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Raven Morpheus
10-24-16, 12:24 PM
OK thanks, that's clearer now.

Ishmael
11-15-16, 05:27 PM
A usual treatment of savegame related problems and CTDs is to load an unglitched previous savegame and then load the glitched savegame.Many forumists also say do not overwrite saves.
I had constant CTDs with loading different saves in OMEGU which I treated this way but I came to a point I couldn't get past.It was a certain savegame I couldn't recover.Whatever method I tried was useless and I was forced to quit my patrol.

I figured out the glitch. It was apparently related to the Radio Station Manager patch. April/May 1940 is when the Battle of France takes place so there are a lot of programs on the German radio channels dealing with it that the game did not like. So I reran patrol 5 WITHOUT using or engaging RSM and it worked OK. I completed patrol 5 & 6 w/o incident, got my home port changed to Lorient(2nd flotilla) and am deep into patrol 7 with all my original mod list installed and working fine. Thanks to all for the tips & advice. I'm passing on my experience in case anyone else encounters the same problem.

TheBeast
11-15-16, 11:04 PM
I figured out the glitch. It was apparently related to the Radio Station Manager patch. April/May 1940 is when the Battle of France takes place so there are a lot of programs on the German radio channels dealing with it that the game did not like. So I reran patrol 5 WITHOUT using or engaging RSM and it worked OK. I completed patrol 5 & 6 w/o incident, got my home port changed to Lorient(2nd flotilla) and am deep into patrol 7 with all my original mod list installed and working fine. Thanks to all for the tips & advice. I'm passing on my experience in case anyone else encounters the same problem.
Check the sound files and verify if any have hyphenated letters in the file names.
I encountered this problem both in SHIV and SHV. I renamed the files and updated the related .INI files and everything worked fine.
Also single quotes(`) rather then double quotes(") can also cause problems.

Regards!
TheBeastBelow

Ishmael
11-16-16, 01:07 PM
Check the sound files and verify if any have hyphenated letters in the file names.
I encountered this problem both in SHIV and SHV. I renamed the files and updated the related .INI files and everything worked fine.
Also single quotes(`) rather then double quotes(") can also cause problems.

Regards!
TheBeastBelow

I checked the sound files in the RRG & DHB events folders and more than one have hyphens in the file titles. They DO match the ini files in RSM. Do I need to edit them all to lose the hyphens? I never encountered those problems on earlier patrols that have those hyphenated file names. But that may be a function of my patrols being in port when those earlier dates occurred so I was never at sea when I would have used those files in game.

TheBeast
11-16-16, 01:39 PM
I checked the sound files in the RRG & DHB events folders and more than one have hyphens in the file titles. They DO match the ini files in RSM. Do I need to edit them all to lose the hyphens? I never encountered those problems on earlier patrols that have those hyphenated file names. But that may be a function of my patrols being in port when those earlier dates occurred so I was never at sea when I would have used those files in game.
Just to be safe, I would edit them all and update the .INI files correspondingly. That is what I did.

The one you encountered was most likely a date instantiated event that was causing the problem. If you know the date/time you had the problem, You can start there and hope it doesn't happen again.

Regards!
TheBeastBelow

Niume
11-19-16, 11:56 AM
Guys any tips how to stop flooding like most of the time one hole and hole compartment flooded and but. Does the guys who are in damage control panel with the special ability icon mean anything or just put guys who get higher green bar?

nionios
11-20-16, 08:29 AM
Guys any tips how to stop flooding like most of the time one hole and hole compartment flooded and but. Does the guys who are in damage control panel with the special ability icon mean anything or just put guys who get higher green bar?

Bulkhead of every compartment is the most important for flooding.So in order to stop flooding,repairing of bulkheads should be top priority.But if the bulkhead is completely damaged (100%) it cannot be repaired which means completely flooded compartment.
The damage control team members should have high mechanical ratings and of course special ability icon is even better.Also if there are crew members in a damaged compartment they do help in the repairing process.

SpaceGhost1701
11-27-16, 03:31 AM
With respect to the mod makers, having to manually edit the key commands to raise the snorkel is very annoying. If TMO can add a button to raise a radar mast, it seems very odd that something similar wasn't done for the snorkel.

Likewise, having to go to the attack map to manage the torpedo settings is cumbersome, especially when you need to fire off a quick shot against a charging escort.

As for getting in trouble for attacking neutrals...you're playing as Nazis Germany. And if a neutral is running in a convoy with ships from combatant nations, it should be fair game. I've read numerous memoirs from U-Boat crews and they rarely cared if they attacked neutral merchants.

Overall, a fine mod, but some careless touches and aspects that make me think some on the mod team are hardcore wehraboos.

nionios
11-29-16, 11:40 AM
With respect to the mod makers, having to manually edit the key commands to raise the snorkel is very annoying. If TMO can add a button to raise a radar mast, it seems very odd that something similar wasn't done for the snorkel.

Likewise, having to go to the attack map to manage the torpedo settings is cumbersome, especially when you need to fire off a quick shot against a charging escort.

As for getting in trouble for attacking neutrals...you're playing as Nazis Germany. And if a neutral is running in a convoy with ships from combatant nations, it should be fair game. I've read numerous memoirs from U-Boat crews and they rarely cared if they attacked neutral merchants.

Overall, a fine mod, but some careless touches and aspects that make me think some on the mod team are hardcore wehraboos.

Why do you mind about snorkel?It doesn't have any actual effect in the gameplay.
KiUB mod offers you torpedo settings on periscope view.

Threadfin
12-01-16, 11:47 AM
KiUB mod offers you torpedo settings on periscope view.

Good advice. The KiUB is fantastic, my favorite periscope screen in any subsim or mod. It looks like this (English version obviously). Perfect for those of us that care to 'twist the dials' as it were.

http://i121.photobucket.com/albums/o215/dbond88/HoodClose_zps7319a85f.png

Screenshot from my AAR, shameless plug


http://www.subsim.com/radioroom/showthread.php?t=215991


I've read numerous memoirs from U-Boat crews and they rarely cared if they attacked neutral merchants. Can you cite a few examples?

squiz84
12-11-16, 04:56 PM
Hey guys,
The mod keeps crashing SH4 on load no matter what I try.

My install order is:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5

I checked the folders and they are correct, with the data folder being where it should be.

I am running game version 1.5 with the U-Boat missions.

I have tried installing just V705 and no luck with that either, I have uninstalled, reinstalled, everything lol

Also I have no other mods installed

cdrsubron7
12-13-16, 01:11 PM
Hey guys,
The mod keeps crashing SH4 on load no matter what I try.

My install order is:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5

I checked the folders and they are correct, with the data folder being where it should be.

I am running game version 1.5 with the U-Boat missions.

I have tried installing just V705 and no luck with that either, I have uninstalled, reinstalled, everything lol

Also I have no other mods installed

Where do you have the game installed?

BTW, Welcome to the Forums. :salute:

squiz84
12-13-16, 03:31 PM
Where do you have the game installed?

BTW, Welcome to the Forums. :salute:



Thanks for the welcome!! :)

I have the steam version so it is installed in C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific

Jimbuna
12-13-16, 05:11 PM
Welcome to SubSim squiz84 :Kaleun_Cheers:

fithah4
12-13-16, 09:58 PM
Please post your computer rig specs Win 7, XP, Vista, or Win10 and if you are using any large address programs.........This will help in directing fix to your problem.

Fith

Threadfin
12-14-16, 09:25 AM
Hey guys,


I checked the folders and they are correct, with the data folder being where it should be.


When I first tried installing this mod I didn't get it right. The reason if I recall was that some of the downloads extract to a folder structure like this

Data>Data>SubStuff

That extra Data layer was the culprit. Are you using JSGME for installing this mod?

squiz84
12-14-16, 11:01 AM
Please post your computer rig specs Win 7, XP, Vista, or Win10 and if you are using any large address programs.........This will help in directing fix to your problem.

Fith


Intel i7 5820k
16gb DDR4 RAM
GTX 970
Windows 7

What do you mean by large address programs?

squiz84
12-14-16, 11:02 AM
When I first tried installing this mod I didn't get it right. The reason if I recall was that some of the downloads extract to a folder structure like this

Data>Data>SubStuff

That extra Data layer was the culprit. Are you using JSGME for installing this mod?


I had a look at the folder structure after you mentioned this and all seems to be as it should be. And yes I'm using JSGME

Threadfin
12-14-16, 11:35 AM
Intel i7 5820k
16gb DDR4 RAM
GTX 970
Windows 7

What do you mean by large address programs?

Check this out. It fixes the vast majority of crashes that I experienced, especially those you get entering port or going on the bridge for the first time. Follow the directions in that link carefully and it might sort it.


http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml

squiz84
12-14-16, 04:11 PM
Check this out. It fixes the vast majority of crashes that I experienced, especially those you get entering port or going on the bridge for the first time. Follow the directions in that link carefully and it might sort it.


http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml


Thanks for the suggestion, but it has made no difference :(

Running the game without any mods installed is no problem at all, and other mods work fine such as Fall of the Rising Sun.

But it feels like Monsun just isn't installing correctly, on loading the game I dont see the custom splash screen, I see the regular U-Boat missions screen.

Then when the loading bar fills it crashes to desktop with the message that "SH4 has stopped working"

cdrsubron7
12-14-16, 05:29 PM
Thanks for the suggestion, but it has made no difference :(

Running the game without any mods installed is no problem at all, and other mods work fine such as Fall of the Rising Sun.

But it feels like Monsun just isn't installing correctly, on loading the game I dont see the custom splash screen, I see the regular U-Boat missions screen.

Then when the loading bar fills it crashes to desktop with the message that "SH4 has stopped working"

Make sure you're installing the mod correctly. Make sure that the Op Munsoon folder shows the folder than the first folder inside should read Data and whatever other folders are with it. It sound like you just don't have it installed correctly. :D

squiz84
12-14-16, 08:30 PM
Make sure you're installing the mod correctly. Make sure that the Op Munsoon folder shows the folder than the first folder inside should read Data and whatever other folders are with it. It sound like you just don't have it installed correctly. :D


The file structure is correct, Silent Hunters Wolves of the Pacific/MODS/OpsMonsun_V205/Data (+ Support)

Sygrod
01-28-17, 09:56 PM
I am actually getting the exact same problem. I can run with 7.05, but as soon as i install 8.05 to 7.20, the game loads with the default german sub, but just before the loading bar finishes, I also get CTD. So this is not unique to one user.

Ken

Aktungbby
01-28-17, 11:32 PM
Sygrod!:Kaleun_Salute:

wolfbaron
03-13-17, 05:42 PM
Hello Guys..it is been a while and im back for SH4

however the only thing i cannot do is fix Crash at scapa flow..whenever i enter this area crash....if i stay in map view it wont crash howeverr when i switch to bridge or external view always crashes..anyone faced that or can suggest a fix ??
RSRD
OM all patches
OMEGU patched
RUIM

MsStandart
03-22-17, 11:59 AM
Cheers sailors!

Some questions regarding OM or SH4. Since I am new to the game I am not really sure the following "issues" belong to OM or SH4.

Going to persicope depth means the boat dives to 15 meter although my officer tells me depth is 10 meter, it means also I can barely see out of the water. Not really sure if this is supposed to be that way!?

The mission targets are not clear. For example: the briefing tells me to go to AN65, the mission sign tells me to go to AN68.

Maybe I messed something up during installation or so? I hope someone can clear things up. Thx! :salute:

nionios
03-24-17, 07:39 AM
Cheers sailors!

Some questions regarding OM or SH4. Since I am new to the game I am not really sure the following "issues" belong to OM or SH4.

Going to persicope depth means the boat dives to 15 meter although my officer tells me depth is 10 meter, it means also I can barely see out of the water. Not really sure if this is supposed to be that way!?

The mission targets are not clear. For example: the briefing tells me to go to AN65, the mission sign tells me to go to AN68.

Maybe I messed something up during installation or so? I hope someone can clear things up. Thx! :salute:

For grids:look at post #1,paragraph 10
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.

propbeanie
03-24-17, 09:29 AM
... and for your periscope depth setting, if you don't have "Stabilize View", or whatever it is in the Game Play Settings (click on the filing cabinet over between the map and the exit door, prior to going out, and you can get to the Options for play there. If you want to have the water splashing up, like it did in RL, and visibility is really bad at PD, then just click on the depth gauge and get your boat another half meter or so out of the water. A little goes a long way, but remember that the higher you are, the easier it is to spot you, to the point that your shears might be all the way out of the water... Also, the different boats have different "Periscope Depth" settings in the game, and I don't know if those settings are mention in the OM ReadMe file or not... they may have changed them in the mod... I do have to try the mod again myself. It's been forever it seems...

funnydead
05-08-17, 01:33 PM
I seem to have run into a bug.

Using the mission editor, when I load my mission it appears that the French destroyers does not spawn.

propbeanie
05-08-17, 03:55 PM
You are dealing with a lurker_hlb3 mod. When you edit his files in the Mission Editor, you've trashed his "schedule" for the RGG. The RGG probably will spawn, but they'll generally be at least 24 hours "late", maybe 25 hours.

You can sometimes "fix" the issue by finding all instances of "DelayMin=" (which have probably been re-set to "DelayMin=60"), and put them at either "DelayMin=0" (zero) or "DelayMin=1", if you don't trust the "zero" figure... You might also check the "MaxInst=" figure, which in most lurker files is set to "MaxInst=1"... but not always... It's always best to work from a copy of the files, and make your own little mod add-in for the corrections. Refer to the original lurker OpMon files for examples and guidance.

TorpexXIII
06-24-17, 02:51 PM
Hi all,

First off my apologies for asking a newbie Q...

Im back to the forums and SH4 after a long break. Im loving Op Monsun but have a probably very simple Q.

How in Gods Holy name do you easily ID targets manually on Op Monsun!? There are a million different ships and the auto ID is missing on full realism. I spend hours trying to ID targets only to get it wrong and am always missing my targets as a result.

Please help....

(Is there an auto ID mod...?)

chun
07-29-17, 04:44 PM
nice mod.

Aktungbby
07-29-17, 06:20 PM
funnydead!:Kaleun_Salute: After a long silent 9 year run!

Sokolov
08-14-17, 11:34 AM
Two questions: How with 'crash to desktop' and other bugs? How good defend english ports?

Niume
08-15-17, 02:25 AM
2. question answer
Find out yourself :):Kaleun_Smile::Kaleun_Smile::Kaleun_Smile:

Sokolov
08-15-17, 07:00 AM
I need concrete answer. The environment is awesome, but you need to make something with high waves, it's look so terrible

propbeanie
08-15-17, 11:02 AM
lurker did what he could, but the German side of SH4 was not "complete" by any stretch of the imagination when it was released. It's almost like Ubi had decided "the modders will fix it." But there are still a few SH4 issues that you will encounter, as any of the mods do, with "Dates" being one of the main ones. Whenever the dates of February 29 and June 31 (there are others) are encountered, dependent upon what it is that uses the date, you may lose your Home Port for a while, or you may experience a crash, or some other anomoly. It happens.

The environment is a "compromise" at best, in that if you make the seas too high, no ships survive and people complain. If you make them too low, the ships survive, and people complain... It's a catch-ah twenty-two... I do not recall where the settings are, but you could always try to increase the winds and / or the seas yourself, and see if you can find a "balance" more to your liking. :salute:

Sokolov
08-16-17, 11:47 AM
Can someone answer, my torpedoes is always dud, what it can be? I changed torpedo textures just, AI sensors and environment files, as i can imagine that can't be a wayto that bug, but the bug is it. What it can be? Pls,answer, who can.

propbeanie
08-16-17, 01:19 PM
Are they actually hitting the target ship, giving you a "Thung!" sound, and then a crewman reporting "The torpedo was a dud, sir!"? Or are you just not getting an explosion, and assuming the torpedo is a dud? What can happen if you do certain modding, the torpedoes may well be passing through the ship, and not exploding, due to a "collision detection" not being triggered in the game. Therefore, it might look like a dud. Now, also, the Germans had issues with magnetic detonators and torpedoes running deep, just like the USN had to deal with. It didn't take them quite as long to fix their issue as it took the USN, but there was still a delay in that. What you could try is to untick the "Dud Torpedoes" in the game play settings when you are in the office, before you go on patrol. If you do single missions, you can use the Settings choice on the main menu. Either way, you have to diagnose what the root cause of the issue is first, before you can fix it.

