following mods


OMEGU v_300
OMEGUv_300 Patch5A
Rel_SH4 Transatantic Radio
Setup Trans-Atlantic Radio and BBC

and add the following modes

OM_Plot v410
OMv720_PATCH3

lurker_hlb3
04-05-10, 06:53 AM
Now my question is, if I increased the number to more appropriate 730(?)* would this result in roughly seven times as many lifeboats?


I have no idea, Why down you change it and see what happens

looney
04-05-10, 07:43 AM
Thank you very much.



Doesn't it have an influence on promotions?

Yea that could be true, then I think everything smaller than a light cruiser should have low reknown. I don't think any Uboat captain would torpedo a DD on purpose if not detected. They knew they where meant to hit mercheants. And if possible BB's and carriers, the larger warships.

Salvadoreno
04-05-10, 12:30 PM
Remove the following mods


OMEGU v_300
OMEGUv_300 Patch5A
Rel_SH4 Transatantic Radio
Setup Trans-Atlantic Radio and BBC

and add the following modes

OM_Plot v410
OMv720_PATCH3

Thx Lurker.. Any reason why i cant use OMEGU?? ITs a graphics upgrade compatible for OpMon i thought??

And the Rel_SH4 Transatlantic radio only changes radio files right?

Well im doing what you said, thank you. My computer is a fast computer i dunno why it couldnt handle it. Hopefully this works..

::edit:: Ah i believe i may have found the problem. I have my SH4 via steam and forgot to turn off the auto update tool. Damn!

alexradu89
04-05-10, 03:22 PM
Salvadoreno, use these mods ONLY and you will have fun time guaranteed

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch3
OMEGU_v300
OMEGU_v300_Patch5A

(use exactly in the order i wrote, and you can add after these some sound mods if you like)

lurker_hlb3
04-05-10, 05:15 PM
Thx Lurker.. Any reason why i cant use OMEGU?? ITs a graphics upgrade compatible for OpMon i thought??



Since you where saying that my work was "unstable" because of graphic issues, OMEGU is the only one of my mods that "adds" graphic related files over and above stock


And the Rel_SH4 Transatlantic radio only changes radio files right?


I have made the decision because of recent post of user who have decided to load various non-OM/RSRDC on top of my work and created what I would call "Mod-Soup", that unless some can prove to me that the problem is related to my mods, I'm not even going to address reported problems by anyone.

Salvadoreno
04-05-10, 07:01 PM
lurker in no way did i mean to insult you. I even saw the error of my ways "steam autoupdate problem". Thank you for your help i really appreciate it. I also appreciate the work you put into the mods you create to keep us compretarded users entertained. Thank you Thank you. I have just reinstalled everything and im ready to boot it up again. Im guessing any future problems i have is going to be from incomplete uninstalls/registry/ or your "mod soup" idea. I really wanna use Sh4 transatlantic radio tho :(. oh well.

lurker_hlb3
04-05-10, 10:54 PM
lurker in no way did i mean to insult you.

You did not insult me

alexradu89
04-06-10, 06:33 AM
I'm sometimes during 1940, beginning of the year, using VIIC, and only type I torpedoes (the standard ones) and ALL of them blow up in the water, ar at least if they hit the ship it's a dud :damn: I'm using full realism except for manual TDC... this is getting so annoying, im in the middle of the convoy and im already out of torps...im only using OM and OMEGU mods (no sound mods, no special keys, no nothing) just before the convoy, i fired 8 torps at a merchant and they were all duds, hitting the ship and nothing, i restarted from a save point about 3 times and always the same problem with that merchant

EDIT: fired around 7-8 torps at the convoy they all exploded in the water, I'm disabling the mods and reinstalling maybe that'll work

alexradu89
04-06-10, 08:15 AM
This is unconfirmed, but during my first missions (1939-1940) it appeared that at least the G7a will blow up prematurely during bad weather / high swell, almost every time. In good weather I had no problems. Also I had to be careful with spreads, because if one torpedos goes up it will set off the others.

But severe problems with torpedos not detonating is absolutely realistic. Not only with the German Magnetzünder, the British, the US had nearly useless magnet detonators, the only one that worked from the start was the Japanese impact version.
I used both impact and magnetic detonation and nothing... but the sea was indeed rough during the convoy...

lurker_hlb3
04-06-10, 09:25 AM
I'm sometimes during 1940, beginning of the year, using VIIC, and only type I torpedoes (the standard ones) and ALL of them blow up in the water, ar at least if they hit the ship it's a dud :damn: I'm using full realism except for manual TDC... this is getting so annoying, im in the middle of the convoy and im already out of torps...im only using OM and OMEGU mods (no sound mods, no special keys, no nothing) just before the convoy, i fired 8 torps at a merchant and they were all duds, hitting the ship and nothing, i restarted from a save point about 3 times and always the same problem with that merchant

EDIT: fired around 7-8 torps at the convoy they all exploded in the water, I'm disabling the mods and reinstalling maybe that'll work

Fyi

40% chance of premature detonation if waves are 6 to 15 meters, and 90% if over 15 meters

alexradu89
04-06-10, 09:41 AM
:o well that explains it!:damn: radioing Bdu to come tow me to base! this is what you get for playing the dark and cold atlantic:rotfl2:
10x lurker :yeah:

ShadowWolf Kell
04-06-10, 02:59 PM
Magnetic is actually fairly reliable (compared to the Allies) early on in the war since they work almost flawlessly in calm weather/seas. I tend to use slow settings and fire under 3000 meters. Ideally 1500 or so, but that's not always possible.

Contacts initially have a really high dud rate, even under ideal conditions. You can extend your torpedo effectiveness, and thus supply by compensating with magnetics set just below the keel depth of your target. Contacts seem to work best by minimizing their depth to the bare minimum due to the curvature of many ship hulls.

Torpedos start to become much more reliable after Operation Weserübung (Norway), though contact still has some problematic dud issues until around 1943 iirc.

Dani
04-06-10, 04:39 PM
Torpedos start to become much more reliable after Operation Weserübung (Norway), though contact still has some problematic dud issues until around 1943 iirc.

Is this implemented in OM?
Will we have less duds in or after 1943?

Salvadoreno
04-06-10, 05:01 PM
Umm.. So just to be clear. I installed OM without OMEGU. Now i dont know how OpMon works without OMEGU but im assuming OpMon keeps the old loading screen and intro when loading sh4? I also have no sound mod its all regular american voices etc.. Is this right?? OMEGU changes all the loading screens and environments and voices right?

I have all OpMon mods (OM 705, 720, patch 2 and 3) and only OMEGU v410 plot pkg installed...

lurker_hlb3
04-07-10, 06:38 AM
Umm.. So just to be clear. I installed OM without OMEGU. Now i dont know how OpMon works without OMEGU but im assuming OpMon keeps the old loading screen and intro when loading sh4? I also have no sound mod its all regular american voices etc.. Is this right?? OMEGU changes all the loading screens and environments and voices right?.


Yes to all your questions

lurker_hlb3
04-07-10, 06:55 AM
How hard is it to convert a conning tower from SHIII? I ask because I always liked the VIIC/4 very much, and might have a go.


IT is alot more work than you think. By the way I did built a U-Flak Type VII awhile back but was not a 100% satisfied with the results.


Is it correct to say that the VIIB/2, IX/2 and VIIC/4 are not available in OM?

The VIIB/2 is not present because it was "very rarely" used

The IX/2 is the Turmumbau II on the IXB

sckallst
04-07-10, 11:29 AM
Just wanted to pass along a giant thanks to Lurker, and the rest of the folks who have contributed parts to the OM/OMEGU, incredible addition to SH4. I'd messed around just a tiny bit with earlier versions of OM, but my heart was always really with the USN in the Pacific. I knew that OM/OMEGU had been growing by leaps and bounds, but now that I've been fully immersed in playing an ATO for a few patrols of a campaign, I'm stunned by the entire virtual world you've created. To say that what you've accomplished doubles the play value of SH4 is, quite simply, a vast understatement, without even considering your other grand achievement in RSRD.

In my 'productive' hobby time (as opposed to my play time), I build modules for playing board wargames via the various online means available. Though I also often enjoy that work for itself, it is still work, with all attendant frustrations that somtimes pop up. The satisfaction of successfully completing a project is nice, but the best part to me is getting just a few 'thank you's", even anonomously, from folks who are deriving satisfaction from the work. As is charateristic of the Subsim community, those "thank you's" and appreciation for your work have been plentiful on these pages. Adding mine to the list is the very least that I can do.

Anybody reading this that hasn't yet taken the plunge into the ATO with SH4, and who has the slightest itch to do so, DO SO! Not only won't you be disappointed, you'll probably be hooked.

vonTorpitz
04-07-10, 07:44 PM
JSGME says OMEGU's installed but i stiil get the old U-boat missions loading screens and and American voices.
Im getting a (not responding ) message in the title bar of JSGME while enableing but, after a while it shows up in the enabled list. Not really sure if its installed or not.:damn:

Oh and I only have OM and OMEGU installed.

cgjimeneza
04-07-10, 08:14 PM
search for Spax Sh4 Uboat speech fix v8

that should have all your crew speaking german

vonTorpitz
04-07-10, 09:33 PM
Is there any immediate way to know that OMEGU has installed correctly?:damn:

nicae9
04-07-10, 09:58 PM
Is there any immediate way to know that OMEGU has installed correctly?:damn:

yes, the video at start will be different and the whole loading page as well compare with the stock game :salute:

lurker_hlb3
04-07-10, 10:15 PM
Not really sure if its installed or not..

It is not install correctly


Read this "CAREFULLY"

http://www.subsim.com/radioroom/showpost.php?p=1334138&postcount=1

nicae9
04-07-10, 10:40 PM
It is not install correctly


Read this "CAREFULLY"

http://www.subsim.com/radioroom/showpost.php?p=1334138&postcount=1
Thank you very much, I had been looking for this for the past few days :damn:

And great jobs on your mods :ping:

Cheers,

G :salute:

vonTorpitz
04-07-10, 10:43 PM
Ah hah! I have it now. Thanks. My problem was that I copied the main OMEGU v 3.00 folder into my MODS folder. I didnt realized that you have to open it up first and grab the actual OMEGU v3.00 folder (its in there with a bunch of other mods, ah hah!) and copy that into your MODS folder, then enable. Duh!
Hope this helps anyone else who might have done this.

Holy smokes man, what a mod! Thanks for this one. I'm about to have a freakin blast!:rock:

Leg
04-10-10, 08:57 AM
since I've installed the last patch I can't see the TI wake anymore..

These are the mods istalled

transatlantic radio
enemies of germany
rsdc v550
rsdc patch1
OM 705
OM 705 to 720
om 720 patch3
omegu 300
omegu 300 patch 5a
om sh3 command keys
dbsm sh4
dbsm sh4 fix
office mod

alexradu89
04-10-10, 10:26 AM
The T1 electric/no wake has only impact, and the T3 has a magnetic detonator as well.:up:

lurker_hlb3
04-10-10, 10:46 AM
since I've installed the last patch I can't see the TI wake anymore..

These are the mods istalled

transatlantic radio
enemies of germany
rsdc v550
rsdc patch1
OM 705
OM 705 to 720
om 720 patch3
omegu 300
omegu 300 patch 5a
om sh3 command keys
dbsm sh4
dbsm sh4 fix
office mod


from the first post of this thread


WARNING

I do not look at “very possible” mod that is out there. If you load a mod up, before or after RSRDC/ OM/OMEGU and JSGME generates a “conflict” warning and you go ahead and loaded it anyway and RSRDC / OM / OMEGU no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t.

This also applies to "any hand edits" to original OM/OMEGU/RSRDC files by users

WARNING

Leg
04-10-10, 02:05 PM
I removed the other mods but still the TI does not have the wake. And in vanilla it has it.

lurker_hlb3
04-10-10, 03:46 PM
I removed the other mods but still the TI does not have the wake. And in vanilla it has it.


http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1

Leg
04-10-10, 04:17 PM
http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1


I've re-downloaded OM and Omegu and installed them, it looks now the wake is back. That was wierd.

Keelbuster
04-11-10, 12:39 PM
Hey all - I'm new to OM. Loving it so far. Can't tell you how great it is to be back in the ATO. And in a German boat. Also, this new ranging system (KiUB) is really interesting and it makes the game deeper and more challenging at the same time. Thank for all the hard work.

Now, I have a few questions that I couldn't find answers to by searching this thread. I've noticed some quirky things about diving and depth-keeping in OM. Btw, here is my current mod config, installed in this order over top of a clean install 1.5:

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch3
OMEGU_v300
OMEGU_v300_Patch5a
AOBF 16-9 Res
OM_Harder_Escort_L1
OM_SH3_Command_Keys

Also, I've just started a career in a VIIC out of Nazaire, Feb. 1941.

Questions:

1) When I order periscope depth, it takes 3 minutes to reach periscope depth (14m). However, when I order crash dive, I pass the 14m mark in 30 seconds. Why does the periscope depth command result in such a slow, shallow dive? When moving into attack position, I sometimes want to get down right after visual contact, but I don't want to have to order a crash dive to do it. I just want to get to PD asap.

2) When submerged, I've noticed that compared to SH3 GWX 3.0, the time it takes to dive deeper or to move more shallow is slower. At flank - 6kts or so, I dive by about 1 m every 1.5 seconds. I remember from SH3 GWX I could dive down to 150 very fast... I'm not sure if this is a problem, per se, but when I compare it to the rapid depth changes that occur when a crash dive is ordered, I wonder to myself why I can't get this performance out of the boat when I'm under attack and need to change depth quickly. Again, it seems that the crash dive order draws on a different set of depth-keeping settings than does a) the periscope depth command, b) orders of changes of depth off the depth wheel on the console, c) the dive command (which seems to behave more like the crash dive command).

3) In my VIIC, at about 180m or so, the boat starts to sink automatically. At depths above that, I can sit all stop at 0kts, and maintain depth. But there is some point around 180 where the boat starts to sink. In order to maintain depth, I must increase speed. I remember effects like this from SH3 modded, and perhaps this is supposed to simulate the loss of buoyancy due to compression of the boat at depth. That may be, but the issue becomes very dramatic around 200m, where I cannot maintain depth even at ahead standard. I basically have to run at flank to get up back to that < 180m sweet spot. I'm not totally satisfied with this model, because it means that going really deep is not really a possibility. I wonder what the situation would be like in a VIIC/41 where crush depth is > 250m. Could you ever go down there and hope to come back up? Hence, my question is - is this depth-keeping problem an intended feature? If so, can I disable it?