Sokolov
08-16-17, 01:46 PM
I deleted my AI sensors. dat files (all) and textures of torpedoe, now it's ok, but still a lag with vision, first time iplayed was no lag, it's in the harbor, idon't know, may be environment lag or harbour lag, torpedo was dud without explosion. Think it can be regardless AI sensors, coz torpedo has asensors too. now ship sunk , all ok, but i see the picture of LSD...

propbeanie
08-16-17, 03:28 PM
OM is a big mod, and as such, would probably benefit quite a bit if you use the LAA (Large Address Aware) applet. There is a download on this site. CapnScurvy has an excellent write-up on it Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). While he talks a lot about installing and updating Windows 10 in there, there is more on LAA, and the different versions of that, and how to install and use it. All of which applies to all versions of Windows from Vista on, with very little changes. Windows XP is a different bird, but can also use a similar app, other than you only gain a few megabytes, since XP's addressing could only go to 4 gig anyway, and the OS eats up almost one gig by itself...

Also, mods themselves, no matter how efficient a modder might try to make them, can still impact the flow of the game. If you get certain parameters out of whack in a mod, you could crash the game by having the computer try to calculate too much...

Sokolov
08-20-17, 02:09 PM
I ask exact question: what can be reason for torpedo lag - torpedo textures files (i don't think) or sensors.dat files?

propbeanie
08-20-17, 03:08 PM
A mod is built as a "unit", all the parts working together. If you then open a saved game from a previous mod, you will likely corrupt the save file and the game both. If you delete game files, you will confuse JSGME and the game. It's very difficult to say where the trouble lays. What you could try, is to de-activate OM and any other mods you have installed, removing them in the reverse order of activation. You could then try to run the JSGME "Compare" utility, if you took a snapshot of the game files before you started installing mods. If not, then you could try SH Validator (http://www.subsim.com/radioroom/downloads.php?do=file&id=4630), and see what it shows you. If files are not correct (SH Validator will show errors for stock in files that should be ignored), then do a re-install. Backup and then delete your My Documents / SH4 folder to eliminate issues with contamination from it. Activate OM as per instructions in lurker's ReadMe and other files, and see what you get. Just remember, the mod is big, and will need all the help it can get from LAA...

Sokolov
08-21-17, 12:16 PM
May i ask, who know: what files are intended for traffic in ports?

propbeanie
08-21-17, 02:20 PM
Which ports? US_HarborTraffic.mis, Jap_HarborTraffic.mis, and I don't have my OM mod accessible from where I am right now, and don't remember if lurker_hlb3 added any files in there for that or not. You might also find scripted harbor traffic in the US_NavalBase.mis and Jap_NavalBase.mis, but most of the "docked" ships are in the HarborTraffic files. The files in the Stock game for the German side will have "Axis" in their names, but some mods mix them all together...

KaleunMarco
08-24-17, 09:41 PM
hello,

the OpMunson mod(s) will not run when applied. I have tried a number of tried-and-true techniques and nothing works. in the end, i re-installed 1.5 from cdrom and ran mod-soup-fix, applied the mods in order and it craps out at program load. oh, and I re-applied LAA (had to remember to unlock sh4).
does anyone have an idea or two to kick start this dog?:06:

running win7-64 8G ram
SH4 1.5 on CDROM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5

propbeanie
08-25-17, 07:00 AM
Double-check your folder structure, make sure the mod is directly below its named folder in the MODS folder...

KaleunMarco
08-25-17, 07:14 AM
Double-check your folder structure, make sure the mod is directly below its named folder in the MODS folder...

https://image.ibb.co/cZFNWk/sh4_mod_folders.jpg (https://imgbb.com/)

i think i am ok in that regard. this is giving me a headache and it should be fun.:wah:

propbeanie
08-25-17, 11:45 AM
Yeah, that looks fine... Let me go get my copy going, and see what I get anymore...

Niume
08-25-17, 02:39 PM
Guys have you play in 1945 with XXIII OR XXI I always get killed in a middle of ocean underwater. I will write what happens


So in a middle of atlantic you are travelling at periscope depth with snorkel up. Message pops up Detecting radar signals so I retract snorkel and qiuckly dive about 60 m So aircraft couldint see me. after 1 hour of travelling boom random explosion all bullheads destroyed.

It couldnt be a mine because I am in a middle of Atlantic.

Maybe a homing torpedeo but how do I counter it?

My modlist

Generic Mod Enabler - v2.6.0.157
[D:\Žaidimai\SIlent hunter IV\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Magnified Hud Dials for OM+OMEGU_Medium
Nav Map Make-Over for OM
Csengoi's EnemiesOfGermany
U-boat Dynamics v1.1 for SH4 OM
DBSM_SH4
DBSM_SH4_Speech_Fix

Sokolov
08-25-17, 06:07 PM
Youknow.that is some russian pederasts, make "game" only for thos who only, they doesn't, calll this **** a mod. You wanna this ****? Warham have a rought attention on theyt'r ****, you ok with it? Sry for my english, but destroy ****!!!

Sokolov
08-25-17, 06:09 PM
They are a Gitler

propbeanie
08-25-17, 06:12 PM
Did you get a chance to save? Or did you die real fast? Any signs of ships on sonar? Did Lurker have a MAD in OM? My guess would be either MAD and airplane depth charges, or homing torpedoes, though I thought you could get away from them by going deep. If you Saved, do a replay and see what you see.


Edit: Alright, after much searching, finally found this one:

Surviving Operation Monsun... (http://www.subsim.com/radioroom/showthread.php?p=2088363#post2088363)

Sokolov
08-25-17, 06:56 PM
You think I talk abouut OM, no ,about other, that Warham no discuss, KSD, it's just no mod, but game, no care about udisoft, http://brat01.mybb.by

Sokolov
08-26-17, 12:18 AM
How can be bad OP, there is no CTD, i believe that bis good mod, but what about i say... it's just a terrible. I believe stay up at the subsim rules, so i will fight for you, i remember GWX project for SH3, that was a good.

KaleunMarco
08-26-17, 11:02 AM
Yeah, that looks fine... Let me go get my copy going, and see what I get anymore...
pb,

i fixed it, vicariously.
i went back to square one: deinstalled and then deleted the folder(s). rebooted and installed from cdrom. then applied the five patches and voila it started.

now if i can complete a career i will die a happy man.
thank you for your patience!!!!:salute::D:up:
m

propbeanie
09-04-17, 05:02 AM
I never did find my newer OpMonsun downloads, and had to re-download it. I'll probably find all my files now that I've done that. Of course, I still haven't found my original SH4 nor my SH3 disks from way back in 2008... Oh well.

Anyway, I've got 705, 705 to 720, the Patch, OMEGU and it's patch installed, and a few of the optional mods (bearing tool, larger dials, etc.), and thoroughly enjoying it as a diversion to my woes with FotRSU and CMN modding. Gotta have time to play as well as test... :lol: - So far (knock on wood), I have no issues in OM, and it looks wonderful. I can't hit the broadside of a barn with a torpedo on the German side, but we'll eventually get there... :lol: getting lots of practicing doing the ole German paradigm of "go deep" for the avoidance early in the war... :o

KaleunMarco
09-04-17, 11:34 AM
I never did find my newer OpMonsun downloads, and had to re-download it. I'll probably find all my files now that I've done that. Of course, I still haven't found my original SH4 nor my SH3 disks from way back in 2008... Oh well.

Anyway, I've got 705, 705 to 720, the Patch, OMEGU and it's patch installed, and a few of the optional mods (bearing tool, larger dials, etc.), and thoroughly enjoying it as a diversion to my woes with FotRSU and CMN modding. Gotta have time to play as well as test... :lol: - So far (knock on wood), I have no issues in OM, and it looks wonderful. I can't hit the broadside of a barn with a torpedo on the German side, but we'll eventually get there... :lol: getting lots of practicing doing the ole German paradigm of "go deep" for the avoidance early in the war... :o

i did run into a couple of issues:
special abilities are effective with only a few subtypes. capnscurvy and i and working on trying to figure out how to make specials effective on all types. we have found that adding the property via S3D does not work. more to come on this issue.

btw, the graphics are nowhere near as nice as in FOTRS. you will see what i mean when you finally torpedo a ship.

propbeanie
09-04-17, 04:21 PM
Oh yeah, that might take me a while to do too... :lol:

I do not recall off the top of my head, and I'll have to do me some searching on the subject, but I do remember a thread about that before, and it may well be in this thread... Was it a "language" thing for titles or rank?... man. Just a few weeks ago too...

KaleunMarco
09-04-17, 04:49 PM
ok, one of those verdammt Allied airplanes sneaked up on my nice, shiny Type 9D and dropped a couple of eggs. that wasnt the real insult. the worst thing was that the bombs damaged my engine room and my after torpedo room and for the remainder of the patrol, every two minutes, i received a status message of: bow torpedo tubes destroyed. {sigh}

the bow torpedo tubes were not destroyed because i went on and sunk some allied ships however the after tubes were destroyed because they would not fire anything.

how can i fix this? any hints, suggestions, etc?:hmmm: (no bad language, please!:arrgh!:)

KaleunMarco
09-04-17, 06:43 PM
i did run into a couple of issues:
special abilities are effective with only a few subtypes. capnscurvy and i and working on trying to figure out how to make specials effective on all types. we have found that adding the property via S3D does not work. more to come on this issue.

btw, the graphics are nowhere near as nice as in FOTRS. you will see what i mean when you finally torpedo a ship.

i take back what i said about the graphics. i had to back off of the OMEGU mods and just run with the OM mods and the graphics are great.

propbeanie
09-04-17, 09:13 PM
For me with the omegu mod, there are 8 mods in the folder, and all I've used is omegu itself, and left the others for now. Maybe I'll try them later, maybe not. No issues with it at all. Surely you don't have a mod-soup situation again... ??

KaleunMarco
09-05-17, 01:37 PM
For me with the omegu mod, there are 8 mods in the folder, and all I've used is omegu itself, and left the others for now. Maybe I'll try them later, maybe not. No issues with it at all. Surely you don't have a mod-soup situation again... ??

i shouldnt have....fresh install...applied the mods....started a career.
if i have a mod soup issue then it is time to find another pasttime, eh?:subsim:

propbeanie
09-05-17, 05:51 PM
The OMEGU mod is in the OMEGU_v300_pkg folder, so be sure it's pulled out of that folder and in the MODS folder. In other words, don't activate the OMEGU_v300_pkg... Same way with the OMEGU Patch mod

KaleunMarco
09-06-17, 07:51 PM
pb (at alia)

found a repeatable CTD playing Opmunson.
17-20 west 54 north 11/21/44 2330 hours
large convoy heading appox 066 at medium speed
i am approaching from east on reciprocal course.
right at spawn time....bam....ctd

now that i have run ME a couple of times, i will attempt to find the convoy...no promises. :D

i suspect that LantConvoy_44 is the file and SCL2_Large_44 is the convoy. 71 ships. whew. no hard evidence though.
can you see what you can see?

m

propbeanie
09-08-17, 01:04 PM
Are you referring to the area just North and West of Ireland, where all the routes converge to / from Ireland / England? I sure wish the ME would list what RGG it is that are there. There's 3 that I've found there in the area consistently. Two outbound and one inbound... The particular RGG you're referring to comes in, goes out, comes in and goes out, several times. I'll dig some more as I get the chance. Another thing we could do is build a mission near that date and near that location, and play it a few times to see what comes by, and if the game does a CTD...

KaleunMarco
09-09-17, 01:46 PM
Are you referring to the area just North and West of Ireland, where all the routes converge to / from Ireland / England? I sure wish the ME would list what RGG it is that are there. There's 3 that I've found there in the area consistently. Two outbound and one inbound... The particular RGG you're referring to comes in, goes out, comes in and goes out, several times. I'll dig some more as I get the chance. Another thing we could do is build a mission near that date and near that location, and play it a few times to see what comes by, and if the game does a CTD...

remind me: what does RGG stand for?

propbeanie
09-09-17, 03:38 PM
Sorry 'bout that... Random Generated Group - one of the "yellow squares" you'll see in the Mission Editor that mark where a group can form.

KaleunMarco
09-10-17, 10:51 AM
Are you referring to the area just North and West of Ireland, where all the routes converge to / from Ireland / England? I sure wish the ME would list what RGG it is that are there. There's 3 that I've found there in the area consistently. Two outbound and one inbound... The particular RGG you're referring to comes in, goes out, comes in and goes out, several times. I'll dig some more as I get the chance. Another thing we could do is build a mission near that date and near that location, and play it a few times to see what comes by, and if the game does a CTD...

to answer your original question, yes, i am referring to the area just West of Ireland, where all the routes converge to / from Ireland / England. talk about a spaghetti bowl of route packages....geeez.

i was browsing through Lant_convoys_44 and saw 37 groups and i swear half them go through that area.

so, let me see if i understand what happens when a convoy meets a player's sub:
convoy is a single entity on a certain course and speed when it meets the player's sub.
it then spawns into the various ships that compose it according the parameters set forth in the DOT.mis file in the Group and Unit sections?
if that is true then only a percentage of the ships defined in the Group section will spawn due to the spawn percentages present?
this seems terribly computer-like computing...why would the app take a dive? i have written more CPU-centric programs and "the spawn" is not very complex when compared to other programs. just thinking.......

propbeanie
09-10-17, 06:12 PM
to answer your original question, yes, i am referring to the area just West of Ireland, where all the routes converge to / from Ireland / England. talk about a spaghetti bowl of route packages....geeez.

i was browsing through Lant_convoys_44 and saw 37 groups and i swear half them go through that area.

so, let me see if i understand what happens when a convoy meets a player's sub:
convoy is a single entity on a certain course and speed when it meets the player's sub.
it then spawns into the various ships that compose it according the parameters set forth in the DOT.mis file in the Group and Unit sections?
if that is true then only a percentage of the ships defined in the Group section will spawn due to the spawn percentages present?
this seems terribly computer-like computing...why would the app take a dive? i have written more CPU-centric programs and "the spawn" is not very complex when compared to other programs. just thinking.......
You've got the general idea correct. The game doesn't "draw" any 3D artwork until it has to. So, while you're cruising about the ocean, and are outside of what we guess is about a 30k radius circle, the game just tracks the RGG Groups as a whole, as numbers, not as individual ships in those groups. Once you get inside that "drawing" radius, then it will do the necessary calculations as found in the RGG Properties page and the "Define Group Contents" settings in the ME. If you look at the file in a text editor, you can see it all in one place. This "technique" is one of the reasons SH4 runs better than SH3, and even the earlier versions of SH4 (v1.3 and earlier). The game will then draw the vessels as necessary to be seen by the player at the horizon (20k). However, a bad "call" to one vessel in the whole group can and does bring the whole game down. Narrowing down the possibilities is key to finding an issue. If it crashes every time at the same place every time, then you'd look at all of the 80-100% generating ships - OR - something to do with the land, if you're withing 30k of the land mass, say a gun emplacement... but I don't think you're within that range... maybe... :lol: What we've found with FotRSU is that the amount of vessels and / or airplanes generated can definitely affect your computer. When Truk was all messed up in earlier versions, there would be 100 plus vessels all congregated in the atoll, from about 4 or 5 groups, and it didn't crash on my computer, but it sure was slow, to the point that one airplane may well have crashed me. I'd say one airplane is worth four ships as far as computer-intensive goes, just my guess. So look for airbases nearby also, that might have a bad plane call or CFG...

KaleunMarco
09-11-17, 09:45 AM
You've got the general idea correct. The game doesn't "draw" any 3D artwork until it has to. So, while you're cruising about the ocean, and are outside of what we guess is about a 30k radius circle, the game just tracks the RGG Groups as a whole, as numbers, not as individual ships in those groups. Once you get inside that "drawing" radius, then it will do the necessary calculations as found in the RGG Properties page and the "Define Group Contents" settings in the ME. If you look at the file in a text editor, you can see it all in one place. This "technique" is one of the reasons SH4 runs better than SH3, and even the earlier versions of SH4 (v1.3 and earlier). The game will then draw the vessels as necessary to be seen by the player at the horizon (20k). However, a bad "call" to one vessel in the whole group can and does bring the whole game down. Narrowing down the possibilities is key to finding an issue. If it crashes every time at the same place every time, then you'd look at all of the 80-100% generating ships - OR - something to do with the land, if you're withing 30k of the land mass, say a gun emplacement... but I don't think you're within that range... maybe... :lol: What we've found with FotRSU is that the amount of vessels and / or airplanes generated can definitely affect your computer. When Truk was all messed up in earlier versions, there would be 100 plus vessels all congregated in the atoll, from about 4 or 5 groups, and it didn't crash on my computer, but it sure was slow, to the point that one airplane may well have crashed me. I'd say one airplane is worth four ships as far as computer-intensive goes, just my guess. So look for airbases nearby also, that might have a bad plane call or CFG...