4) Periscope depth seems too deep - 14m. The head just barely pokes out over the water at maximum extension, and it gets splashed even in calm water. I remember from SH3 the PD was 13m. I think this would be a better setting for SH4 OM. Is there any way I can change the default periscope depth?


The answers to these questions might be contained somewhere in a fAQ or in this thread - I just was unable to find them. Could someone point me to the right info?

Thanks in advance,

Kb

etheberge
04-11-10, 12:51 PM
3) In my VIIC, at about 180m or so, the boat starts to sink automatically. At depths above that, I can sit all stop at 0kts, and maintain depth. But there is some point around 180 where the boat starts to sink. In order to maintain depth, I must increase speed. I remember effects like this from SH3 modded, and perhaps this is supposed to simulate the loss of buoyancy due to compression of the boat at depth. That may be, but the issue becomes very dramatic around 200m, where I cannot maintain depth even at ahead standard. I basically have to run at flank to get up back to that < 180m sweet spot. I'm not totally satisfied with this model, because it means that going really deep is not really a possibility. I wonder what the situation would be like in a VIIC/41 where crush depth is > 250m. Could you ever go down there and hope to come back up? Hence, my question is - is this depth-keeping problem an intended feature? If so, can I disable it?

I'll let Lurker answer the rest of your concerns but #3 is a problem with the game engine itself, unfixable AFAIK. Apparently this issue is still present in SHV too.

Keelbuster
04-11-10, 12:57 PM
I'll let Lurker answer the rest of your concerns but #3 is a problem with the game engine itself, unfixable AFAIK. Apparently this issue is still present in SHV too.

OMG. Not good. Does anyone know where I can see a discussion of this issue? It's a real problem for the Atlantic campaign since in later war you really want to go deep. Going deep is...the best - if I can't go deep, that sadly might be a deal-breaker for me.

lurker_hlb3
04-11-10, 06:39 PM
Also, the next ship refused to sink. I had no torpedoes left, so I had to use the deck gun. Gave up after 50 or 60 rounds.

In the future, if you want to sink a ship with guns, let the AI do it and use the "Aim at water line" option

lurker_hlb3
04-11-10, 06:48 PM
compared to SH3 GWX 3.0

Do not compare SH4 and OM to SH3 or any SH3 mod. They are not the same and the way the subs react are completely different.

The way all subs react in OM/OMEGU is "as designed" and if you are displeased with the way things work, then I suggest that you download S3D an change it to your personal taste in your install.

McHibbins
04-12-10, 06:16 AM
Decrease the hitpoints via S3D editor

McHibbins
04-12-10, 09:25 AM
What do you mean with "Hollywood damage effects" ?

Bosje
04-12-10, 10:40 AM
Just something I wanted to share, OpMon at its best (and worst) giving me a hell of an experience last weekend.

1942, December. My type IXC boat just arrived in Lorient a few weeks ago, after a trip from Kiel around England. Constant air patrols, not always able to dive away in time, suffered from damage of all descriptions throughout the patrol, engineers were working around the clock to keep the boat operational. Very eventful trip, very painful as well as the last air attack hit us just outside of our new port: Lorient. Shallow waters and the dive took rather long and I wasnt able to drag the crew away from the bridge in time, all the bridgewatch dead, poor guys.

but the fun hadn't even started yet :cool:

December 9th we left Lorient. Destination: Freetown (Africa)
Just barely outside the harbour we sighted a lone French merchant (friendly French) and one second later we got an incoming radar transmission. The aircraft (2) went for the steamer and not for my boat. They scored some hits and the freighter fired back, neither destroyed the other though and soon afterwards, there was just a plume of smoke on the horizon. A few hours later, we were still well inside the Biscay Bay, we came across a friendly small convoy. More Frenchies, escorted by German aux. coastal vessels (no decent AA guns at all)

We travelled alongside the convoy for a while and we got more incoming radar transmissions! I decided to stick with the convoy on the surface rather than dive in waters less than 60 meters deep, my crew prepared our AA guns to add to the convoy's defenses.

2 big bombers came screaming in, firing rockets at the nearest merchant (rockets in '42?). All the guns in the little convoy fired back but to no avail. Several more attackruns were made, none of them on us and shortly before sunset, we parted company with the convoy.

Shortly after sunset, there was still an orange glow on the horizon but it was getting dark quickly (I really do love the atlantic environment thing), we were bothered by the RAF again, this time they attacked us directly. I hesitated too long, maybe they wouldnt spot us in the dark, but their rader worked for them and they came in after us. Too late to dive, we fired back and the bombs barely missed. some minor damage in the aft compartments and some concussions, nothing worse. The plane roared away with a smoketrail behind it, we hit it after all, it wasn't observed crashing down but it didnt come back either. All damage repaired during the night and by morning we finally left the shallow Bay behind us.

Just 12 hours into the patrol and already a ton of excitement! The friendly convoys, the air patrols, the trouble of having to cross the shallow bay in the midst of all that action: it really gives you the feeling you're part of the war. Excellent work, Lurker!

2 weeks TC later: patrolling south of Freetown. I didnt think there would be many targets there but we stumbled across a convoy with no escorts! Yeah! exactly like I would expect historically! just a collection of ships on their way to freetown, to meet with their escorts for the later, more dangerous, part of their trip to Blightly.

There I was, in the morning fog (6 am), 12 freighters off my port bow. I figured I should go for it and kill every last one of em, our first attackrun we fired 4 eels at four ships, hits on all of them!
2 settled with the bow down, the rest kept going with the scattering convoy. it was still quite dark so we surfaced and started a running gun battle, finishing the two stricken ships while trying to get a good position on the rest of the convoy

bad idea, one of the freighters spotted us and opened fire, their third shot was a direct hit, bulkhead destroyed and that's the end of the boat.

I reloaded a save before arriving on station off Freetown.

with their engine room flooding and their ship on fire, surely those boys have better things to do than running ahead at flank speed and accurately firing shells at my fluffy little submarine? Like abandoning ship, for example.
oh well I already knew they'd do that so I might as well be more careful on the surface next time. (how many Uboats were destroyed by freighter's guns, historically?) not many, i dont think

apart from some damage model annoyances I really love the latest OM/Omegu, man. Nice work:salute:

McHibbins
04-12-10, 11:34 AM
Your report sounds absolute fantastic Bosje !:yeah: You´re able to observe airraids on other ships with OM ? Awesome ! (I´m still on my first patrol with OM testing mods and played Pacific before)

The annoying damage model you´re talking about is a problem with Iambecomelifes ships I think.

McHibbins
04-12-10, 12:31 PM
that sounds indeed cool.



Standard SH4, the imported merchants don't have many effects.