BTW, what does ReportPosMin=-1 do? does that mean SH4 will never report the convoy's position or that it will constantly update the position?

propbeanie
09-11-17, 10:06 AM
That's a "dual-purpose" setting. The -1 is basically a "No" setting. Anything zero or above sets the ReportPosProbability= into motion. Those together then report in your text box and show on the Nav Map, where the group is, and the direction headed, with a time delay for the report from the ReportPosMin(utes) setting. You want a few set to show, such as might be seen by a "spy" or coastwatcher, but not too much, or it'll look like stock, with 50 groups a minute being reported... :salute:

Imarider
09-30-17, 04:32 AM
I have a question to creator this big mod. Why are enemy harbours not defended? There are no destroyers around the harbour, no land battery. You just going to any harbour and get free tonnage. It's a cool that there are some different merchants or other vessels, but no defence, why?

Imarider
09-30-17, 04:35 AM
Is there some mod where harbours have a traffic and good defence?

propbeanie
09-30-17, 11:30 AM
Lurker assumed you would play the mod "fairly and squarely" :03: - but he probably got tired of editing the mod. I mean, after all, there are thousands of ports out there... Read-up some in that PDF file that I sent you the link to, and see if you can determine how to do it yourself. By the time you do about 20 of the ports, you'll forget what you did in the first one, and it'll be a surprise next time you go into that port... Do one hundred ports, and you'll forget them all within a few days... :arrgh!: - at least, I forget things quickly... :har:

Traveller's Mod probably has the most "harbor patrols" and gun installations in it, but it is a Fleetboat side mod that sits on top of TMO / RSRDC. You could use it to get ideas from, though.

Tarakanische
11-02-17, 11:25 AM
:up:

trigger2k16
01-05-18, 09:28 PM
Hello Subsimmer,
first of all a happy new year 2018 :Kaleun_Cheers: and happy hunting :Kaleun_Wink:!

i'm playing OM in it's latest version and managed stay alive within this campaign :

2nd (subs assigned Type IX / IXB / IXC)
[Homeports: Wilhelmshaven 1939-01-01 to 1940-06-30, Lorient 1940-07-01 to 1944-09-01 transfer to the 33rd in Flensburg]

But it's now 18th October 1944 and the map shows me no more "home base" after the fall of France... and i cannot therfore end the operation... :k_confused:
Flensburg is unfortunatly not activated as an home base, what can i do ?

Please help & regards,
trigger2k16

propbeanie
01-06-18, 12:00 PM
According to what my CareerStart and Flotillas files show for the game, the 33Flotilla and Base are active 1944-06-15 through 1945-05-15. All four subs (F14VIIC, IXC, IXC40 & IXD2) show NULL-NULL for their active dates (they all transfer in from elsewhere), which means that they're available the same as the Base and Flotilla dates. All four of the boats also show a Transfer setting of NULL, which means they do not automatically transfer anywhere, so unless you requested a transfer, Flensburg should still be your home port. However, other things can influence that. ie: What other mods have you got active? Did you request a transfer?

THEBERBSTER
01-06-18, 12:18 PM
A Warm Welcome To The Subsim Community > trigger2k16
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Tutorials And Other Information Links In My Signature Below

Aktungbby
01-06-18, 10:38 PM
trigger2k16!:Kaleun_Salute:

trigger2k16
01-07-18, 07:45 AM
Hello all, thanks for the warm welcome !

to my career, i do occasionally hunting since the old days when GATO was availble on the IBM PC ;-)... i startet to play with SHIII, now capaingning trough OM (the reason i am doing SH4 !!!) and dreaming of a crash free modern OM/SH4 with graphics beyond SH5 and real data (convoy, waether) as well as with all relevant nations like UK or France in WW2 !!! And WW1 as an variant of that game....:Kaleun_Salute:

Regarding the homebase i tried to get an tansfer thoughout the career but never a transfer was offered to me.... Can i tweak a configuration file to force having Flensburg as a home base ? Could be my GME modlist be a problem? BTW any suggestion appriciated to enhance the mod list, beside the mandatory mods and the german translation (i am austrian)...

PS. Also i lost the stopwatch displaying in the mid of the career....

regards and thank a lot :Kaleun_Thumbs_Up:Sascha

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propbeanie
01-07-18, 04:33 PM
The files to do that are in the Save folder, and I can't recall off the top of my head which ones you'd have to alter.

It would be a good idea for you to open JSGME, click on "Tasks..." and then "Export activated mods list (to)". If you've got v2.3, it'll now be on the clipboard. If you've got v2.6 (which you should - it's better), click on the "Clipboard" choice, and then "Paste" (<Ctrl><V>) that in the text box here for your next post. :salute:

trigger2k16
01-07-18, 06:39 PM
There you go:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
OM-OMEGU-Deutsch
Magnified Hud Dials for OM+OMEGU_Medium
OM_Med_Env
OM_Harder_Escort_L2
Befehle
TorpedoFix
WaBoWarnung
BoldFix
AOBF 16-9 Res
AS_for_OMv103

Thanks for having a look !:Kaleun_Salute:

propbeanie
01-08-18, 08:21 AM
I do not recognize some of your mods. I assume you've gotten them from other sites. From what I could find on one of them (might not be the same mod), it is for old versions of SH4. Just be sure that what you're loading is in fact, compatible with OM. Lurker was rather adamant about what he considered "compatible", so if something doesn't specifically state it is compatible, de-activate it, and see what you get. The specific ones I can't find are:

1. Befehle (stock game language fix? If so, it's pre-v1.5)
2. TorpedoFix (there are a several of these - which one and why?)
3. WaBoWarnung (?? "WaBoWarning"...)
4. BoldFix (the name is familiar, but I cannot fully remember it)

As for the crew fully speaking the German language (other than "Passing thermal layer"), Brigodoon tried this one German Speech Fix (http://www.subsim.com/radioroom/downloads.php?do=file&id=1157&langid=5) in the thread:
http://www.subsim.com/radioroom/showthread.php?p=2534896#post2534896

Geoff then
01-18-18, 10:19 PM
Just one question besides: The Interior of the type II and type XXIII looks very cool, but from which type is it taken? I cannot find any Interior pictures of them on the Internet.

propbeanie
01-18-18, 11:53 PM
I am not certain, someone else may respond with a certainty, but from the ReadMe on page one here:

Mikhayl - Type IIB Uboat

Stiebler / Tomi_99 / Mikhayl / Dietrich / Flakmonkey
- Type XXIII Uboat from NYGM

I have no idea if those credits would include the interiors, but the only interiors I could find mentioned were for the VII & IX boats. But, there is a lot of SHIII in there...

THEBERBSTER
01-19-18, 03:57 AM
A Warm Welcome To The Subsim Community > Geoff then
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Tutorials And Other Information Links In My Signature Below
My apologies for missing your earlier posts to welocome you.

Geoff then
01-19-18, 06:54 AM
Would be great to know, somehow the hatch and periscope layout confuses me.
And thank you for the warm welcome, I'm glad to be on board, sir! :Kaleun_Salute:

Timur4545451
02-12-18, 02:36 PM
Спасибо за информацию

Ishmael
02-18-18, 06:16 PM
I've been Playing a campaign in the 2nd flotilla since 9-1-39 to try and stay in the type 9 boats for Drumbeat and Monsun transfer. So far I've completed 13 patrols successfully and am on my 14th.Homeport was successfully changed to Lorient and I am in early 1942. However, I am unable to transfer to another flotilla as I always get a "transfer Not available" message when I go to request one in port. Does OM allow inter-flotilla transfers in the course of a campaign? Here are the mods I'm currently using:

OpsMonsun_V705
OMv705_toV720
OMv720_patch5
OMEGU_v300_pkg
OMEGU_v300_patch7_pkg
DBSM_SH4

propbeanie
02-18-18, 07:54 PM
Yes, there are transfers available, but sometimes restrictive. Let me make sure I understand where and when you are: Lorient in 1942 - correct? Where are you wanting to transfer to?

The main reason you won't be allowed to transfer (besides a particular base not being available at the time) is that the flotilla has to have the same boat you are driving available where you want to transfer to. If you know how to look through the CareerStart and Flotillas files, you can "see" what boats are available in the different flotillas. The numbers displayed in the game do not match the numbers in the files, although there is a "NameDisplayable=..." line that would have the "real" name of the flotilla, so you could search on that. The files though are a bit strange. Rather cryptic. Do not save any accidental changes you might happen to make :o... :salute:

Ishmael
02-19-18, 12:01 AM
Yes, there are transfers available, but sometimes restrictive. Let me make sure I understand where and when you are: Lorient in 1942 - correct? Where are you wanting to transfer to?

The main reason you won't be allowed to transfer (besides a particular base not being available at the time) is that the flotilla has to have the same boat you are driving available where you want to transfer to. If you know how to look through the CareerStart and Flotillas files, you can "see" what boats are available in the different flotillas. The numbers displayed in the game do not match the numbers in the files, although there is a "NameDisplayable=..." line that would have the "real" name of the flotilla, so you could search on that. The files though are a bit strange. Rather cryptic. Do not save any accidental changes you might happen to make :o... :salute:

The reason I chose the 2nd Flotilla to start the war with was to be in the Type IX from the start as that's the type needed for Drumbeat and Monsun. That said, I check for transfer opportunities every time I'm in port but, so far, no transfers have become available.

propbeanie
02-19-18, 07:50 AM
Well, after looking in the Campaigns / CampaignGE / PatrolObjectives folder, I found 14 folders with OPUSECxx, and inside them, instructions in their respective TSR files for patrolling off the East coast of the US. Finding the correct MIS-TSR set of files is the difficult part, especially since Lurker oftentimes uses the grid assignment as part of the files and folders names. But after finding those, I looked in the PatrolObjectives.cfg file in Data / UPCDataGE / UPCCampaignData folder and searched on the "OPUSEC" term, and found the assignments, and he does use "OPUSEC" as the "AllMatch=", which is how the game assigns the missions. I then opened the Flotillas.upc file and searched for where the Flotillas boats are assigned that on the "ObjectiveCode=" line. Flotilla 2 does NOT participate in the East coast assignments. The East coast is covered as follows:

1. Flotilla 4 - Wilhemshaven with 2 assignments between 1941-12-01 and 1942-05-15
2. Flotilla 5 - Kiel with one assignment between 1942-02-15 and 1942-05-15
3. Flotilla 6 - also Kiel, with one assignment between 1942-02-15 and 1942-05-15
4. Flotilla 7 - Lorient with one assignment between 1942-01-15 and 1942-05-15
5. Flotilla 23 - Kiel - one assignment between 1942-01-01 and 1942-01-31

In all of these, any of the 14 US East coast locations could be assigned, based upon dates and your flotilla location. If you look at any of the MIS files, you would see this:

https://i.imgur.com/XJoqEwB.jpg

Kiel is the place to be to have the greatest chance of assignment, with Flotilla 4 getting the largest chance of assignment. The assignments do depend upon the date you come back in from a previous patrol, and how much "rest" your crew has had... I have not looked for the Indian Ocean assignments yet, and those might take a bit to find... :salute:

BTW: Do ~NOT~, under any circumstances, click on the OK button on anything in the Mission Editor, if you open any of the OpMonsun files. If you do, you will alter the files from the way lurker_hlb3 intended them, sometimes even rendering them useless. If you look at anything using the Mission Editor, always "Cancel" out of the screens. This is not anything that Lurker did purposefully. This is the behavior of the Mission Editor itself. It wants certain lines in the MIS files to be set at certain "minimum" levels. The game does NOT like a "schedule", and will ruin anything that tries, if you let it. Do not "Save" anything... You have been warned! :salute:

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

Edit 0900 Eastern: All I can find of the "Monsun Gruppe" assignments is a 7C boat out of Flotilla 23 Kiel as being assigned in October 1943 to travel that way. I have not found how the transfer occurs, other than the date assignment of between about October 5th and 10th... maybe. There are a couple of types of 7C boats in that flotilla, and lurker used a different ID code than what I'm used to looking at, and I haven't looked at his boat "definitions" yet to interpret it. But again, a different flotilla than what you're in... :salute:

Geoff then
02-20-18, 11:31 AM
Hello fellow Steeltube-Sailors.
I have yet another question for you!
I hope maybe someone can help me with that specific problem: While playing OM I noticed, that the IXd2 (my now alltime fav uboat) sticks pretty wide out of the water. So I read something about that in the forum and downloaded the Silent 3ditor and edited the sim file, specifically changed the node "draught" from 4.7 to 5.4, now it looks pretty realistic. This, however, caused my divetime to be reduced by more than 10 seconds. I am now at somewhat 30 seconds and I assume that is a bit too fast. Does anyone know for sure how to decrease the crash-dive time? I've read something about editing the ballast stuff, but there were no specific tips or numbers. I would be happy and grateful if anyone has an idea for me. ;)
My activated mods are in that order:

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
OM_Harder_Escort_L2
U-boat Dynamics v1.1 for SH4 OM
(+edited simfile)

Brett Sinclair
03-23-18, 03:13 PM
Silent Hunter III is one (Steam) sale right now.
For those who played both SH III and this mod, does it offer anything this mod does not?
Thanks.

Best,
Brett

Bleiente
03-23-18, 03:30 PM
Silent Hunter III is one (Steam) sale right now.
For those who played both SH III and this mod, does it offer anything this mod does not?
Thanks.

Best,
Brett
:doh:..... :har:

Brett Sinclair
03-23-18, 07:58 PM
:doh:..... :har:

I take that as a yes. Care to elaborate?

Best,
Brett

Sailor Steve
03-23-18, 10:25 PM
SH3 is older and shows it. On the other hand it benefitted from a modding flurry that SH4 never did. With SH3 you can take a choice from several excellent supermods which alter the gameplay, the graphics and a host of other things. If you like you can go through the Kiel Canal with cities and sights to see, plus locks with working gates if that suits your fancy.

Along with the supermods there is the tool SH3 Commander, which allows you to control game parameters with the click of a button, write your own patrol reports, and even have the game assign historical names to the ships you sink.

SH4 could have had all that, but it came along too soon after SH3 and the modders didn't want to do all that work over again, so SH3 is definitely better in most regards. On the other hand it's really too bad it never happened, and probably never will, because SH4 is a better platform, looks better and has some better routines. Still both are good.

It's probably just me, but I'd never buy anything from Steam. While I prefer owning the disc, if you have to download it do so from Amazon.

Brett Sinclair
03-24-18, 05:31 AM
Thank you!

Best,
Brett

Proph3t
05-16-18, 05:23 PM
Hey guys
Is there any way too upgrade to a new submarine? because I'm in 1942 and still haven't been offered a upgrade to my standard Type IX , really want to try out the IXB or IXC.

Aktungbby
05-16-18, 05:45 PM
Proph3t!:Kaleun_Salute:

propbeanie
05-16-18, 07:14 PM
Hey there Proph3t! like Aktungbby (watch out for his warped sense of humor!) says, "W3lcome to SubSim!" :subsim:

In the meantime, I can't remember what, if anything lurker_hlb3 changed in the "renown" settings, but most of the time with Silent Hunter 4, you need to have several "Good" patrols, and get your "skipper rating" up. Try to avoid having "bad" patrols. Even just one bad patrol can put you way back in the points system, especially if you have it early in the career. The game uses a system for the player to get upgrades and new boats, and it can be very frustrating, since there is no easy way to see your "score". I'll try to find that Ducimus thread about the points... [three hours later] ... wow... 15 pages later, I found it:

Of refits, new commands, rank, and retirements (http://www.subsim.com/radioroom/showthread.php?p=1599886#post1599886)

specifically, Post Number 10 (http://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175) for the "formula" (or, as Mr Krabs says "formulay, formuler"). Ducimus modded Trigger Maru Overhaul (TMO), while lurker_hlb3 did OM, and may have used different renown numbers for patrol completions and sinkings, but the idea of what you need to do is there. Also, you might have to be at a base where the "upgrades" are available. Lurker has a lot of his info in his ReadMe files in the "Support" folder of the game. :salute:

Edit 2125: OK, looking through my files, in v705 lurker had a good patrol set to 200. In v715, he took it up to 750, whereas in Stock, the value is 1000 points :o

Proph3t
05-18-18, 07:14 AM
Thanks for the warm welcome guys :Kaleun_Salute:

Well then i'm still confused because I've sunk about 300,000 tonnage , earned many medals for myself and my crew and i always complete the patrols i'm assigned.