Achso...nee, is klar:03: Now I know what you mean. Iambecomelifes ships are very very nice but I miss their damage model since SH3. Should be tweaked somehow, that´s true.

pointblank
04-12-10, 11:50 PM
does it need uboat operations?
:hmmm:

McHibbins
04-13-10, 03:48 AM
does it need uboat operations?
:hmmm:

It was made for UBM :DL

AkbarGulag
04-14-10, 03:56 AM
Reading 5 pages and then realising there was over 160, it seemed more efficient to ask my question here.

If I select a Submarine, any type when I start a campaign, will I be offered new submarine models as the game progresses?

Have played in the VIIB since the start of the war -1939, (it is now august 1941) and felt like a change. Couldn't find any specifics in the documentation.

Installs,

RFB_2.0
RFB_2.0_Patch1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch3
RFB_Metric Nomographs
ASW_RFB-2.0_RSRD-V575_OM-720 (Version 1.0a)
RFB_German Audio Files

AkbarGulag
04-14-10, 06:02 AM
If you want to accelerate your career you could go to Data/Cfg/Basic.cfg and set NbDaysInBase=21 to a larger value, lets say 45.

Nice tip, thanks Global.

lurker_hlb3
04-14-10, 06:48 AM
Installs,

RFB_2.0
RFB_2.0_Patch1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch3
RFB_Metric Nomographs
ASW_RFB-2.0_RSRD-V575_OM-720 (Version 1.0a)
RFB_German Audio Files

From the first post of this thread


WARNING


SPECIAL Note for TMO and RFB users

Because of recent changes to TMO v19x and RFB 2.0, OM is "NO LONGER COMPATIBLE" with TMO/RFB. If you do so you will "Break" the mods.

lurker_hlb3
04-14-10, 06:56 AM
To which extent are they modelled in the campaign?

There not there, I may do something about it in the future.

AkbarGulag
04-15-10, 12:24 AM
From the first post of this thread

Thats cool Lurker, I can take them off. But do you have an answer to my question please?

lurker_hlb3
04-15-10, 06:45 AM
Thats cool Lurker, I can take them off. But do you have an answer to my question please?

You will be offered new boats from time to time, based on the Flotilla your in.

AkbarGulag
04-16-10, 03:54 AM
You will be offered new boats from time to time, based on the Flotilla your in.

Awesome, cheers man. Really enjoying your campaign in the atlantic... days upon days of no action... then everything is happening! Even managed to find the carrier Argus once :doh:

McHibbins
04-16-10, 12:56 PM
I´m just wondering that there´re still many Kaleuns using RFB together with OM :hmmm:

AkbarGulag
04-16-10, 08:25 PM
I´m just wondering that there´re still many Kaleuns using RFB together with OM :hmmm:

Maybe because everyone doesnt play this game every freaking day and a lot of the mod compilations people use are redundant in under 2 months.

Sorry mate, next time ill get my crystal ball out.

McHibbins
04-16-10, 09:55 PM
Maybe because everyone doesnt play this game every freaking day and a lot of the mod compilations people use are redundant in under 2 months.

Sorry mate, next time ill get my crystal ball out.

You don´t need to play it every freaking day or any crystal ball. The only thing you need is the Ability to study the Readme. :stare:

Wilcke
04-17-10, 08:56 AM
I´m just wondering that there´re still many Kaleuns using RFB together with OM :hmmm:

Due to updating, patching, etc...its best to run each in its own independant install. Makes things easier and smoother. At least for me.

Happy Hunting!

bond672
04-20-10, 07:27 PM
hi there, i was wondering if its possible to uninstall the KiUB part of the periscope and retain the 'stock' one? im not too good with maths etc and its mind boggling to a layman like me and sort of takes the fun out of it for me, so is there anyway to disable it?
many thanks
kind regards
SImon

lurker_hlb3
04-20-10, 10:03 PM
hi there, i was wondering if its possible to uninstall the KiUB part of the periscope and retain the 'stock' one?

No

Just use the Observation Periscope

bond672
04-21-10, 12:22 AM
ok, many thanks for the quick answer.
kind regards
Simon

Phantom II
04-21-10, 07:52 AM
Hey just wondering if someone could give me some outlines of how OM stacks up against GWX3.0.

Wilcke
04-21-10, 12:40 PM
Hey just wondering if someone could give me some outlines of how OM stacks up against GWX3.0.

This is my opinion and only my opinion. I have been running OM exclusively for the past year. SH3 is gone from my HD, forever.

Again, one mans opinion.

Happy Hunting!

pickinthebanjo
04-21-10, 01:54 PM
I like the VIID, always wanted to use those subs.

I never liked SH4 but I just reinstalled it and patched it up to 1.5 with u-boat missions and the OM mod and I think I will put SH3 on hold for a while (maybe indefenitly)

Phantom II
04-21-10, 10:40 PM
This is my opinion and only my opinion. I have been running OM exclusively for the past year. SH3 is gone from my HD, forever.

Again, one mans opinion.

Happy Hunting!

Guess it won't hurt to try it then. One thing I like about GWX is the historical radio messages, the build up of naval traffic during Weserubung, Dunkirk, Normandy and all that. Does OM simulate it as well as GWX does? Also, I really like SH3 Commander, is there anything similiar for OM/SH4? If not someone should really bribe JScones to make us an SH4 Commander :/

K I've installed it. How come Norway and Sweden are labeled hostile in the 1 September 1939 campaign? Germany only declared war on Norway in April 1940, and Sweden remained neutral throughout the war :/ Also: Anyone got a German crew voice mod?

stoppro
04-22-10, 07:37 AM
sorry if this has been answerd.but the last post i could find was 4.16.2008. the problem is om won't work. iinstalled it viajsgme and nothing happens so i removed and reenabled via jsgme [thats what the post suggested] still no go.there are no other mods involved at all .would a fresh install of the game help?oh it is sh4 with u-boat missons thanks for any help i am looking forward to trying this out.

lurker_hlb3
04-22-10, 07:46 AM
sorry if this has been answerd.but the last post i could find was 4.16.2008. the problem is om won't work. iinstalled it viajsgme and nothing happens so i removed and reenabled via jsgme [thats what the post suggested] still no go.there are no other mods involved at all .would a fresh install of the game help?oh it is sh4 with u-boat missons thanks for any help i am looking forward to trying this out.

How did you determine that OM is not working

stoppro
04-22-10, 09:20 AM
I sarted the game went to u-boat missons and just the regular ones showed up -let me guess -thats not the way to bring the new missons up? i am brand new to sh4 i have been playing 3and 5 but om looks really good.i'm sorry to be so dumb on this.any help would be apprcieated[that got to be spelled wrong] thanks

Karbo
04-22-10, 09:56 AM
Under the missions there is a switch sides. to bring up the german missions.

stoppro
04-22-10, 10:19 AM
yes i saw that i clicked it no effect. i loaded the mods in the right order . it seemed pretty simple. i don't know what the hell happen or didn't happen

stoppro
04-22-10, 11:52 AM
well this is interesting I loaded the mods to my other computer slightly newer and they went right in so it was on my end after all[that figures] I have two copies of sh4 u-boat i don't know if that matters but im going to reinstall on the other machine and see what's what-sorry for the bother i should have tried that first. it looks real good. the more i screw-up the better i should get.been at work all night time for sleep i'll do a misson before i go back to work . thank s for the mods

col_Kurtz
04-22-10, 12:37 PM
Anyone got a German crew voice mod?[/edit]

Step one... DL this
http://www.subsim.com/radioroom/downloads.php?do=file&id=1083

and then this...
http://www.subsim.com/radioroom/downloads.php?do=file&id=1529
Step two put into MODS.
Step three. Activate both, but first should be DBSM, then DBSM_Fix (JSGME).
Step last. Sink`em all :arrgh!:

Regards:salute:

subaxe
04-22-10, 01:14 PM
Just uninstalled SH5 and I found SH4 lying around in the closet still sealed :har: dont ask.

Love it so far, especially with this mod :rock:

My question is how do you get the watch crew to wear their Rain Coats when its raining?

Is it even possible in OM?

heres my install:

Official:
SH4+UBM

Mods:
OM705
OM705to720
OM720Patch3
OMEGU300
OMEGU300Patch5a

Deutschland
04-22-10, 02:44 PM
Again playing with Operation Monsun..and with this the game is fantastic!!

Deutschland
04-22-10, 02:46 PM
and again..
Thanks "lurker hlb3" and all who help with this.. (http://www.subsim.com/radioroom/member.php?u=215688)

Phantom II
04-23-10, 08:45 AM
So I just read the part regarding the No Neutrals. Do you get penalized for sinking neutrals?

McHibbins
04-23-10, 03:21 PM
So I just read the part regarding the No Neutrals. Do you get penalized for sinking neutrals?

No, since the SH4 engine doesn´t know/handle neutrals like SH3/GWX.

lurker_hlb3
04-23-10, 06:43 PM
"ALL" Patches are rollups


Install in port





OM v720 Patch 4

Integrated “WAC4.1 SubPen_animated_18.02.2010” into OM.

Change inport start positions to SubPens for units departing Bergen, Bordeaux, Brest, Lorient, and StNazaire

Added “New_Trawlers_1.1” to provide Uboats with some fishing boat gunnery practices in the “Western Approaches”

Added “ScompassMod” which corrects the bridge gyrocompasses and telegraph dials for Uboats Type IIC,VIIA,VIIB,VIIC, and VIID

Added K Class Blimps along with all the historical bases and operating areas. Also modeled the deployment and operations of ZP14 to Port Lyautey, French Morocco in June 1944.

Added Type VIIC “Flak Boats” and the supporting combat patrols from May to Oct 1943.

Special Notes about the Type VIIC “Flak Boats”

- Because of the “short” operational deployment of these boats, users will “not” find them available in “campaign” mode.
- I have modeled the four main operational missions that these boats conducted. They can be found under the “War Patrol” option of the main menu of SH4.
- User can not man the forward “2 cm FK C/38 Flakvierling” because of SH4 game engine issues
- The Uflak Turmumbau does “not” have the ZeeWolf “fix”

Credit

Privateer & JU_88 - K Class Blimp model
HanSolo78 - WAC4.1 SubPen_animated_18.02.2010
Iambecomelife - New_Trawlers_1.1
Sammi79 - ScompassMod


References

http://www.nastillamook.org/sisters/index.htm
http://en.wikipedia.org/wiki/Airship
http://www.warwingsart.com/LTA/zp-14.html
http://en.wikipedia.org/wiki/K_class_blimp
http://www.history.navy.mil/download/lta-06.pdf
http://www.history.navy.mil/download/lta-07.pdf
http://www.history.navy.mil/download/lta-08.pdf
http://www.history.navy.mil/download/lta-09.pdf
http://uboat.net/types/u-flak.htm



Download link in first post

SkyBaron
04-23-10, 07:42 PM
Thanks lurker_hlb3(and all the contributors) for all your work on this mod! :)




EDIT: never mind I found the answer to my question.

sckallst
04-23-10, 08:05 PM
Blimps?! This just keeps getting better.

cgjimeneza
04-23-10, 09:50 PM
are they dangerous... other than having a radio.... will have to find time to patrol in the atlantic...

and Lurker... I have not forgotten the spanish project.... its in the back burner but there...:arrgh!:

Salvadoreno
04-23-10, 11:16 PM
where can i dl patch 4?

subaxe
04-23-10, 11:46 PM
Download is on the first page.

Just upgraded to OM720p4+OMEGU300p6 thank you for the great mod.:rock:

I did notice there is no Minutes Needle on the Clock in the Sonar Room for all type VII. :wah:

please fix , if possible.

Sammi79
04-24-10, 05:41 AM
I did notice there is no Minutes Needle on the Clock in the Sonar Room for all type VII. :wah:

please fix , if possible.

Hi subaxe it is possible as I've just been looking at the .Dat file the minute hand is there but the model is facing into instead of out of the clock face and its 1 sided so you don't see it. It should be a case of exporting the 3D model, flipping it 180' then reimporting similar to the fix for the bridge dials, I'll give it a try. If I have a good result I will post here.

P.S. If anyone notices any more dials/instruments/needles etc... that appear to be either not functioning, non-existant or otherwise faulty, message me if I can help I will.

subaxe
04-24-10, 08:38 AM
hi Sammi79, well that explains why i could not see the needle
hope your able to fix it.

I also noticed the new VII flak subs have messed up dials at the top deck.

Sammi79
04-24-10, 09:39 AM
I also noticed the new VII flak subs have messed up dials at the top deck.

Hi again subaxe I am just at this moment enabling the updates OMpatch4+OMEGUpatch6, when this is done I'll take a thorough look through all the models and fix anything I can find - the funny things Is as you're fixing things you notice more things that need fixing!
I have successfully fixed the minute hands on the type 7s and type 9s needed it aswell, but before I finalize it I must check through ALL of the files to try and avoid having to do further updates (apart from when people model new subs or variants - therefore new models that may/may not need attention.) so as soon as I am content that I have fixed every possible dial I will [edit] pass the files to Lurker_hlb3 if he wants to include them in his mods.
Thanks for the note about the VII flak subs dials I shall attend to that directly. Anybody notice anymore? please let me know so I can take a look, THX!;)

subaxe
04-24-10, 11:12 AM
Hi again

Great news for the type VII sonar Clock =)

I dint try the type 9 yet. glad to hear you are repairing it as well.

I'll be keeping an eye out for your mod to test it out.

thanks for fixing all these dial issues, they where killing my immersion.

SkyBaron
04-24-10, 11:13 AM
Hi Sammi79, I've noticed a few things(maybe they are more like requests :)):


1. I think the camera axis on the Type VIIC U-flak radar view(F9) is messed up. You can't turn the view right or left, it only rotates as if you were tilting your head. With my limited "modder" experience I was able to change the axis by trial and error with S3D(by editing cameras.dat) but it's far from perfect. Maybe you could take a look at that too?


2. Is there a way to make the Hydrophone view(F8) turn slower? Maybe this is related to the above issue.


3. On the TMO/RFB mods the control room and conning tower follow the sub's angle up and down. I tried to mod that for the U-boats following vickers03 posts here http://forum.kickinbak.com/viewtopic.php?f=70&t=1715 but it seems that the U-boats are programmed different from the fleet boats. I didn't have any success here. Any ideas on this issue?

Thanks!

Sammi79
04-24-10, 11:32 AM
I'll be keeping an eye out for your mod to test it out.

thanks for fixing all these dial issues, they where killing my immersion.