At the moment with my standard IX i can only barely reach my patrol area near Canada and then i only have about 7-9% fuel to spare before having to turn back again,

I honestly don't know what Donitz expects from me :wah:

Sailor Steve
05-18-18, 10:37 AM
How fast are you travelling to get there? At full speed you'll run out very quickly. At 1/3 speed (2nd slowest setting on the gauge), or about 8 knots you shouldn't use more than 10% of your fuel to make the trip. The Type IX was very long-legged.

propbeanie
05-18-18, 12:00 PM
... Well then i'm still confused because I've sunk about 300,000 tonnage , earned many medals for myself and my crew and i always complete the patrols i'm assigned ... At the moment with my standard IX ...
OK, did some digging - look in the Submarine folder for the specific subs, opening the (SubName).upcge file (your choice of which) in a text editor like Notepad (Windows) or Notepad++ (https://notepad-plus-plus.org), you will see a line like "UpgradeClass=1", usually around Line 18 in the file, or the 5th or 6th actual text line. All of the TypeIX boats are set to a value of "1" (one), therefore, you will NOT "upgrade" from a 9 to a B to a B4 to a C to a D, etc... That's just the way the mod is set-up. We'll be doing some experimenting in the Fall of the Rising Sun Ultimate (http://www.subsim.com/radioroom/showthread.php?p=2552302#post2552302) mod over the next few weeks, and testing to see how high we can go with that particular number. The highest "working" number we've seen thus far is "3" (three). Check-in over there every once in a while, and see if mention is made of it there - that's the top of Page 397, btw, and we might be a few more pages along just shortly... :salute:

Proph3t
05-18-18, 04:57 PM
:wah: Well that's disappointing, was hoping too make it till the end of the war with my veteran crew

But thanks for your help , really appreciate it! :Kaleun_Salute:

Guess ill just start a new career in a IXC OR IXD2

Proph3t
05-18-18, 05:01 PM
Oh and one more thing..

I wanted to mess around in 1943 with a IXD2 and as soon as i left port in France i was swarmed by like 12+ British Bristol Beaufighter! :o

I had the Quad AA so i shot down like 6-8 before 1 of them crashed into me lol , is this kind of air power supposed to happen in 1943-1945?

propbeanie
05-18-18, 09:26 PM
Oh my, the real life history of a Uboat crew, especially from '43 on... :o - it was like 3 of every 4 died, with airplanes contributing significantly. Check-out U-Boat Fates (https://uboat.net/fates/losses/), and others of that ilk. Possibly the only country with a higher mortality rate might have been the Japanese submariners... While 12 planes might be about 6 times more than a patrol, it wouldn't be unheard of. Planes are to be avoided... :salute:

Proph3t
06-02-18, 08:37 PM
Hey guys , me again :Kaleun_Salute:

Wanted to ask , when your stationed at the Penang Japanese base can you go further into the Pacific and attack US shipping? I never get any patrols there usually only around South Africa or India , obviously I'm willing to disobey HQ so i can bag me a Essex carrier :arrgh!:

Just wanted to know if the shipping that side of the ocean is in the mod

Geoff then
06-26-18, 04:56 PM
Hey guys , me again :Kaleun_Salute:

Wanted to ask , when your stationed at the Penang Japanese base can you go further into the Pacific and attack US shipping? I never get any patrols there usually only around South Africa or India , obviously I'm willing to disobey HQ so i can bag me a Essex carrier :arrgh!:

Just wanted to know if the shipping that side of the ocean is in the mod


Well I once entered the Pacific with A IXd2 through the arctic ocean (just because why not) and snuck up on midway and pearl harbor, to only find those ports completely deserted. So, my guess is the Pacific is empty as well.


:Kaleun_Salute:

propbeanie
06-26-18, 11:07 PM
You could combine the two sets of traffic though, easy enough... might have to change some of the "calls" for the ships, but Lurker's RSRDC layers would make that job easier... :hmmm: - but where would you get your fuel from? Secret bases in Chile & Mexico?... Antartica??

auricom
07-27-18, 03:19 PM
Fired this up after a few years away from SH4, and just wanted to pass a big ol' thankyou to the creators and maintainers for what is such a fine piece of software, and curated history

Salut!

KaleunMarco
08-19-18, 02:00 PM
hey guys,

is anyone directly supporting OpMonsun with Lurker now "retired"?
i experienced something odd, even for SH4.
i am driving a Type VIIC in the Med... home based at Salamis April-May 1942. during my patrol i receive a message that informs me that my SubFlot has been moved and directs me to Spezzia. ok, i end the patrol in Spezzia, refit, get new patrol orders, and when i start the patrol, i am back at Salamis. WTF! (i dont remember sailing back to Salamis!!!!:har:)
seriously, just looking to bounce this off whoever is supporting the Mod.:yeah:

:salute:

KaleunMarco
08-21-18, 08:35 PM
Took these screen shots playing OpMonsun in the eastern Med. This one is from June 1942. It's raining cats-and-dogs and there is a full moon, bright-as-they-come. :haha::hmmm:

https://preview.ibb.co/n3wRAz/SH4_Img_2018_08_14_13_38_22_712.png (https://ibb.co/gc8HHe)


and this one is from July 1942. What the H does that Large Allied Triangle represent? :haha::hmmm:
https://preview.ibb.co/grapxe/SH4_Img_2018_08_21_06_37_16_419.png (https://ibb.co/ntE4Vz)

propbeanie
08-21-18, 09:29 PM
Took these screen shots playing OpMonsun in the eastern Med...
... this one is from July 1942. What the H does that Large Allied Triangle represent? :haha::hmmm:
https://preview.ibb.co/grapxe/SH4_Img_2018_08_21_06_37_16_419.png (https://ibb.co/ntE4Vz)
The large allied triangle is a group of airplanes... Might be two, might be twenty - but they're probably looking for ~you~!... :O: :salute:

KaleunMarco
08-21-18, 10:05 PM
The large allied triangle is a group of airplanes... Might be two, might be twenty - but they're probably looking for ~you~!... :O: :salute:


in the past, playing the US side, i have never seen multiple planes represented by a large triangle. never. in that situation the IJN planes were represented by many individual, small triangles.
it was funny, nonetheless. :haha:

Geoff then
09-25-18, 10:18 AM
For me it has only 13000m range, which is even less than the GHG. Is that historically correct?

KaleunMarco
09-27-18, 07:37 AM
ok, i started a patrol not realizing how late in the day it was. so, i saved the game and exited. next day (today), i reload the game and in the orders box "Cannot Comply" pops up. WTF.
so, i press F7 to look at the crew and this is what i was presented:
https://preview.ibb.co/djHsHU/SH4_Img_2018_09_27_07_29_50_305.png (https://ibb.co/eQaOP9)


i can't stop laughing.:har::har::har:

Geoff then
09-27-18, 09:44 AM
They all jumped overboard?

"Auf Wiedersehen!"

KaleunMarco
09-27-18, 01:47 PM
They all jumped overboard?

"Auf Wiedersehen!"
or maybe it was mutiny?
nah.
good germans obey orders....besides i am benevolent kapitan.
:D

Bleiente
09-27-18, 01:54 PM
good germans obey orders....besides i am benevolent kapitan.
:D
Are you sure - why did the teams jump overboard?!? :O:

KaleunMarco
09-27-18, 05:45 PM
Are you sure - why did the teams jump overboard?!? :O:
ja, mein heir, i am sure. when i rebooted and then restarted, meinen herren were back on the job.
:Kaleun_Salute:

propbeanie
09-27-18, 07:52 PM
Are you overclocking your computer, or vid card mark bonamer? If your crew came back after a re-boot, maybe they got the back-pay owed them and decided to spend it fast? Are you missing any rum rations - how 'bout torp juice?? Maybe they were all top-side in the dinghies imbibing? Some data bits in your computer seem to be getting out of order somehow... Maybe it's a date thing with the game, in the crew or berthing positions, such as February 29th, April 31st, June 31st, or some such? You close to the end of a Month with 30 days in it?... :salute:

Sailor Steve
09-27-18, 10:42 PM
good germans obey orders....
Except when the entire German:sunny: navy mutinies, which is what led to the end of the First World War.

KaleunMarco
09-28-18, 10:03 AM
Are you overclocking your computer, or vid card mark bonamer? If your crew came back after a re-boot, maybe they got the back-pay owed them and decided to spend it fast? Are you missing any rum rations - how 'bout torp juice?? Maybe they were all top-side in the dinghies imbibing? Some data bits in your computer seem to be getting out of order somehow... Maybe it's a date thing with the game, in the crew or berthing positions, such as February 29th, April 31st, June 31st, or some such? You close to the end of a Month with 30 days in it?... :salute:

good questions, pb.
no overclock.
no back pay.
ample schnaps rations. no rum...bitte, do NOT confuse fine german sailors for british tars. vielen dank.
i will not even comment on torpedo juice. that is an american bad habit. sailors of the vaterland would not even think of wasting their time on producing such a vile substance when sie vaterland provides excellent schnaps and aqua vita.:)
the date thing....is probably not in play because it is 1942 and 1942 was not a leap year. and, i do not remember if the mission started on the last day of a month.
:Kaleun_Salute:

Bleiente
09-28-18, 01:08 PM
The main thing is - the game is running again.
But it was funny. :D
I had imagined, your crew came completely from Cologne aka Köln and they have disappeared to the carnival... :har:

:salute:

propbeanie
09-28-18, 01:36 PM
Yes, they all tried-out for the circus! But all were rejected when they mentioned their C.O... :har:

Leap year has nothing to do with the Ubisoft Silent Hunter games. They do not exist in SH4. However, the game ~does~ have February 29th - every year. The same with April 31st and June 31st - every year! Let's not forget the wonderful dates of September 31st and October 31st! The stock game and lots of mods are rife with those date mistakes. Look at all of the dates in the game, and you'll see what I mean. Then, if you look at the fact that one file refers to 19411201, the next has it 1942-12-01, the next has 12-01-1941... throw in an IDL near the 180 longitude, not forgetting that the original SH4 had it messed up, and it's no wonder it's very easy for something to just up and disappear for a day or two - including your Home Port... :salute:

KaleunMarco
09-28-18, 01:55 PM
Yes, they all tried-out for the circus! But all were rejected when they mentioned their C.O... :har:

Leap year has nothing to do with the Ubisoft Silent Hunter games. They do not exist in SH4. However, the game ~does~ have February 29th - every year. The same with April 31st and June 31st - every year! Let's not forget the wonderful dates of September 31st and October 31st! The stock game and lots of mods are rife with those date mistakes. Look at all of the dates in the game, and you'll see what I mean. Then, if you look at the fact that one file refers to 19411201, the next has it 1942-12-01, the next has 12-01-1941... throw in an IDL near the 180 longitude, not forgetting that the original SH4 had it messed up, and it's no wonder it's very easy for something to just up and disappear for a day or two - including your Home Port... :salute:
i have never noticed April, June, September, November 31. nor have i seen February 29.
i have definitely noticed that there is absolutely no standardization of date references. from a systems development POV, this is crap development by hack developers who are doing this work in their spare time...not professional developers. the development team needs to go back to school and the development/systems manager needs to be replaced with a real manager. :hmmm:

ok. rant over.:yeah:

propbeanie
09-28-18, 02:59 PM
I believe you slightly misunderstand me mark bonamer. Here's an example of what I'm talking about:
[UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room
ID=SternTorpedoRoom
Capacity=4
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4
IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2
IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1
... and from the same file:
[UserPlayerUnit 1.Compartment 5.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, 1944-09-31, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-10-01, NULL, TorpedoTube21inUS, Mk23Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58
... and there's another June 31st just below that. This is ~one~ file out of thousands in the game, and it has at least 3 bad dates in it. These are from the "Data / Submarine / NSS_Balao / NSS_Balao.upc" file in the stock game. Other files aren't as bad, others are worse. This causes a one day overlap of the assets on the boat. If you don't "hit" that date, no problem, but if you do... Not all mods caught those little things. Things like this can make a Turm assignment go bonkers on the player... This is one area CapnScurvy has been diligent about with FotRSU. :salute:

KaleunMarco
09-29-18, 10:42 AM
I believe you slightly misunderstand me mark bonamer. Here's an example of what I'm talking about:
[UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room
ID=SternTorpedoRoom
Capacity=4
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4
IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2
IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1
... and from the same file:
[UserPlayerUnit 1.Compartment 5.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, 1944-09-31, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-10-01, NULL, TorpedoTube21inUS, Mk23Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58
... and there's another June 31st just below that. This is ~one~ file out of thousands in the game, and it has at least 3 bad dates in it. These are from the "Data / Submarine / NSS_Balao / NSS_Balao.upc" file in the stock game. Other files aren't as bad, others are worse. This causes a one day overlap of the assets on the boat. If you don't "hit" that date, no problem, but if you do... Not all mods caught those little things. Things like this can make a Turm assignment go bonkers on the player... This is one area CapnScurvy has been diligent about with FotRSU. :salute:
clearly, the file you are referencing is a Save.UPC file.
i have not noticed that to date but i will have to put that on the list of things to check the very next time i make port.
thank you for explaining.

propbeanie
09-29-18, 01:09 PM
Alas, nay! Nein! Kein! Nicht! No siree Bob! These are in the game itself, as released to the general public, from the first release, through v1.5. As mentioned before, you won't usually encounter any issues. Look in the "Drive:\ Game \ Data\ Submarine \ AnyBoat \ AnyBoat.upc" files, and you'll see these. They're throughout the game any place dates are used, including all of the UPCData folders & files. The game most likely does not use "dates" per se, but rather 'counts' the days from the beginning, and converts that data to calculate a given date when needed. It seems to count fine, and will usually display "Messages.txt" when it's supposed to, but besides overlaps of dates for equipment and flotilla starts, what happens in the game enigine? Only the tracers know... :salute:

KaleunMarco
09-30-18, 11:39 AM
i am so tired of the CTD ending during OpMunson.
the current one occurs mid-patrol mid-August 1942. i am approaching a large convoy and at the spawn point {bang} CTD.
i've rebooted.
used smart-game-boost and no game-boost. no difference.
nothing seems to work.
argh.
:06:
probably no solution, so i restarted and cruised in a different direction.
this is maddening!

propbeanie
09-30-18, 12:51 PM
If you're off the coast of Ireland, we had that about a half-dozen pages (or more) back. If you're off the Northwest coast of France, that was just a few pages back from here. There are some bad ship calls in the layers... It happens, as you saw in FotRSU, and is just a little too easy of a mistake to overlook in a game that has absolutely ~NO~ error catching or controls... :salute:

Edit: OK, went on a "hunt", and I did NOT find the northwest of France issue... that must be in a separate thread somewhere below here in the section... but I did find:

Radio Station Manager issue:
http://www.subsim.com/radioroom/showthread.php?p=2446797#post2446797

Surviving Operation Monsun (advice):
http://www.subsim.com/radioroom/showthread.php?p=2088363#post2088363

Ireland was you:
http://www.subsim.com/radioroom/showthread.php?p=2510979#post2510979

I'll keep trying to find the northwest of France. We found it to be a bad ship call, but I can't remember which one it was... I fixed all of them in my game after that... I wonder if I can find that from edit dates?... :hmmm:

- or was that "niner delta duece"?...

KaleunMarco
09-30-18, 01:52 PM
If you're off the coast of Ireland, we had that about a half-dozen pages (or more) back. If you're off the Northwest coast of France, that was just a few pages back from here. There are some bad ship calls in the layers... It happens, as you saw in FotRSU, and is just a little too easy of a mistake to overlook in a game that has absolutely ~NO~ error catching or controls... :salute:

Edit: OK, went on a "hunt", and I did NOT find the northwest of France issue... that must be in a separate thread somewhere below here in the section... but I did find:

Radio Station Manager issue:
http://www.subsim.com/radioroom/showthread.php?p=2446797#post2446797

Surviving Operation Monsun (advice):
http://www.subsim.com/radioroom/showthread.php?p=2088363#post2088363

Ireland was you:
http://www.subsim.com/radioroom/showthread.php?p=2510979#post2510979

I'll keep trying to find the northwest of France. We found it to be a bad ship call, but I can't remember which one it was... I fixed all of them in my game after that... I wonder if I can find that from edit dates?... :hmmm:

- or was that "niner delta duece"?...
this time, the theatre of operations was off the coast of Portugal although i may be meeting the same convoy as NW France just a bit earlier than the last guy.
https://preview.ibb.co/cDBNPK/SH4_Img_2018_09_30_13_43_24_617.png (https://ibb.co/koRBJe)


after i restarted and ignored the issue above, i sailed north and west of ireland and that is where i ran into another spawn-CTD. i wish i had captured a map when i encountered this issue back in 2017.
https://preview.ibb.co/ifkoye/SH4_Img_2018_09_30_13_45_22_917.png (https://ibb.co/gFsCPK)


did we find a solution for the 2017-off-the-cost-of-ireland? i mean did we find the offending convoy/ship?