Ok, just to clarify, to avoid getting into trouble with the people whose files I am editing, I will not be releasing a mod in any form. I will however be passing the edits on to the authors so they can decide wether or not to include them in their next update. Sorry for the implication otherwise but I am new here and I don't want to tread on anybodies toes.

subaxe you are welcome, you will have to wait for the fixes to come in the next OM/OMEGU/OMplot update from Lurker_hlb3 as long as he decides they are OK.

NewCaptain - I will take a look at these issues, If I find anything I will message you.

Wilcke
04-24-10, 04:01 PM
Lurker,

With the following list, I am getting a CTD with the U-Flak Missions. The mission loads, I can access, map, crew management, get the u-boat going, but as soon as I go to peri, bridge or cam view it will CTD. This with all 4 U-Flak Missions. The Career mode is working fine no issues and the new 328 ton ship is very nice.

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch4
OMEGU_v300
OMEGU_v300_Patch6
OM_SH3_Command_Keys

lurker_hlb3
04-24-10, 05:52 PM
Lurker,

With the following list, I am getting a CTD with the U-Flak Missions. The mission loads, I can access, map, crew management, get the u-boat going, but as soon as I go to peri, bridge or cam view it will CTD. This with all 4 U-Flak Missions. The Career mode is working fine no issues and the new 328 ton ship is very nice.

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch4
OMEGU_v300
OMEGU_v300_Patch6
OM_SH3_Command_Keys

Unable to recreate your problem based on information provided

SkyBaron
04-24-10, 08:13 PM
NewCaptain - I will take a look at these issues, If I find anything I will message you.

No problem! Thanks.

Wilcke
04-24-10, 11:37 PM
Unable to recreate your problem based on information provided

After a simple reboot the U-Flak Missions are working flawlessly. Well done Lurker, as always.

Hitman
04-25-10, 02:43 AM
Just a little heads up to prevent confusions: In the first post you updated the link to the "Latest patch", and it certainly takes you subsim.com downloads and offers the patch 4 BUT in the post here it still reads "patch 3"

lurker_hlb3
04-25-10, 07:15 AM
Just a little heads up to prevent confusions: In the first post you updated the link to the "Latest patch", and it certainly takes you subsim.com downloads and offers the patch 4 BUT in the post here it still reads "patch 3"

I'm well aware of that, but for what ever reason, users are no longer allowed to edit post that were created "before" 1 Jan 2010. When that capability is return I will correct the post.

Hitman
04-25-10, 10:14 AM
Ahh OK. The reason is that Neal wanted to prevent spam through that, see "Comments to subsim.com" forum, but if you PM him I'm sure he will restore that rights for you in that post. :up:

perroverde
04-25-10, 03:09 PM
How i can install the battery updates in op.monsum v720?

UpackVIIBat33MAK800-Name=33 MAL 800 Submarine Battery
UpackVIIBat33MAK800-Info=33 MAL 800 Submarine Battery
UpackVIIBat33MAK800-Notes=The 33 MAL 800 submarine battery is composed of 124 cells and is rated for <b>9160Ah.</b> In order for this upgrade to work <b>you must manually install the Type VII 33MAK800 Battery Upgrade in the \Support folder via JSGME or a similar method.</b>

I see on \support folder, but i don't see anything.

Thanks.

lurker_hlb3
04-25-10, 06:36 PM
How i can install the battery updates in op.monsum v720?

UpackVIIBat33MAK800-Name=33 MAL 800 Submarine Battery
UpackVIIBat33MAK800-Info=33 MAL 800 Submarine Battery
UpackVIIBat33MAK800-Notes=The 33 MAL 800 submarine battery is composed of 124 cells and is rated for <b>9160Ah.</b> In order for this upgrade to work <b>you must manually install the Type VII 33MAK800 Battery Upgrade in the \Support folder via JSGME or a similar method.</b>

I see on \support folder, but i don't see anything.

Thanks.

This option was disabled along time ago, as it never worked correctly

perroverde
04-25-10, 07:02 PM
ok, thanks for the reply

HMCS
04-26-10, 05:43 PM
Just a little feedback - the mod is terrific. Except for the 15% realism penalty for not choosing manual targeting.

The Kaleun was not the one responsible for entering the info on the TDC. There were other crew members on a U-Boat, if I recall correctly....

EDIT: after searching the posts on the subject, I see that that is a feature of the stock game. C'est la vie. How would I go about changing those to say the realism % that RFB uses?

lurker_hlb3
04-26-10, 06:39 PM
Just a little feedback - the mod is terrific. Except for the 15% realism penalty for not choosing manual targeting.

The Kaleun was not the one responsible for entering the info on the TDC. There were other crew members on a U-Boat, if I recall correctly....

EDIT: after searching the posts on the subject, I see that that is a feature of the stock game. C'est la vie. How would I go about changing those to say the realism % that RFB uses?


go to Data\Cfg\

edit GameplaySettings.cfg
and edit the [RealismPercentage] section

This is the one I personally use:


[RealismPercentage]
LimitedBatteriesRealismPercentage=34
LimitedCompressedAirRealismPercentage=2
LimitedO2RealismPercentage=14
LimitedFuelRealismPercentage=16
RealisticRepairTimeRealismPercentage=15
ManualTargetingSystemRealismPercentage=0
NoMapUpdateRealismPercentage=0
RealisticSensorsRealismPercentage=13
DudTorpedoesRealismPercentage=0
RealisticReloadRealismPercentage=6
NoEventCameraRealismPercentage=0
NoExternalViewRealismPercentage=0
NoStabilizeViewRealismPercentage=0
MPShowPlayerNamesRealismPercentage=0
MPShowTorpedoesRealismPercentage=0

HMCS
04-26-10, 06:55 PM
As always, Lurker, you swing like a rusty gate. I am bored with the term "you rock" so I use the jazz-oriented compliment instead. I would name a kid after you, but women tend to frown on their kids being called "Lurker".

For the record, I used manual targeting in my Fleet Boats, but the German version is screwby.

Way too many duds though - late 41 and most (3/4) of my torpedoes in the last convoy attack were duds.

Sammi79
04-26-10, 08:07 PM
I used manual targeting in my Fleet Boats, but the German version is screwby.

I used manual targetting in fleet boats after many many hours of pratice. I never succesfully sorted a routine for AOB I nearly always guessed (spent a lot of time on positioning well) also the time frame for getting all the info down was tight. I would score roughly 50-60% hits. The 'Dick O'Cane' method would be my preferred attack mode, being more reliable.
Now, the German attack scope with the AOBF wheel is my favourite friend. No need for pen & paper. No need for a calculator. No need to keep the scope above water for longer than it takes to time a ship to run its own length. Every single calculation you need to make can be done on that wheel very very quickly. >> 80-90% hits.:O:

HMCS
04-26-10, 10:01 PM
That's interesting, because it took me all of an afternoon to learn the US TDC, and I have yet to figure out the German one. Different part of my brain, I guess.

I have never had a problem figuring AOB. All I need is the course and a protractor. It takes me 3 sec's. Done.