KaleunMarco
09-30-18, 02:10 PM
There are some bad ship calls in the layers... .

i have identified a small subset of convoys so now the issue is ..how does one identify a "bad ship call"?

propbeanie
09-30-18, 03:26 PM
There-in lies the rub... The "Game \ Sea \ NShipName \ NShipName.cfg" file has a line in it "UnitType=101" or whatever the number. The "Game \ Roster \ Country \ Sea \ ShipName.cfg" file has a corresponding "UnitType=0" line. Those have to match (these do not here in my quick example) exactly. You might consult the Names.cfg file in the Roster folder for these kind of lines:
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
... etc.
There's Warships, Merchants,, Subs, Airplanes, Land, etc... Those particular "UnitType=" lines also have to match each and every "call" for them in the Campaign files. However, in something like OM, don't forget that you're more concerned with "Game \ Data \ Campaigns \ CampaignGE \" and all other MIS files on the German side. ~ALL~ the MIS files... As an example, here's a few lines from the 44a_US_Merchants.mis file:
[RndGroup 1]
GroupName=44A_Allied_Merchants_001
Category=0
CommandEntry=0
Long=-14886600.000000
Lat=5797400.000000
Height=0.000000
...
That's a portion of the RGG "definition". Then the "Ships" it uses would be like:
[RndGroup 1.RndUnit 1]
Type=101
Origin=American
Side=1
CargoExt=-1
CargoInt=2
CfgDate=19440601
No=1
Escort=false
SpawnProbability=100
CrewRating=2
Which is a "Generic" call for an American Tanker. Note that there is not a "Class=xxx" line there? Those complicate things a bit further, such as:
[RndGroup 21.RndUnit 59]
Class=DERiver
Type=3
Origin=Canadian
Side=1
CargoExt=-1
CargoInt=-1
CfgDate=19440105
No=1
Escort=true
SpawnProbability=100
CrewRating=2
Which is a ship call in the Lant_Convoys_44.mis file. That Class= has to match the CFG files' "ClassName=xx" line... "xx" being the specific type of ship...

We have the good fortune of working with a spreadsheet wiz with s7rikeback on the FotRSU team, and he has a spreadsheet in the Support folder that makes life oh-so much easier for editing the Campaign and other MIS files. He has the Folder, ShipName, Call Name (might be different because of the use of "N" for a lot of Sea folders), Type= line, Countries used, etc., and all I have to do is click a button to sort them how I need them, and then "Search" through the files with Notepad++ or some other "Search" agent, and find the Calls that I need... :salute:

KaleunMarco
09-30-18, 05:21 PM
There-in lies the rub... The "Game \ Sea \ NShipName \ NShipName.cfg" file has a line in it "UnitType=101" or whatever the number. The "Game \ Roster \ Country \ Sea \ ShipName.cfg" file has a corresponding "UnitType=0" line. Those have to match (these do not here in my quick example) exactly. You might consult the Names.cfg file in the Roster folder for these kind of lines:
ok, in Lant_42.MIS, one of the suspect convoys, ON_Large_42, has an entry:
[RndGroup 51.RndUnit 61]
Class=DDTown
Type=4
Origin=British
Side=0


there is no entry for DDTown in C:\Ubisoft\SilentHunter4\Data\Roster\British\Sea.


so....is it easier to change this one entry to an escort that is being used or should i just delete the lines for this entry? or do i create a new file DDTown.cfg and copy lines from a similar ship? (this would seem to be the most risky)

KaleunMarco
09-30-18, 05:30 PM
ok, in Lant_42.MIS, one of the suspect convoys, ON_Large_42, has an entry:
[RndGroup 51.RndUnit 61]
Class=DDTown
Type=4
Origin=British
Side=0


there is no entry for DDTown in C:\Ubisoft\SilentHunter4\Data\Roster\British\Sea.


so....is it easier to change this one entry to an escort that is being used or should i just delete the lines for this entry? or do i create a new file DDTown.cfg and copy lines from a similar ship? (this would seem to be the most risky)
and...
after further review...
there are entries for a British DDTown in the dotMIS file of the two convoys that are passing Portugal.

propbeanie
09-30-18, 06:01 PM
You are getting the hang of this rather quickly! Excellent find. Now, take the Data / Roster / British / Sea / DDClemson.cfg and rename it DDTown.cfg - looks to be the simplest "fix" for it... If you open the Clemson file in the British folder, you'll see that it's referring to "ClassName=DDTown" :salute:

Edit: Another thing you can do to "test" a game is to run the Museum. Make sure you have LAA enabled on the SH4.exe file first though... If it crashes, that usually means there are issues with the ship just after the crash. Some mods just will not run the Museum, but it's not always the ship definitions. I'm trying OpMonsun's now...

Edit2: 1st run crash after B17G in the US planes (... Ships "fly" across the screen too...
... well, the "US LB HeavyBomber" and the "AM B24 Level Bomber" both crash it... This might take a while... lol

Edit3: OK, there are file name mis-matches, as well as ClassName mis-matches, so while I wait on other happenings, I'll noodle in OM for a bit, and go through things and try to match them up, and get back with you... :salute:

KaleunMarco
09-30-18, 06:12 PM
You are getting the hang of this rather quickly! Excellent find. Now, take the Data / Roster / British / Sea / DDClemson.cfg and rename it DDTown.cfg - looks to be the simplest "fix" for it... If you open the Clemson file in the British folder, you'll see that it's referring to "ClassName=DDTown" :salute:

Edit: Another thing you can do to "test" a game is to run the Museum. Make sure you have LAA enabled on the SH4.exe file first though... If it crashes, that usually means there are issues with the ship just after the crash. Some mods just will not run the Museum, but it's not always the ship definitions. I'm trying OpMonsun's now...


cool.
i like the easy fix.

going to try it right now.

KaleunMarco
09-30-18, 06:37 PM
cool.
i like the easy fix.

going to try it right now.
no joy.
:timeout::06::06::06::06:ctd

i am going to go back and review the merchies in the dotMIS file and see if there are any anomalies.

propbeanie
09-30-18, 06:39 PM
There are. See my edit3 above. Several of the planes I've looked at don't have "matches" either...

Edit: as consolation, here's our first "target" in the Museum:

https://i.imgur.com/1E0WIIF.jpg

KaleunMarco
09-30-18, 06:47 PM
no joy.
:timeout::06::06::06::06:ctd

i am going to go back and review the merchies in the dotMIS file and see if there are any anomalies.
well....there has to be another issue because i cared for the lack of DDTown and the only other ships in the convoy are type=1 (no Class anomalies) and types 101 and 102 which do not use Class=.


suggestions, thoughts, wild fantasies?
:06:

KaleunMarco
09-30-18, 06:50 PM
There are. See my edit3 above. Several of the planes I've looked at don't have "matches" either...

Edit: as consolation, here's our first "target" in the Museum:

https://i.imgur.com/1E0WIIF.jpg
ok, but planes are not part of the spawn for this convoy, are they?

propbeanie
09-30-18, 06:51 PM
well....there has to be another issue because i cared for the lack of DDTown and the only other ships in the convoy are type=1 (no Class anomalies) and types 101 and 102 which do not use Class=.

suggestions, thoughts, wild fantasies?
:06:
I have plenty of wild thoughts and fantasies, but none of them fit to publish, unless it's a single copy for my wife... :har:

In the meantime, see the pic above, and see if you can get it in the Museum. Don't try to scroll through though. After the Museum finally opens to the Iowa Class BB, use the drop-down menus and go to the British ships, then the Destroyers, then the DDTown, and see if you get what I got. If not, there's a mistake. As far as the other ships, don't forget that the files "overlap" each other. I'm going to do a an SH Validator run on the install, and I'll give you a list of "suspects" here shortly... :salute:

propbeanie
09-30-18, 07:59 PM
ok, but planes are not part of the spawn for this convoy, are they?
Not in the file you're looking at, but there may be issues in the Air files for airbases, or another MIS file that overlaps the area. Some of the MIS files run the whole game, others only run for a short period of time. The place to see when files are ~supposed~ to run in the Campaign is the CampaignGE.cfg file in the Data / Campaigns / CampaignGE folder. It is kind of tough to follow what's going on in there sometimes. The files listed in there are like the "background" of the game, life as you know it during game time in the CampaignData folder. Slightly different than the American side of the game...

Over in the Data / UPCDataGE / UPCCampaignData folder, the Flotillas file, working with the PatrolObjectives file is what assigns you "Mission Objectives", which call the files back in the CampaignGE / PatrolObjectives folder. When you "see" something enroute, and you call in a Contact Report, that goes through the DynamicMissGE.cfg file, which uses the DynamicMiss folder structure to give you another Objective, if appropriate. If you call in a Situation Report (Status Update) after you've completed your assigned Primary and / or Secondary,and any Hidden Objectives, then it might assign you another Objective through the DynamicMissGE.cfg also.

Needless to say, potentially lots of places to go astray with edits. I'm working on doing some housecleaning in the mod, which might take a day or two, if I don't get interrupted by FotRSU (oh, I just ~had~ to say that... :O: ), and I'll let you know. I have found several errors in an SH Validator run, though most of them do not cause the issues you're encountering. I'll try to track those down after I do regular housekeeping... :salute:

KaleunMarco
09-30-18, 08:37 PM
I have plenty of wild thoughts and fantasies, but none of them fit to publish, unless it's a single copy for my wife... :har:

In the meantime, see the pic above, and see if you can get it in the Museum. Don't try to scroll through though. After the Museum finally opens to the Iowa Class BB, use the drop-down menus and go to the British ships, then the Destroyers, then the DDTown, and see if you get what I got. If not, there's a mistake. As far as the other ships, don't forget that the files "overlap" each other. I'm going to do a an SH Validator run on the install, and I'll give you a list of "suspects" here shortly... :salute:
bad news, sports fans, the Museum takes a CTD...everytime. with or without using game booster.

propbeanie
09-30-18, 10:47 PM
Well, it does fine on mine. Do you have LAA enabled on at least the SH4.exe file? Of course, you have to have a 64-bit OS with at least 4 gig of RAM, and the best place for advice on it is of course, CapnScurvy's Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). Most of what he says applies to all Windows versions Vista onwards. As always, the SH4.exe has to be write-enabled by right-clicking on the SH4.exe file, choosing "Properties", then on that General tab, make certain that the "Read-only" tick box is empty in the bottom section. Now, if you happen to have a 32-bit OS, LAA may not take. In that case you could try NTCore 4Gig Patch (https://ntcore.com/?page_id=371). Originally written for WinXP 32-bit machines with 4gig or more of RAM. If you don't have 4 gig of RAM, none of these will work. Sorry to do the memory stuff again, since you already went through that with FotRSU, but just-in-case. The Game Booster is not going to help in this case usually, since the Museum in OM might actually be a little bit bigger than the one in FotRSU... :o

How about you run JSGME, do the "Tasks..." thingie in the middle, and "Export activated mod list to > clipboard" (if you have v2.6, or just copy it, and then post that here. Mine is:
Generic Mod Enabler - v2.6.0.157
[F:\Games\SH4OpMonsun\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Just so you can get an idea of my set-up. As a little side-note, I've completed all of the house-keeping chores and a few errors that SH Validator can find, but problem with it is that it does not search the "GE" folders...Anyway, going through the Air folders, one country at a time and trying to get them to display in the Museum. So far, fix count two, crash count over a dozen... :har: :wah: :har: :salute:

Edit: I forgot to mention the fact that you cannot run the Museum after having run anything else in the game. Likewise, if you try to run the game after the Museum, you run the risk of weirdness that may cause you issues in the game... Exit and re-start before doing the other... :salute:

propbeanie
09-30-18, 11:38 PM
I'm giving up for the night mark bonamer, but so far, the Museum has issues with:
1. US - Long Range Bomber = CTD
2. US - USAAF B24 = CTD
3. US - Search Plane = CTD
4. Panama - Liberty is skinless, otherwise OK
5. Poland - DDWicher = Dead in water CTD after

The all-clear has been sounded for
1. Australia
2. Brasil ("z"?? I'll check the German spelling later)
3. Bulgaria
4. Denmark
5. Egypt
6. Estonia
7. Finland
8. Greece
9. Latvia
10. Lithuania
11. Norway
12. Occupied Greece
13. Occupied Norway
14. Palestine
15. Panama (other than the skinless Liberty above)

Notice that I skipped some "big" countries, as far as the assets go. Check the easy ones first is my motto... but SH4 won't run after the Wicher crash... :hmmm: - I'd better check into that beast. :salute:

Late Last Things: If your game crashes, and the game won't run anymore, copy your Save folder to a safe location, and then delete the original. Re-start the game and re-do your settings. Exit. Afterwards, bring back in the folders and files that aren't already there, and try it that way. Also, there are some issues with quite a few cfg files in the Sea folder if you use OMEGU, so I'm going to back that off of my installs until I can sort all of those out... Don't need no BB Iowa doing 270.4 knots on me!... (ship length and maxspeed are the same figures). Might 'splain a bit of what you had when trying OMEGU... :salute:

KaleunMarco
10-01-18, 08:40 AM
Well, it does fine on mine. Do you have LAA enabled on at least the SH4.exe file? Of course, you have to have a 64-bit OS with at least 4 gig of RAM, and the best place for advice on it is of course, CapnScurvy's Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). Most of what he says applies to all Windows versions Vista onwards. As always, the SH4.exe has to be write-enabled by right-clicking on the SH4.exe file, choosing "Properties", then on that General tab, make certain that the "Read-only" tick box is empty in the bottom section. Now, if you happen to have a 32-bit OS, LAA may not take. In that case you could try NTCore 4Gig Patch (https://ntcore.com/?page_id=371). Originally written for WinXP 32-bit machines with 4gig or more of RAM. If you don't have 4 gig of RAM, none of these will work. Sorry to do the memory stuff again, since you already went through that with FotRSU, but just-in-case. The Game Booster is not going to help in this case usually, since the Museum in OM might actually be a little bit bigger than the one in FotRSU... :o

How about you run JSGME, do the "Tasks..." thingie in the middle, and "Export activated mod list to > clipboard" (if you have v2.6, or just copy it, and then post that here. Mine is:
Generic Mod Enabler - v2.6.0.157[F:\Games\SH4OpMonsun\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7Just so you can get an idea of my set-up. As a little side-note, I've completed all of the house-keeping chores and a few errors that SH Validator can find, but problem with it is that it does not search the "GE" folders...Anyway, going through the Air folders, one country at a time and trying to get them to display in the Museum. So far, fix count two, crash count over a dozen... :har: :wah: :har: :salute:

Edit: I forgot to mention the fact that you cannot run the Museum after having run anything else in the game. Likewise, if you try to run the game after the Museum, you run the risk of weirdness that may cause you issues in the game... Exit and re-start before doing the other... :salute:
yes, yes, SH4 is LAA enabled. (check out my signature).
here is my MOD config. i backed off on OMEGU and added Max Optics quite a while ago.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunter4\MODS]

1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4MaxOptics IV for SH4 1.5

propbeanie
10-01-18, 08:50 AM
OK, I backed-off OMEGU also, and yes indeedy, the Museum crashes almost immediately on my machine... s7rikeback and myself are looking into the issues. Quite a conundrum though... which error came first? Why does the Museum run better under OMEGU (although very unstable), yet won't even begin to load in v720p5 plane-janed? Most interesting. Thus far though, most of the merchants appear to be OK for the most part, and the DDAdroit, which is the basis for the DDWicher definitely has problems, as do several planes. We'll get back with you maybe tomorrow, but it might be a few days... :salute:

KaleunMarco
10-01-18, 07:12 PM
OK, I backed-off OMEGU also, and yes indeedy, the Museum crashes almost immediately on my machine... s7rikeback and myself are looking into the issues. Quite a conundrum though... which error came first? Why does the Museum run better under OMEGU (although very unstable), yet won't even begin to load in v720p5 plane-janed? Most interesting. Thus far though, most of the merchants appear to be OK for the most part, and the DDAdroit, which is the basis for the DDWicher definitely has problems, as do several planes. We'll get back with you maybe tomorrow, but it might be a few days... :salute:
ok, so i ran SH_Validator, of which until this episode i was totally unaware, and found lots of errors.

what a marvelous little tool!
so, i went to work resolving all of the errors.
restarted SH4 with the Iceland save file but received the same result.
----
i am going to try the rebuild-save-folder now.

KaleunMarco
10-01-18, 07:23 PM
ok, so i ran SH_Validator, of which until this episode i was totally unaware, and found lots of errors.

what a marvelous little tool!
so, i went to work resolving all of the errors.
restarted SH4 with the Iceland save file but received the same result.
----
i am going to try the rebuild-save-folder now.

jesus-s4it-a-brick. it's working. the iceland-ireland save reloaded and the large convoy spawned successfully.
whew!
so, fixing the anomalies and then rebuilding the CFG-Save-folders did the trick.
the only Validator errors i did not fix were the plane errors. some were missing files, such as eqp, etc. i can send you the log file if you want it.
:Kaleun_Salute:

propbeanie
10-01-18, 10:53 PM
Yeah, that Save folder can be a beach, eh?