Salvadoreno
04-26-10, 11:35 PM
This is the one I personally use:


[RealismPercentage]
LimitedBatteriesRealismPercentage=34
LimitedCompressedAirRealismPercentage=2
LimitedO2RealismPercentage=14
LimitedFuelRealismPercentage=16
RealisticRepairTimeRealismPercentage=15
ManualTargetingSystemRealismPercentage=0
NoMapUpdateRealismPercentage=0
RealisticSensorsRealismPercentage=13
DudTorpedoesRealismPercentage=0
RealisticReloadRealismPercentage=6
NoEventCameraRealismPercentage=0
NoExternalViewRealismPercentage=0
NoStabilizeViewRealismPercentage=0
MPShowPlayerNamesRealismPercentage=0
MPShowTorpedoesRealismPercentage=0



Lurker how does that change the gameplay? I was thinking of using your settings but dont know exactlly what those percentages mean and what it will effect.. More realism?

Matt86
04-27-10, 11:02 AM
August22 (in base), 1st flotilla, U150 VIIC out of Brest.

OpsMonsun_v705
OMv705_to_v720
OMv720_Patch4
OM_Plot_v402

Returned from a successful patrol and get a conning tower refit. Great say I, but in the office I notice I can no longer access hogans alley- its somewhere behind 'RADIO AND LISTENING ROOMS'.
Hmmm, then I go to kit my sub out... and my only options are torpedos and flack guns- no mention of anything else not even hydrophones!

I save then accept my next mission to AE76 but no matter what speed setting, submerged or surfaced I get a 'cannot comply' message and no forward (or backward) motion. No damage and its repeatable. I checked for updates and upgraded to patch 4 from patch 3 but no change what-so-ever.

Is there hope for my career? Thank you:)

lurker_hlb3
04-27-10, 11:22 AM
August22 (in base), 1st flotilla, U150 VIIC out of Brest.

OpsMonsun_v705
OMv705_to_v720
OMv720_Patch4
OM_Plot_v402

Returned from a successful patrol and get a conning tower refit. Great say I, but in the office I notice I can no longer access hogans alley- its somewhere behind 'RADIO AND LISTENING ROOMS'.
Hmmm, then I go to kit my sub out... and my only options are torpedos and flack guns- no mention of anything else not even hydrophones!

I save then accept my next mission to AE76 but no matter what speed setting, submerged or surfaced I get a 'cannot comply' message and no forward (or backward) motion. No damage and its repeatable. I checked for updates and upgraded to patch 4 from patch 3 but no change what-so-ever.

Is there hope for my career? Thank you:)

Corrupted save, there is nothing you can do about it. Sorry

col_Kurtz
04-27-10, 03:15 PM
Hi lurker...

I know, you are very busy. But this is a quick question.
Where is the main map, I mean file, I don`t know is .dds or something else. I`m looking for this and I can`t figure out where is :(

I mean this map

http://naforum.zapodaj.net/thumbs/d7ea9364c587.jpg (http://naforum.zapodaj.net/d7ea9364c587.jpg.html)


Any help will be apreciated, Sir :salute:

lurker_hlb3
04-28-10, 06:55 AM
Hi lurker...

I know, you are very busy. But this is a quick question.
Where is the main map, I mean file, I don`t know is .dds or something else. I`m looking for this and I can`t figure out where is :(

I mean this map

http://naforum.zapodaj.net/thumbs/d7ea9364c587.jpg (http://naforum.zapodaj.net/d7ea9364c587.jpg.html)


Any help will be apreciated, Sir :salute:

I don't think there is just one .dds file for the map, has I have not seen one my self

col_Kurtz
04-28-10, 11:41 AM
I don't think there is just one .dds file for the map, has I have not seen one my self

Thanks :salute:

Now I now why can`t find it :nope:

Salvadoreno
04-29-10, 11:27 AM
Just a little OpMon moment i wanted to share...

Leaving St Nazaire in July 1943 my new VIIC with its new crew slowly and cautiously crept out of the harbor and into the Bay. About 20-30 minutes out of the harbor we encountered our first British airplane! With battle stations ready, to shallow to dive, the nervous crew aimed their guns at the goliath in the sky that dove towards us.. Luckily with full speed ahead, some emergancy manuvers, and heavy flak fire the Sunderland limped away on fire without scoring a hit. After that encounter the captain decided to risk it in shallow waters..

Well now the best part. After about an hour underwater our hydrophone operator picked up at destroyer at long range and closing fast! I thought to myself the british couldnt have hunter-killer groups out already?! With hardly any room to dive i raised my periscope to see what i was against. In the distance i saw a large group of ships but could only make out a destroyer... But then i saw heavy AA fire shooting into the sky... Hmm no reports of German airplanes in the area today. Then a huge orange flash in the sky and the plane goes down. Oh no a poor german pilot had gone down! As the group of ships drew closer i made some out to be merchants.. A brit convoy passing so close to the bay? Then i put it all together. It was a small german konvoi trying to transit the bay and make it south! The british were not making the job easy!!! (no free look on :( ) I stayed underwater not wanting to risk my uboat but i watched the carnage as british plane after plane came in after the konvoi diving down on the poor formation and scoring a few hits on some merchants. Staying the course i kept my periscope up to watch. A sunderlane came screaming down unnoticed by the merchants and destroyers who were firing at another plane and i saw a large explosion followed by pieces of ship and smoke shooting into the air. By then i had seen enough and lowered my persicope. The mood very somber in the boot.. The hydrophone operator heard the dying ships final moments. Not a good start to our first patrol.. And i could only think to myself how many more the british would claim today...

Wilcke
04-29-10, 01:33 PM
Welcome to '43 it only gets worse, remember we are playing on the losing side.

cgjimeneza
04-29-10, 01:42 PM
My fellow almost countryman (I was born in San Salvador)... if you can get a copy of Black May, a story on how the allies got the tech upper hand no the uboats, do... its very dry reading but the tech part is quite fascinating... specially the acoustic torpedoes....

the Germans were allways there, but damm they got the smelly end of the stick... the happy years were long gone.

C

Just a little OpMon moment i wanted to share...

Leaving St Nazaire in July 1943 my new VIIC with its new crew slowly and cautiously crept out of the harbor and into the Bay. About 20-30 minutes out of the harbor we encountered our first British airplane! With battle stations ready, to shallow to dive, the nervous crew aimed their guns at the goliath in the sky that dove towards us.. Luckily with full speed ahead, some emergancy manuvers, and heavy flak fire the Sunderland limped away on fire without scoring a hit. After that encounter the captain decided to risk it in shallow waters..

Well now the best part. After about an hour underwater our hydrophone operator picked up at destroyer at long range and closing fast! I thought to myself the british couldnt have hunter-killer groups out already?! With hardly any room to dive i raised my periscope to see what i was against. In the distance i saw a large group of ships but could only make out a destroyer... But then i saw heavy AA fire shooting into the sky... Hmm no reports of German airplanes in the area today. Then a huge orange flash in the sky and the plane goes down. Oh no a poor german pilot had gone down! As the group of ships drew closer i made some out to be merchants.. A brit convoy passing so close to the bay? Then i put it all together. It was a small german konvoi trying to transit the bay and make it south! The british were not making the job easy!!! (no free look on :( ) I stayed underwater not wanting to risk my uboat but i watched the carnage as british plane after plane came in after the konvoi diving down on the poor formation and scoring a few hits on some merchants. Staying the course i kept my periscope up to watch. A sunderlane came screaming down unnoticed by the merchants and destroyers who were firing at another plane and i saw a large explosion followed by pieces of ship and smoke shooting into the air. By then i had seen enough and lowered my persicope. The mood very somber in the boot.. The hydrophone operator heard the dying ships final moments. Not a good start to our first patrol.. And i could only think to myself how many more the british would claim today...

Salvadoreno
04-29-10, 06:34 PM
Ahh well hello almost paisa!

Yes i have actually read quite a bit about the Atlantic War and i know it was coming. OpMon captures the mood very well. I picked up Hitlers Uboat War The Hunters but i cant bring myself to pick up The Hunted.. I really do get sad reading about a fight those poor sailors had no chance of winning.. Specially when you realize the casualty rates being in the Uboat Arm... Poor poor souls.. Well unfortunately due to my comp and stupid STEAM i abandoned that mission because of freezes... Gonna go pick up a 12$ box set soon so i can actually enjoy OpMon and OMEGU without the freezes!! Happy Hunting paisas!!!

cgjimeneza
04-29-10, 07:10 PM
yes, the hunted can break your heart, how they tried and died.

those two volumes are quite different from silent victory, heavily documented but the amount of killed subs is too much...

and paisa shouldnt be a bit to the south of El salvador and north of CR???
:salute:

ReDRuM71
04-29-10, 08:45 PM
Hello Skippers

It has been awhile since I've played SH4, but I'm back. I need a little help if you dont mind. I am trying to run OM, but it keeps CTD after the loading screen. Here is some details, hope they help you help me :)

Running 1.5
Installed w/ JSME in this order:
V705
V705 to V720
V720 patch 4
OMEGU 300
OMEGU 300 patch6

After CTD with that set-up I removed mods one by one in rev order and tried to launch game each time, but still got CTD each time. Only after I had all the mods removed did the game launch.

I had no other mods active. The only mod in my inactive list is FOTRS, but I really want to get back to the Atlantic. I miss my TypeVII/GWX days in SH3 :rock:

Thanks in advance for any help given.

markdenny
04-30-10, 09:04 AM
Just returned to port and added on patch 4 and the omegu patch 6 all is fine with everything except on the u-flack missions 1-4 my bridge crew,3 of them face inwards and not out towards the sea whats the problem there and how can i fix it on all other missions and my career they are facing out to sea.Please help

Salvadoreno
04-30-10, 01:54 PM
Lurker how does that change the gameplay? I was thinking of using your settings but dont know exactlly what those percentages mean and what it will effect.. More realism?


???

lurker_hlb3
04-30-10, 04:59 PM
Hello Skippers

It has been awhile since I've played SH4, but I'm back. I need a little help if you dont mind. I am trying to run OM, but it keeps CTD after the loading screen. Here is some details, hope they help you help me :)

Running 1.5
Installed w/ JSME in this order:
V705
V705 to V720
V720 patch 4
OMEGU 300
OMEGU 300 patch6

After CTD with that set-up I removed mods one by one in rev order and tried to launch game each time, but still got CTD each time. Only after I had all the mods removed did the game launch.

I had no other mods active. The only mod in my inactive list is FOTRS, but I really want to get back to the Atlantic. I miss my TypeVII/GWX days in SH3 :rock:

Thanks in advance for any help given.


Based on the info provided I would recommend a complete reload as you have done something to your basic install. After reload install OM/OMEGU per these instructions, ensuring that you read it carefully


http://www.subsim.com/radioroom/showthread.php?t=166159

lurker_hlb3
04-30-10, 05:04 PM
Lurker how does that change the gameplay? I was thinking of using your settings but dont know exactlly what those percentages mean and what it will effect.. More realism?

Those values are from my "test" rig. I don't normally use them for game-play, "but" I haven't done "any" normal gameplay in the last 3 years.

diesel97
05-03-10, 05:17 PM
Hi

Can anyone tell me which of the OM missions are for U-flak boats ?. Searched through the docs & forum to no avail.

Cheers

D97

lurker_hlb3
05-03-10, 05:42 PM
Hi

Can anyone tell me which of the OM missions are for U-flak boats ?. Searched through the docs & forum to no avail.

Cheers

D97

http://www.subsim.com/radioroom/showpost.php?p=1371512&postcount=2449

diesel97
05-03-10, 06:51 PM
Thanks Lurker (and for a great mod).

markdenny
05-04-10, 10:15 AM
Is there anybody out there who can answer my question posted 30-4-2010 regarding my crew facing inwards on all four flack missions PLEASE HELP i know its only visual and doesnt affect game play but it is annoying

Sammi79
05-04-10, 01:01 PM
Is there anybody out there who can answer my question posted 30-4-2010 regarding my crew facing inwards on all four flack missions PLEASE HELP i know its only visual and doesnt affect game play but it is annoying

Hi Mark, this is a very minor problem concerning the 3D model of the conning tower of this particular U-boat type. This model contains the nodes wihich dictate the position and orientation of the watch crew, and in this case 4 out of 5 of them are rotated 180' in the wrong direction, it is very simple to tweak if you have Skwasjers S3D editor. Otherwise, I am sure Lurker will fix this in his next update though that may be some time as he has only recently released this one. If you want to try and fix it yourself, feel free to PM me if you want I can walk you through it.

rubmyducky
05-04-10, 06:08 PM
This is one helluva mod! However its unplayable for me at the moment and I'm getting frustated over 1 simple problem. I can't keep a target locked! The Kiub looks amazing, but I cannot keep a lock on target and it's driving me absolutely nuts. I've searched forums all I can find is posts about keep spamming "L" key. If that's the case I guess this mod is unplayable for me, because when I lock a target i want it locked until I lose sight of it or want to choose a new target. Help please.

lurker_hlb3
05-04-10, 06:13 PM
Is there anybody out there who can answer my question posted 30-4-2010 regarding my crew facing inwards on all four flack missions PLEASE HELP i know its only visual and doesnt affect game play but it is annoying



:wah::wah::wah::wah::wah:

http://www.filefront.com/16367463/Uflak_turm_fix.rar

lurker_hlb3
05-04-10, 06:14 PM
This is one helluva mod! However its unplayable for me at the moment and I'm getting frustated over 1 simple problem. I can't keep a target locked! The Kiub looks amazing, but I cannot keep a lock on target and it's driving me absolutely nuts. I've searched forums all I can find is posts about keep spamming "L" key. If that's the case I guess this mod is unplayable for me, because when I lock a target i want it locked until I lose sight of it or want to choose a new target. Help please.

Auto lock on works when the "target" is "less than" 4000 meters

rubmyducky
05-04-10, 06:20 PM
Auto lock on works when the "target" is "less than" 4000 meters

I'm unsure what u mean by Auto lock on... What I'm referring to is when I mark a target and press "L" its only locked for a second or less and I am sure i am well within 4000 meters. Perhaps I am not as close as I believe I am I will test again here quickly and get back to you. Excellent mod btw lurker! I really had no use for playing american subs. Another quick question if i may. Whats the conning tower slots for and what do they affect. And also whats the crew berthing slots for? Is that just for gaining crew experience? Thanks