SH Validator will not scan the Campaigns CampaignGE folder. However, there might be a little trick to that, which I'm going to try tomorrow, and that is to copy the Campaign files from one side to the other. Some file names and folders' names may have to be changed, but we'll see what happens! :salute:

KaleunMarco
10-02-18, 09:22 PM
ah, the joys of SH4-OpMunson.

so, during a patrol i notice that my compressed air is declining with every dive and not replenishing.
i do some research and someone suggested save/reload similar to the CO problem/fix. that did not work.
someone else suggested that i dive and then manually alter the depth and then surface. that did not work but it did lower my compressed air level.
so, has anyone experienced the non-recovering compressed air syndrome?
:06:

s7rikeback
10-12-18, 02:48 PM
OK, I backed-off OMEGU also, and yes indeedy, the Museum crashes almost immediately on my machine... s7rikeback and myself are looking into the issues. Quite a conundrum though... which error came first? Why does the Museum run better under OMEGU (although very unstable), yet won't even begin to load in v720p5 plane-janed? Most interesting. Thus far though, most of the merchants appear to be OK for the most part, and the DDAdroit, which is the basis for the DDWicher definitely has problems, as do several planes. We'll get back with you maybe tomorrow, but it might be a few days... :salute:

Guys, I have tracked and fixed all the air / sea / roster files that was causing my CTD as soon as the museum began to load. I have also fixed the roundels, the missing flags, corrected the names.cfg plus other small fixes.
I can now load this mod, with the new corrections on both my listed systems and view every Air / Sea / Submarine model without any freeze or CTD.


What this does not currently do:
Correct any errors in the two OMEGU mods, at this time. As i still have to fix the 4 German Submarines that have no turms showing in the museum.

propbeanie now has the files, and his much prized excel spreadsheet :salute:I created for this task. so that he can do a compare in the campaign files and flush out all the errors.

Propbeanie, there is a newer spreadsheet about to hit your inbox, i have noticed several errors in the Sea > type column which would not have helped you at all. :oops:

1akula1
10-19-18, 02:50 AM
Hi!

I really like Kiel locks and was wondering if there is a mod that adds them to SH4 OM? I found a thread on this forum where Nautilus42 ported his SH3 Kiel locks to SH4 but the download link is long dead.

Does anyone still have those files?

Also how hard is it to adapt SH3 assets to work for SH4? I run assisted plotting mod for sh3 on sh4 no problem....I guess its not that easy for objects and textures?

1akula1 :Kaleun_Salute:

lurker_hlb3
11-12-18, 07:58 PM
I'm giving up for the night mark bonamer, but so far, the Museum has issues with:
1. US - Long Range Bomber = CTD
2. US - USAAF B24 = CTD
3. US - Search Plane = CTD
4. Panama - Liberty is skinless, otherwise OK
5. Poland - DDWicher = Dead in water CTD after

The all-clear has been sounded for
1. Australia
2. Brasil ("z"?? I'll check the German spelling later)
3. Bulgaria
4. Denmark
5. Egypt
6. Estonia
7. Finland
8. Greece
9. Latvia
10. Lithuania
11. Norway
12. Occupied Greece
13. Occupied Norway
14. Palestine
15. Panama (other than the skinless Liberty above)

Notice that I skipped some "big" countries, as far as the assets go. Check the easy ones first is my motto... but SH4 won't run after the Wicher crash... :hmmm: - I'd better check into that beast. :salute:

Late Last Things: If your game crashes, and the game won't run anymore, copy your Save folder to a safe location, and then delete the original. Re-start the game and re-do your settings. Exit. Afterwards, bring back in the folders and files that aren't already there, and try it that way. Also, there are some issues with quite a few cfg files in the Sea folder if you use OMEGU, so I'm going to back that off of my installs until I can sort all of those out... Don't need no BB Iowa doing 270.4 knots on me!... (ship length and maxspeed are the same figures). Might 'splain a bit of what you had when trying OMEGU... :salute:




From the first post of the thread, under know problems



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

propbeanie
11-12-18, 10:45 PM
That is a good point lurker_hlb3, and it is really good to see you post, sir! Probably the biggest change with modding lately has been the use of LAA applet to open the memory beyond the old 2gig limit. But we are using the Museum as the "test bed" for "asset" compliance, and actually do have it working now. Would you like to see the tweaks? We can PM you a link with the files tweaked thus far. Unfortunately, both of us "editors" have been having computer issues ("wonderful" Windows 10 update troubles), and have run into time constraint issues. We have not "finished" anything quite yet, so it's still just a rough draft, still in the "pre-alpha" stage... :salute:

lurker_hlb3
11-15-18, 05:55 AM
That is a good point lurker_hlb3, and it is really good to see you post, sir! Probably the biggest change with modding lately has been the use of LAA applet to open the memory beyond the old 2gig limit. But we are using the Museum as the "test bed" for "asset" compliance, and actually do have it working now. Would you like to see the tweaks? We can PM you a link with the files tweaked thus far. Unfortunately, both of us "editors" have been having computer issues ("wonderful" Windows 10 update troubles), and have run into time constraint issues. We have not "finished" anything quite yet, so it's still just a rough draft, still in the "pre-alpha" stage... :salute:


No thanks, I've retired from modding, just happen to be passing by

Bleiente
11-15-18, 05:59 AM
Ahoy @lurker_hlb3! :Kaleun_Thumbs_Up:
:Kaleun_Salute:

propbeanie
11-15-18, 11:08 AM
No thanks, I've retired from modding, just happen to be passing by
Pass on by more often then, please! It's always good to hear from you. :salute:

suitednate
01-16-19, 12:55 AM
First time I am playing this mod and doing a campaign, I get to June 16ish, 1940 and now these two airplane icons pop up in France and apparently I can control where the planes from these airfields scout? scout? Never saw any other posts about this......

propbeanie
01-16-19, 08:36 AM
That's controlled with that "fancy" black pencil. You use the Red pencil to mark an "X" on the map, and you use the black pencil to "Select" the asset to be used (the airfield in your case). "Drag" the mouse in the direction you want the search and click again, and you should see a circle draw, signifying the search area. The airfield will then "launch" a search plane to look for enemy planes and / or ships in the general direction you indicated. You don't have to click on the pencil first, but can just click on the airfield with your mouse, and that will also pick-up the pencil for you. :salute:

suitednate
01-17-19, 10:35 AM
That's controlled with that "fancy" black pencil. You use the Red pencil to mark an "X" on the map, and you use the black pencil to "Select" the asset to be used (the airfield in your case). "Drag" the mouse in the direction you want the search and click again, and you should see a circle draw, signifying the search area. The airfield will then "launch" a search plane to look for enemy planes and / or ships in the general direction you indicated. You don't have to click on the pencil first, but can just click on the airfield with your mouse, and that will also pick-up the pencil for you. :salute:

:Kaleun_Salute: I notice that the planes tend to get “lost” a lot. I guess this is because they were shot down? Any way to minimize this other than the obvious measure of not sending them over Britain?

suitednate
01-20-19, 09:55 PM
I’m patrolling in the western approaches northwest of Ireland In September ‘40 and I’m getting these blue dots which when you mouse-over them it indicates “small convoy”. The dot looks just like your own-sub indicator on the map except it’s blue. I went to the location and am pretty sure I intercepted it but can’t see anything. I dive and have 3 warship sound contacts around me at short range and can’t see anything on the periscope at the indicated bearings. Is this a submerged German Wolfpack that I encountered? I can hear them on the hydrophones as well and it sounds like they are very very close to me. I don’t have the free camera enabled so I can’t look.

propbeanie
01-21-19, 07:52 AM
I have never looked to see how lurker configured some of the AI subs, but he does have groups of them running about both the Axis_NavalBases and the MilkCows files, west of Ireland.

suitednate
01-22-19, 04:48 PM
I have never looked to see how lurker configured some of the AI subs, but he does have groups of them running about both the Axis_NavalBases and the MilkCows files, west of Ireland.

Do they do anything? Such as, can you coordinate with or join them in a Wolfpack attack?

There was a mod for SH3 which allowed you to do this, I pulled it off one time and we destroyed 95% of the convoy. I don’t think a convoy ever suffered a loss ratio like that in WW2 irl but it was intriguing to do it in game. Plus it got the escorts off my butt.

propbeanie
01-22-19, 09:45 PM
I'm not certain if they'll join you or not. I have not looked to see if he even has any 'ContactReport" stuff for them in the DynamicMiss file. It does look like he has some "messages" that you'd receive, such as "Join in with the Wolf Pack and attack!", or similar, so maybe he does. The AI subs are Type=200 submarines, so they won't have the "killer" instinct of a Type=17 like we have the AI subs set to in FotRSU. I have done testing on both types in FotRSU, and a Type=200 sub can travel underwater, while the Type=17 cannot. The Type 17 does not seem to be able to dive, but it may just be I'm missing a line in the sim file or something, because the Ko does seem to dive when an enemy is detected. There is video evidence to that effect on vimeo somewhere. The Type=17 subs in FotRSU do chase you, and rather persistently, but only on the surface, since the Type=17 was originally for an "Elite Destroyer Escort" in the Stock game. I'll have to do me some new video of these for FotRSU, and I may as well set-up OM for similar, though this will take a while to get around to. In the meantime, you can look at the files in the ME of OM and look at the RGG routings, just do NOT click on any "OK" or "Accept" buttons. Always use the "Cancel" button, unless you know how to repair a lurker file with a text editor after doing that. You don't even have to hit the "Save" button in the game, just an "Accept", and it writes the changes it (the Mission Editor) wants to make to your files whether you like it or not... It might only take five minutes to edit something in the Mission Editor, but then you spend the next 15 minutes running scripts in your text editor to clean up the mess... :roll: :salute:

suitednate
01-27-19, 03:44 PM
Is the KiUB supposed to only be on the attack scope? It only seems to be on there. Is it supposed to be on the Obs scope and TBT as well?

Sailor Steve
01-28-19, 01:12 PM
In real life both periscopes are the same except for the prism and head size. The observation periscope lets in more light but is more easily spotted. The attack periscope is harder to see through but also harder to spot. Other than that they are identical.

The UZO is nothing more than a pair of binoculars fitted to a stand. The only aid it gives is to have a much better field of vision than either periscope, and a circular "compass" ring marked in degrees.

suitednate
01-28-19, 02:35 PM
In real life both periscopes are the same except for the prism and head size. The observation periscope lets in more light but is more easily spotted. The attack periscope is harder to see through but also harder to spot. Other than that they are identical.

The UZO is nothing more than a pair of binoculars fitted to a stand. The only aid it gives is to have a much better field of vision than either periscope, and a circular "compass" ring marked in degrees.

So is the KiUB circular scope tool (used to find range and speed) supposed to be on the Obs scope and UZO as well in this mod? For me, I can only pull it up on the attack scope which is annoying when doing night surface attacks. Just wondering in case I missed something in my mod setup. :ping:

propbeanie
01-28-19, 08:21 PM
In the OM mod somewhere (in with OMEGU??) is the KiUB manual. If I'm remembering things correctly (we have a 50-50 chance here, maybe less :roll: ) it is only available on the Attack scope, and not on the Observation scope (historical?? screen real estate issue??). Perhaps KaleunMarco or someone else more familiar will happen along though... :salute:

Sailor Steve
01-28-19, 10:57 PM
So is the KiUB circular scope tool (used to find range and speed) supposed to be on the Obs scope and UZO as well in this mod?
I'm not sure which "circular scope tool" you mean.

The only tool the UZO had was the ring around the base, giving relative direction.

suitednate
02-13-19, 07:22 PM
So if the UZO/TBT doesn’t have the KiUB on it, then how do I manually find the range and speed if attacking on the surface? Use the 3:15 rule? If so then that wouldn’t help with the range. I don’t see a stadimeter button.....and it would be even more problematic say if I played without map contact updates.

suitednate
03-01-19, 08:15 AM
So if the UZO/TBT doesn’t have the KiUB on it, then how do I manually find the range and speed if attacking on the surface? Use the 3:15 rule? If so then that wouldn’t help with the range. I don’t see a stadimeter button.....and it would be even more problematic say if I played without map contact updates.


Bump.....any help or suggestions on this anyone? :ping:

Niume
03-01-19, 01:12 PM
Bump.....any help or suggestions on this anyone? :ping:
You don't need range to have a good solution settings range only changes the time of impact.

stork100
03-01-19, 07:43 PM
For surface attacks I use the watch officer "nearest visual contact" function. Quite realistic as that was really his job, to estimate range to target by visual. Only problem is that with Operation Monsun, at least with OMEGU, he only tells you the relative bearing, not the range. The good news is that the file is easily edited to correct this. Here's how to do it in case you're interested:

The file is menu.txt found in data/menu. Find entry 4616 and replace it with:

4616=Nearest visual contact at bearing %03.0f, range %.0f %s!

I never use map updates so for the speed I usually rely on plotting the target on the map with the watch officer's information for as long a time as possible or until a decent estimation is reached. Or I can time the ship across my bow and go below to the periscope station to work it out there. A bit inconvenient perhaps but it works.

suitednate
03-02-19, 08:54 AM
You don't need range to have a good solution settings range only changes the time of impact.


Thanks everyone. Appreciate your responses. I know what you are saying is true in that you don’t need range to have a good solution (at least on the German boats) but I was wondering why this is the case? It seems to go against logic.....

TS13
03-28-19, 03:03 AM
Thanks everyone. Appreciate your responses. I know what you are saying is true in that you don’t need range to have a good solution (at least on the German boats) but I was wondering why this is the case? It seems to go against logic.....


In the general case you need range, but you don't need range when using certain targeting methods. For example the Dick O'Kane method, wherein you are waiting for the enemy ship perpendicularly to her course, and plan that your torpedo will hit her when she is at 0 Bearing (straight ahead from you; you are going to shoot before she is straight ahead, of course).

In such a scenario, range doesn't matter. You only need the speed of target, which will allow you to calculate at what bearing to shoot. This can be proven with trigonometry (range cancels out and plays no role), but I 'll spare you. Here is another way to think about it:

In scenario A for a large range, suppose it turns out that you have to shoot when enemy is at Bearing 350, so that the torpedo hits when the enemy is at Bearing 0. This requires some calculation (which is what the firing solution is), but let's say that's what turns out. You shoot when she is at 350, both the enemy and the torpedo travel for a while, and they meet at Bearing 0. Right ahead of you.

In Scenario B, everything is exactly the same as before (course and speed of target are the same, you are again waiting perpendicularly), but this time you are much closer to her course. When do you have to shoot? Again, when she is at Bearing 350! The range is shorter now and the torpedo will travel for less time to reach the enemy's course, but the enemy will also travel for less time to get right in front of you! They will again meet at Bearing 0 as in Scenario A.

Therefore, it turns out (and can be proven rigorously with trigonometry) that in scenarios such as the above, range doesn't matter. You only need to know at what Bearing you have to shoot, which you can calculate if you know the speed of the torpedo (which you do know) and the speed of the enemy (which you have to measure).

I just described the Dick O'Kane method of manual targeting. For a different speed of target you have to calculate a new bearing for shooting, but for most merchant speeds you are going to be OK if you shoot when she is at 350 (if coming from the left) or 10 (if coming from the right). It won't land exactly where you thought it would land, but close enough.



However, note this method doesn't work any more if some of the specifics of the situation change (eg, if you are not perpendicular to the enemy's course).

Slyguy3129
04-12-19, 01:57 AM
Can someone tell me which version of the SonarTargetingFix2 I need? Came across a "silent" merchant that only the AI could hear. The download comes with a "stock, tmo, and rfb" version............


I had created a thread, but it has mysteriously disappeared. I see the forum moderators have continued their decline towards aggressively policing without explanation, now I remember why I don't shadow these seas very often.

Sailor Steve
04-12-19, 11:47 AM
I'm not sure what happened to your thread, other than that I never saw it, let alone touched it. I just wanted to say that you might actually get better results if you contacted us and asked, rather than open with accusations.

Slyguy3129
04-12-19, 11:57 AM
I'm not sure what happened to your thread, other than that I never saw it, let alone touched it. I just wanted to say that you might actually get better results if you contacted us and asked, rather than open with accusations.

And moderators would get better attitudes from posters if they didn't move around post and disappear them. But you guys have had this problem for years now Steve if you want to get personal about it! But that's alright. It's why I don't venture near here unless I want something. Oddly, I knew as soon as I posted, you, would be the one to respond. Good to see you haven't changed. I haven't either!

Sailor Steve
04-12-19, 01:49 PM
How am I getting personal? I didn't make any accusations. I'm more than willing to talk about it reasonably and without recriminations.

KaleunMarco
04-12-19, 03:33 PM
And moderators would get better attitudes from posters if they didn't move around post and disappear them. But you guys have had this problem for years now Steve if you want to get personal about it! But that's alright. It's why I don't venture near here unless I want something. Oddly, I knew as soon as I posted, you, would be the one to respond. Good to see you haven't changed. I haven't either!
hey slyguy, calm down, man.
if you want help, at least be somewhat nice and civil about it.
ask your question without all of the opinionated crap.
your fellow captains are interested in your question but not interested in the baggage that you add in.

Slyguy3129
04-12-19, 04:13 PM
hey slyguy, calm down, man.
if you want help, at least be somewhat nice and civil about it.
ask your question without all of the opinionated crap.
your fellow captains are interested in your question but not interested in the baggage that you add in.

Sorry, I need to stop posting as soon as I roll over in the morning, I'm never in a good mood then.

The question still stands. I'm going to take out Webster's mods (Lifeboat and Ship Man) and see if that fixes the silent merchants. I see OM includes SAP, and I have no idea if those conflict or not. Seeing as SonarTargetingFix2 doesn't have an OM folder, it must not work with OM.

Slyguy3129
04-12-19, 07:23 PM
No joy on that idea. Removed those two mods and I'm still getting silent merchant/warships that only the AI can hear. I guess it's a good thing I have a save right there like that, I suppose I could throw in one of the SonarTargettingFix2 folders and see if any of them do anything. Taking those two mods out did solve why my engine noise and wave noise seemed to be so quiet. So it was clearly conflicting with something. But it still didn't solve the much bigger issue.




Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OM_Harder_Escort_L2
OMEGU_v300
OMEGU_v300_Patch7
DBSM_SH4
DBSM_SH4_Speech_Fix
DBSM Close Depth Charge
tomis_7c41fixed_opmonsun
Thomsen's Sound Pack V3.2cg
Magnified Hud Dials for OM+OMEGU_Large
KB's Diesel Sound Mod



Here is my mod list.

Slyguy3129
04-12-19, 08:45 PM
Tried everything that SonarTF2 came with, nothing. Tried putting Webster's back in, nothing. It appears to be a built in fault of OM that I have somehow never noticed, but maybe I've been remembering GWX instead. Welp, guess I'll be uninstalling and seeing if I can't get a properly working TMO game going.

Slyguy3129
04-12-19, 10:06 PM
LOL! Now that I have a TMO list loaded, I'm getting hit with the "Can Not Comply" bug at the beginning of missions.


Yep, now I remember why I don't play Silent Hunter. If I wanted this much joy in my life, I'd wish for cancer. What a wasted couple of days.

KaleunMarco
04-12-19, 10:08 PM
No joy on that idea. Removed those two mods and I'm still getting silent merchant/warships that only the AI can hear. I guess it's a good thing I have a save right there like that, I suppose I could throw in one of the SonarTargettingFix2 folders and see if any of them do anything. Taking those two mods out did solve why my engine noise and wave noise seemed to be so quiet. So it was clearly conflicting with something. But it still didn't solve the much bigger issue.




Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OM_Harder_Escort_L2
OMEGU_v300
OMEGU_v300_Patch7
DBSM_SH4
DBSM_SH4_Speech_Fix
DBSM Close Depth Charge
tomis_7c41fixed_opmonsun
Thomsen's Sound Pack V3.2cg
Magnified Hud Dials for OM+OMEGU_Large
KB's Diesel Sound Mod



Here is my mod list.
this is the problem:
C:\Program Files (x86)\


Windows mistreats SH4 when it is installed in a Windows folder such as C:\Program Files (x86)\. There is technical reason that has been posted in the newbie section and you can read about it later.
http://www.subsim.com/radioroom/showpost.php?p=2297821&postcount=3




please uninstall SH4 from C:\Program Files (x86)\, delete the Ubisoft folder, and delete the Save Files folder.
reboot.
re-install SH4 in a uniquely named folder that is not in the default Windows stream. this is an example of an appropriate folder name: C:\Ubisoft\Silent Hunter 4\


then install the utilities (LAA, JGSME, etc), run LAA, install JGSME, load your MODS and play away. :03:


good luck.:salute:

Slyguy3129
04-12-19, 10:20 PM
this is the problem:
C:\Program Files (x86)\


Windows mistreats SH4 when it is installed in a Windows folder such as C:\Program Files (x86)\. There is technical reason that has been posted in the newbie section and you can read about it later.
http://www.subsim.com/radioroom/showpost.php?p=2297821&postcount=3




please uninstall SH4 from C:\Program Files (x86)\, delete the Ubisoft folder, and delete the Save Files folder.
reboot.
re-install SH4 in a uniquely named folder that is not in the default Windows stream. this is an example of an appropriate folder name: C:\Ubisoft\Silent Hunter 4\


then install the utilities (LAA, JGSME, etc), run LAA, install JGSME, load your MODS and play away. :03:


good luck.:salute:


I appreciate the answer, but I'm done begging this game to work. I've wasted four days trying.

Slyguy3129
04-13-19, 12:20 PM
Well, stupidly tried to do the dance. Now I'm getting a CRC error when trying to install the ****ing Uboat Missions addon. Something about Datacab2 not matching or something. So I guess now I'll have to repurchase the game in order to find out if reinstalling will solve any of my issues.


And you guys wondered why I was upset?

Slyguy3129
04-13-19, 12:49 PM
*Whew*. Luckily, I saved all my digital purchases in my junk email's sub folder. Somehow my account with D2D (even though D2D is dead) is still able to download all my old purchases! So I redownloaded UBMs and installed it that way, no CRC error. Guess I'll toss the disk I have it saved to, it must not be any good anymore........ Hopefully this will solve my issues.


At the very least, I'm sure it's been an entertaining read.

Slyguy3129
04-13-19, 01:25 PM
Well I can 100% confirm that where I had the game installed was not the issue.

TMO still gives me the Can't Comply bug at the start of a mission. Not even going to bother trying to install OM as it most likely has the same issue.


I'm just going to destroy the disk to prevent me from being stupid enough to be tempted to try to play this broken excuse for a game that somehow in times past I could appreciate.

Slyguy3129
04-13-19, 01:38 PM
I can atleast confirm that it is TMO itself that is broken in my TMO issue. Deactivated everything but the base line TMO mod, Can't Comply. Go all the way back to garbage ass Vanilla Silent Hunter 4 UBMs and it works fine.


I can only assume that the silent merchants in OM are a result of it being just as equally broken and worthless. What happened to this place!?!



I have no idea when the mods became broke, as it has worked in times past, but it has easily been 3-4 years since I've tried to play this game, sure wish my dog didn't eat that thumb drive. I'd bet money that version of TMO and OM would work the way they are supposed to.

Sailor Steve
04-13-19, 09:02 PM
I have played OM with minimal problems in the past. One thing I have never done is put TMO in first. I considered it a Pacific game, and I think OM works best without having TMO underneath it.

I don't know it that would work for you, but my personal feeling is that I would never mix the two.

KaleunMarco
04-14-19, 04:11 AM
I have played OM with minimal problems in the past. One thing I have never done is put TMO in first. I considered it a Pacific game, and I think OM works best without having TMO underneath it.

I don't know it that would work for you, but my personal feeling is that I would never mix the two.
i concur with sailor_steve.
TMO is a pacific theatre mega-mod and OpM is an atlantic theatre mod and neither is designed to work along side the other. there are modded game files getting in each other's way.


if you want to play the german side, apply OpM and play it and if you want to play the american side, load TMO but for best results keep the mods separated.



good luck.:salute:

Fifi
04-15-19, 01:25 AM
To the veterans ones still playing this fantastic mod:

- do we have some safe time after depth charges explosions?...meaning are the destroyers deaf for few seconds?
Is it modeled in OM?

Thanks :salute:

KaleunMarco
04-15-19, 09:17 AM
To the veterans ones still playing this fantastic mod:

- do we have some safe time after depth charges explosions?...meaning are the destroyers deaf for few seconds?
Is it modeled in OM?

Thanks :salute:
depends on which enemy you are fighting because the weapon set is different.
in general, DD sonar sets are forward and side scanning which means they cannot hear noise in the stern 90 degrees (135-225). so if the DD is only dropping rear depth charges, by definition, they cannot hear a submerged target after they pass over it regardless of the explosion.


some DD's have forward-firing undersea weapons. i suspect that they will be able to hear targets that are forward of them after the explosion. the game/mod documentation of this particular aspect of the game is not specific in this regard.


does that help?

Fifi
04-15-19, 10:50 AM
Hum, not really Marco, but thanks anyway...that’s right nothing found regarding this. No big deal.

I’m about to release something to enhance OM+OMEGU mod, but still testing...:)

Slyguy3129
04-15-19, 05:05 PM
I have played OM with minimal problems in the past. One thing I have never done is put TMO in first. I considered it a Pacific game, and I think OM works best without having TMO underneath it.

I don't know it that would work for you, but my personal feeling is that I would never mix the two.

i concur with sailor_steve.
TMO is a pacific theatre mega-mod and OpM is an atlantic theatre mod and neither is designed to work along side the other. there are modded game files getting in each other's way.


if you want to play the german side, apply OpM and play it and if you want to play the american side, load TMO but for best results keep the mods separated.



good luck.:salute:




Sigh, it's like you gentlemen are being deliberately dense. I'm not going to bother re-typing my post which you can read, and then re-read as many times as necessary to see what you guys aren't understanding.


And I'm still no closer to fixing my "silent" ship engines issue, that oddly enough, a mod I have loaded, is specifically designed to fix.......... I currently have TMO loaded.



(Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Manuvering Fix
Pacific Sound Mod
DBSM Close Depth Charge
BBC World
SonarTargetFix2_TMO
KGBM Radio
KGMB Add On
Captain Midnights MORE CBS NEWS! MOD v1.2)



As I hope you gentlemen can see, I do not have both mods loaded, nor can I understand why, how, or when you got the idea that I had them both installed. Don't bother explaining, please.


Anyways, have I put up with you guys goofing with me enough to actually help me, or do I still need to stay on my knees and grovel to get your omnipotent help for a longer period of time? Cause I really do get the feeling you are both having a go at me.

Slyguy3129
04-15-19, 05:39 PM
Hum, not really Marco, but thanks anyway...that’s right nothing found regarding this. No big deal.

I’m about to release something to enhance OM+OMEGU mod, but still testing...:)


Let me see if I can help.


Do you mean like the "DC Disturbed Water" mod for SH5? Where there is something within the mod that makes DDs deaf after a DC attack for a good number of seconds? If so, then no, nothing like that is modeled in any of SH4 or it's mods, including OM.

Slyguy3129
04-15-19, 05:45 PM
Ok.


So I have taken all of Webster's stuff and the SonarFix out of my list. Still have DDs with no engine sound.


I took all of it out, and put the SonarFix in last. Still have the same issue.


So in other words, I take all the ship physics mods out, which is what caused the ships not making noise issue, which caused the creation of the Sonar Fix Mod, and yet, without any mod in my list doing anything regarding that (i.e Physics and Sound has reverted to Vanilla *unless* these are all built in issues with all the "Super" mods themselves) and yet, I have the same issue, just as if something is loaded.


The only other way I could possibly think to test this is, delete career. Close Game. Change Mod List. Create New Career. Sailing Around Till I Found Something. Go to P Depth to See if I Can Hear It. If No Joy, Start Over.


Currently what I am doing is just loading a save that I now have with targets around me (The Initial Luzon Invasion Force, if I recall correctly, is what I have found), seeing if I can hear them, if not closing, adjusting the mod list, and trying again.


Does anyone have any other way of testing whether you can hear something or not? I just want to enjoy one of these mods, and I can't understand why I can't seem to get any assistance on the only website any of the mods are available at. If only the community hadn't been herded onto only one website on the entire internet, we could have a larger community from which to troubleshoot with. Something I recall voicing when the push was made to centralize everything and the kitchen sink, to this one website. Not to mention the concerns I had over bandwidth issues, and surprise pay walls.

Slyguy3129
04-15-19, 06:46 PM
Ok, so now I've uninstalled all mods and am going to start from scratch. Of course loading only: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1


means that the save I had, now CTDs. So I loadup the Tokyo Express Single Mission. Yep, I can't hear any sonar contacts once I find some ships. Now I've found a "quick" way to test whether or not I can hear anything, I will continue trouble shooting. First idea on the list: Install SonarTargetFix2_TMO

Slyguy3129
04-15-19, 07:02 PM
Ok, so with only: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SonarTargetFix2_TMO


installed, I was able to hear sound contacts. I'm going to double check it again right quick as the DDs had spotted me and weren't at cruising speed.

Slyguy3129
04-15-19, 07:07 PM
Confirmed: I have ears again with: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SonarTargetFix2_TMO




Ok, let's try OTC and the OTC patch. See if we still have sound.

Slyguy3129
04-15-19, 07:17 PM
Odd........ I didn't expect this.


Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SonarTargetFix2_TMO
1.5_Optical Targeting Correction 031312 for RSRDCv502



And I have no sound. So it appears OTC is breaking everything.... I don't understand how it affects sound when it's a visual mod. Going to adjust the load out to where STF2 loads after OTC and see what that does. I can't even hear my own engines (which is what had been happening in my saved Career, but I thought someone had finally modeled the 140 degree of ears these things had, and not 360. I appear to have been mistaken, that was a symptom of the problem. Also don't understand how it was breaking OM, seeing as it wasn't loaded.

Slyguy3129
04-15-19, 07:22 PM
.......... Posting this from within game........... The convoy I ran into was a fleet of fishing boats. No engines. ****........ Going to continue with the test, as I still couldn't hear my own engines in hydro.

Slyguy3129
04-15-19, 07:32 PM
Still posting from within game.


Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
SonarTargetFix2_TMO



This allows me to hear with my Gato on the surface. Now I understand this is something they could do at limited capacity but I didn't know was in the game. Perhaps I have forgotten it was? Regardless, I can hear. Going to P Depth just to double check things.


EDIT: Yep, I can hear them at PD. On to the next test. Guess I'll shoot for Traveler's Mod+ the OTC patch.

Slyguy3129
04-15-19, 07:42 PM
Ok so with: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
SonarTargetFix2_TMO
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch


Traveller overrides the STF2 mod. So now I will try it with STF2 loaded after Traveller as I hear nothing, not even my own engines.

Slyguy3129
04-15-19, 07:51 PM
Ok so with: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
SonarTargetFix2_TMO


That has given me sound back. Though I can no longer hear them on the surface. I'm fine with that, atleast I can hear them. On to the next test, let's try Webster's stuff first. Both the Lifeboat, and Maneuver with STF2 loaded last. I'm wondering if perhaps I had Webster's Stuff loaded to early, and that was breaking things.

Slyguy3129
04-15-19, 07:58 PM
As expected. With: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Manuvering Fix
SonarTargetFix2_TMO


I still have sound. Alright. Now I'm going to uninstall WRLbF and WSMF and STF2 and place my sound mods back into the list. Then I'll install those three mods last, on top of the sound mods. I don't think it would matter if i installed the sound mods over these three, but I have a crazy hunch that may have been the issue all along. Likewise with OM, despite OM not having a specific OM folder to install. The STF2 download page list OM as being use able. I guess I will troubleshoot that all over again once I get this squared away.

Slyguy3129
04-15-19, 08:15 PM
Ok, so with this: Generic Mod Enabler - v2.6.0.157
[C:\UbiSoft\Silent Hunter 4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
Pacific Sound Mod
DBSM Close Depth Charge
BBC World
Captain Midnights MORE CBS NEWS! MOD v1.2
KGBM Radio
KGMB Add On
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Manuvering Fix
SonarTargetFix2_TMO


being my load out. I can now hear enemies, and hear myself. Atleast I could in the Tokyo Express Mission. I'm going to, just for ****s and giggles, attempt to load my save off Western Luzon to see if I can now hear those two DDs. It probably won't load, and if it does, I have no idea what to expect. One of the Golden Rules of Silent Hunter from as far back as 3 is: Don't save near Convoys, or Underwater. So I don't expect it to work like it should. But if I can hear them, I'm going to be surprised.

Slyguy3129
04-15-19, 08:20 PM
Well, it loaded, which gave me hope. But alas, I can't hear the DDs. I also can't hear myself.......... I don't have any idea wtf that means, but it doesn't give me any hope that loading a new career and testing it that way will work any better. Why in the **** can I hear properly in the Single Mission, but not Career? I'm going to try two things, as this career is in an S-Boat. I will try a new career with an S-Boat. See what that does, then try a new career with a Gato (The default ship for the single mission) and see if that does anything.

Slyguy3129
04-15-19, 08:32 PM
Not looking good. Grabbed an S-Boat, went to Western Luzon, found the same convoy. No sound. Not my engines, not theirs.............. I don't understand why it's suddenly not working now that I am in Career. Is the S-Boat broken? Going to load into something more modern and try again. Not expecting it to work.




How The **** Am I Supposed To Test This When I Get Different Results Just Because I'm In Career Mode Now?!?!?!?!?!?!?!?!?!

Slyguy3129
04-15-19, 08:45 PM
Grabbed the most modern thing in Manilla in 41. Still no sound on hydro. Found the exact same convoy in the exact same spot.


Hilarious!

I don't see how anyone can claim they have gotten any of these mods running properly(TMO and OM). If they claim they do, I don't think they are fully aware of issues in the game. And are just ignorant to the fact that, no, the game isn't behaving at all the way it's supposed to, you just don't know what to look for.


And seeing as all that effort did not fix the broken game/mod/whatever, I'm not going to waste time trying to do the same for OM. I'm just going to get the exact same result.

Sailor Steve
04-15-19, 11:16 PM
Sigh, it's like you gentlemen are being deliberately dense. I'm not going to bother re-typing my post which you can read, and then re-read as many times as necessary to see what you guys aren't understanding.
I think I can explain, but first I have to ask why you feel the need to be so insulting? I did reread your posts, and I think I understand my mistake.

As I hope you gentlemen can see, I do not have both mods loaded, nor can I understand why, how, or when you got the idea that I had them both installed. Don't bother explaining, please.
That one's easy. In the past there was the mistaken assumption that you had to have TMO loaded before OM, and that belief was repeated many times. You spoke of working with both mods, so it was an easy mistake on my part to think you had fallen into that same trap. I apologize for misunderstanding.

Anyways, have I put up with you guys goofing with me enough to actually help me, or do I still need to stay on my knees and grovel to get your omnipotent help for a longer period of time? Cause I really do get the feeling you are both having a go at me.
In none of these posts have I seen anyone "goofing" with you. People are honestly trying to help. Nobody is "having a go" at you, and no one is playing games with you. There is no need to be antagonistic, or to assume that anyone else is. I had a thread a couple of years ago about trying to get SH3 to work the way I wanted it to. I got some help for every issue I had, but it still took me several weeks before I was happy with it. Sometimes it works, and sometimes it doesn't.

I'm sorry I was unable to be more help, but my attempt, poor as it may have been, was honest. I hope you get it working to your satisfaction.

Fifi
04-16-19, 07:35 AM
Where can i find the different bases available dates in OM campaign please?
If someone could enlighten me :06:

KaleunMarco
04-16-19, 08:05 AM
Where can i find the different bases available dates in OM campaign please?
If someone could enlighten me :06:
there is an excel file in the OpMonsun download that has a boat vs flotilla vs date matrix.
will that suffice?

Fifi
04-16-19, 10:06 AM
Thanks my friend, i already find it an other way...in the files.
But i will double check with your reply :up:

Slyguy3129
04-16-19, 01:11 PM
I think I can explain, but first I have to ask why you feel the need to be so insulting? I did reread your posts, and I think I understand my mistake.


That one's easy. In the past there was the mistaken assumption that you had to have TMO loaded before OM, and that belief was repeated many times. You spoke of working with both mods, so it was an easy mistake on my part to think you had fallen into that same trap. I apologize for misunderstanding.


In none of these posts have I seen anyone "goofing" with you. People are honestly trying to help. Nobody is "having a go" at you, and no one is playing games with you. There is no need to be antagonistic, or to assume that anyone else is. I had a thread a couple of years ago about trying to get SH3 to work the way I wanted it to. I got some help for every issue I had, but it still took me several weeks before I was happy with it. Sometimes it works, and sometimes it doesn't.

I'm sorry I was unable to be more help, but my attempt, poor as it may have been, was honest. I hope you get it working to your satisfaction.

I'm sorry dude. I get very upset with myself when I know I'm capable of solving a problem, but can't. I am not a man where asking for help comes easy. And the last place I tend to look for that help is forums nowadays. I forget that Submarine Simulations don't tend to attract the Fortnite crowds. So those are the "people" I usually expect to deal with.

I have had a very work intensive last few weeks with very little to no personal free time, unless you count that with sleeping (I don't, I hate sleeping). So using that little time to try and fix SH4 was a fool's errand. And it didn't help my mood. I should have known better, in fact I do, I just thought I'd get a different result this time.

This is not an attempt to make an excuse for my behaviour. If you think it's Hell dealing with me on line, just remember, you are lucky enough to not be me. I'm an angry, solitary type of man, I can't apologize for who I am. But I can try to be better about it.

Sailor Steve
04-16-19, 02:35 PM
Not to worry. I'm much the same. In fact one of my pet sayings is "Quick to judge, quick to condemn, and quick to kick myself for being an idiot". I've had more than one time when I've gotten so frustrated I swore I'd never touch this or that game again. My only real redeeming factor is that I love to talk to people. I'm willing to talk to anybody about anything.

With that in mind, most of the members here try to be helpful, and sometimes we even succeed. Not always, but sometimes.

I hope you get your games organized the way you want.

Kal_Maximus_U669
04-16-19, 03:07 PM
Yes I find it unfortunate that this Mods Om is so leave because He already has the potential But myself I already try to find solutions on the forums here but no ... Cx4 is really bizard in these reactions sometimes I personally recommend that of our friends Russian KsD who is a must of the kind if I can afford ... let's go messious do not get angry for so can ...
:subsim::yep:

Slyguy3129
04-16-19, 03:48 PM
Not to worry. I'm much the same. In fact one of my pet sayings is "Quick to judge, quick to condemn, and quick to kick myself for being an idiot". I've had more than one time when I've gotten so frustrated I swore I'd never touch this or that game again. My only real redeeming factor is that I love to talk to people. I'm willing to talk to anybody about anything.

With that in mind, most of the members here try to be helpful, and sometimes we even succeed. Not always, but sometimes.

I hope you get your games organized the way you want.

Naw mate, I'm just an ass! I don't have any redeeming factors unless you think red heads are sharp looking lol!

What really bugs me, is if a game doesn't challenge me enough to make me lose my temper, I'm not that into it.

I'm sure I will. There has got to be a way to fix this. Just need to step back and let my mind clear out a bit.

Might take a stab at Sub Command again.

Yes I find it unfortunate that this Mods Om is so leave because He already has the potential But myself I already try to find solutions on the forums here but no ... Cx4 is really bizard in these reactions sometimes I personally recommend that of our friends Russian KsD who is a must of the kind if I can afford ... let's go messious do not get angry for so can ...
:subsim::yep:

Yea, it really sucks that many of our big time content makers burnt themselves out. And with no new Silent Hunter replenishing the community, I don't have much hope. But I bet Russians do like their Sub Simulations!

Kal_Maximus_U669
04-16-19, 05:03 PM
Yea, it really sucks that many of our big time content makers burnt themselves out. And with no new Silent Hunter replenishing the community, I don't have much hope. But I bet Russians do like their Sub Simulations![/QUOTE]

Yes, he is perfecting it really well, getting better and better ...
OM has a whole thing to settle to be at this level ... but I do not criticize the work done here far from the ..; Sorry my english GG Tr
:Kaleun_Salute:

KaleunMarco
04-16-19, 05:13 PM
Thanks my friend, i already find it an other way...in the files.
But i will double check with your reply :up:
i just uploaded the reference that i use.


http://www.subsim.com/radioroom/downloads.php?do=file&id=5469&act=down


:salute:

Slyguy3129
04-16-19, 05:28 PM
Yea, it really sucks that many of our big time content makers burnt themselves out. And with no new Silent Hunter replenishing the community, I don't have much hope. But I bet Russians do like their Sub Simulations!

Yes, he is perfecting it really well, getting better and better ...
OM has a whole thing to settle to be at this level ... but I do not criticize the work done here far from the ..; Sorry my english GG Tr
:Kaleun_Salute:[/QUOTE]


No worries dude. It's plenty well enough for me to understand what you mean.

Kal_Maximus_U669
04-16-19, 05:29 PM
:Kaleun_Cheers:Moreover Mr vickers03 did us a job of trad for the afficionados ....
"http://www.subsim.com/radioroom/downloads.php?do=file&id=5460"

Fifi
04-17-19, 01:11 AM
i just uploaded the reference that i use.


http://www.subsim.com/radioroom/downloads.php?do=file&id=5469&act=down


:salute:

:hmmm: nothing at this adress...

KaleunMarco
04-17-19, 06:44 AM
:hmmm: nothing at this adress...
not sure what the issue is.
i just copied&pasted the address and it took me right to the download page.
if directly clicking on the link wont work then scrape the URL and copy/paste it into a new browser tab. should work.:yeah:



http://www.subsim.com/radioroom/downloads.php?do=file&id=5469

Fifi
04-17-19, 07:48 AM
Now that’s good Marco :up: thanks

KaleunMarco
04-17-19, 08:13 AM
Now that’s good Marco :up: thanks

any time, buddy.:salute:

Fifi
04-17-19, 08:14 AM
:hmmm: That's strange, the dates of this PDF doesn't match the ones in Data/Campaigns/CampaignGE/CampaignData/Axis_NavalBase...(of OM_v705_to_v720 wich is the last activated in Jsgme)

I'm looking for the exact date when we see new base icon appearing on nav map.
Shouldn't it be the dates of the Axis_NavalBase file?
Like this:

[Unit 17]
Name=St. Nazaire
Class=NavalBase
Type=407
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19400621 <--------------------------------
GameEntryTime=1200
GameExitDate=19450508 <---------------------------------
GameExitTime=2359
EvolveFromEntryDate=true
Long=-262889.000000
Lat=5675333.000000
Height=-20.460619
Heading=180.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-53.513515
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19400621
AvailEndDate=19450508
NextWP=0

Game entry date should make base icon appear on map?
Game exit date should make desapear the base icon?

Fifi
04-20-19, 12:04 PM
For those who want to enhance this wonderful OM mod, in case you’ve missed it, i’ve Managed a compilation and adaptation for OM+OMEGU.

Thread here: http://www.subsim.com/radioroom/showpost.php?p=2604453&postcount=1

:salute:

KaleunMarco
04-20-19, 02:14 PM
:hmmm: That's strange, the dates of this PDF doesn't match the ones in Data/Campaigns/CampaignGE/CampaignData/Axis_NavalBase...(of OM_v705_to_v720 wich is the last activated in Jsgme)

I'm looking for the exact date when we see new base icon appearing on nav map.
Shouldn't it be the dates of the Axis_NavalBase file?
Like this:

[Unit 17]
Name=St. Nazaire
Class=NavalBase
Type=407
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19400621 <--------------------------------
GameEntryTime=1200
GameExitDate=19450508 <---------------------------------
GameExitTime=2359
EvolveFromEntryDate=true
Long=-262889.000000
Lat=5675333.000000
Height=-20.460619
Heading=180.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-53.513515
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19400621
AvailEndDate=19450508
NextWP=0

Game entry date should make base icon appear on map?
Game exit date should make desapear the base icon?


i only mapped the boats to flotillas/bases vs dates. i did not analyze the Axis_NavalBase file. if there is a base availability issue in the base file that is not in sync with the Flotillas file or the CareerStart file then there will be problems.


on a separate but related note, i noticed that you released a new set of mod for OpsM. Congratulations. did you fix the date issues in the Flotillas files? there is at least one invalid date reference in that file and some other dates that appear to be out of sync. just asking :timeout:....as i have not downloaded your new mods.

Fifi
04-20-19, 02:56 PM
i only mapped the boats to flotillas/bases vs dates. i did not analyze the Axis_NavalBase file. if there is a base availability issue in the base file that is not in sync with the Flotillas file or the CareerStart file then there will be problems.


on a separate but related note, i noticed that you released a new set of mod for OpsM. Congratulations. did you fix the date issues in the Flotillas files? there is at least one invalid date reference in that file and some other dates that appear to be out of sync. just asking :timeout:....as i have not downloaded your new mods.

The dates question was to synchronize the new radio messages that i added in my compilation.

I was not aware of those dates issues you’re talking about...didn’t know.

KaleunMarco
04-21-19, 09:49 AM
The dates question was to synchronize the new radio messages that i added in my compilation.

I was not aware of those dates issues you’re talking about...didn’t know.
check your PM Inbox.
:salute:

skidman
04-21-19, 02:27 PM
For those who want to enhance this wonderful OM mod, in case you’ve missed it, i’ve Managed a compilation and adaptation for OM+OMEGU.

It's fantastic to see someone is still working on OM. Bravo!

One question though: Have you ever played to the point when a new conning tower is awarded? There is a very nasty bug in OM that prevents the player from continuing the career:

http://www.subsim.com/radioroom/showthread.php?t=204622

Maybe you could come up with a solution to this problem...

Fifi
04-21-19, 04:26 PM
It's fantastic to see someone is still working on OM. Bravo!

One question though: Have you ever played to the point when a new conning tower is awarded? There is a very nasty bug in OM that prevents the player from continuing the career:

http://www.subsim.com/radioroom/showthread.php?t=204622

Maybe you could come up with a solution to this problem...

I have very limited skills in modding.
I wish someone like HanSolo from WAC5 or VDR1981 from TWOS could look into this OM mod and find solutions to the few issues it seems to have.
From what i have played yet, other than the sound playing mess, i didn’t encounter any game breaker bug.
But i’m still Far from 1942 and any upgrade to get :03:
When time will come, i’ll See what happens :yep:

Hawkeyed
05-18-19, 05:29 AM
I can't move the deck gun and crew manning the gun is not able to do this as well. They are just firing straight on 0-degree course. Anyone had a similar problem?

Fifi
05-18-19, 10:50 AM
I can't move the deck gun and crew manning the gun is not able to do this as well. They are just firing straight on 0-degree course. Anyone had a similar problem?

Nope.
Must be an issue on your side...

Krieg Francis
05-20-19, 05:19 PM
I have intercepted several american tankers in the Baltic Sea during the 1939 campaign.
Seemed weird to me, is that a possible thing or an error?
:Kaleun_Salute:

Fifi
05-21-19, 07:37 AM
I have intercepted several american tankers in the Baltic Sea during the 1939 campaign.
Seemed weird to me, is that a possible thing or an error?
:Kaleun_Salute:

:hmmm: why not Americans in this area? They were still neutral in 1939...basically :03:
In fact, i don’t know in reality if American tankers were sailing in Baltic Sea :06:

Krieg Francis
05-21-19, 09:50 AM
i don’t know in reality if American tankers were sailing in Baltic Sea :06:

Exacltly. Sounds too weird, I could understand the Channel, but the Baltic :doh:

Fifi
05-21-19, 02:09 PM
Maybe to reach some Russian harbor?
Didn’t they trade with Russia? Or maybe Finland or Poland...

Randomizer
05-21-19, 03:25 PM
No idea why there are US tankers in the Baltic in the game during 1939 but:

- US is still neutral and so was liable to trade with non-belligerents anywhere;

- The USA was the world's largest oil producer and exporter in 1939; and

- It is not inconceivable that Sweden and or the Baltic States, lacking indigenous oil resources, would buy American oil and this would necessitate US flagged tankers entering the European war zone to trade with neutrals.

Not saying that this is what you're seeing but it is certainly within the realm of possibility unless you have positive data for precisely where the neutral states got their oil supplies.

-C

Krieg Francis
05-21-19, 04:37 PM
Don't get me wrong guys, I was just asking for advice since I have never seen something like this before.
I was in doubt about it being an error or a possible thing.
It's all right now
:Kaleun_Salute:

Hawkeyed
05-27-19, 08:48 AM
Where can I find ship lengths?
I can't see them in the recognition manual.

Fifi
05-27-19, 11:36 AM
Where can I find ship lengths?
I can't see them in the recognition manual.

If you are playing OM+OMEGU+Fifi Compilation, you'll have ships length of course :yep:

https://image.noelshack.com/fichiers/2019/22/1/1558974932-sh4img-2019-05-27-18-34-46-901-resultat.jpg

Even without my mod, i think you have ships length...

Hawkeyed
05-27-19, 12:47 PM
I have found your compilation mod mid my second patrol.
Now I regret.

In my version where you have length, I have speed. There is no length.
You had to change it or maybe you have different recognition manual.
Same like in mine there are no pictures for some of the British ships. And when you press next on the page without the picture you get CTD.