View Full Version : [REL] Operation Monsun
Pages :
1
[
2]
3
4
5
6
7
8
9
10
11
12
13
14
15
16
claybirdd
05-30-08, 02:39 PM
Thanks I kinda scaned the PPB thread and to be quite honest it is just a bit daunting trying to figure it out for myself. However you are most right it is easier to make the PPB mod compatible rather than the othert way around.
lurker_hlb3
05-30-08, 06:06 PM
my last two patrols have ended badly, some kind of damage happened, explosions from nowhere.. (can a german electric torp do a circular run??)
sub cannot emerge...
I have a clean install since this monday, have pac enviroment and op monson v200 and patch 5... see install order
#1 PE3 Install
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
PE3 Install less floater
OpsMonsun_V200
OM_V200_Patch5
Spaxs SH4 Uboat SPEECH FIX_V7
any ideas?:hmm:
Details required
What Career
What Sub
What Date
What Area
My first guest "Mines"
lurker_hlb3
05-30-08, 06:08 PM
I know it is quite far from realistic, however, due to the ever increasing popularity of the Playable Pocket Battleship mod I and others are wondering if a version of OM could possibly be made compatible. Or perhaps a particular patch mabye? We all know stock traffic is rediculous. And the PPB mod is actually quite fun and a nice change up. OM would fit this quite nicely. Just inquiring thanks
Not going to happen any time soon. I would require " ALOT " of work to get it into OM
cgjimeneza
05-30-08, 08:29 PM
Sir
standard german carer begining in dec 16 1941
sub type a IXC for the first instance and a IX B in Charleston.
one instance was arund NY, the other was Charleston
hull damage was pretty low, under 35% percent, no indications of floding, yet sub was nose down in both cases and unable to surface, I did manage to pull the aft part of the sub out of the water with engines full astern, but coudnt surface and both crews died.
were there minefields¿ didnt see any while looking around in external trying to see how bad the damage was in the outside.:cry:
I have a clean install since this monday, have pac enviroment and op monson v200 and patch 5... see install order
#1 PE3 Install
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
PE3 Install less floater
OpsMonsun_V200
OM_V200_Patch5
Spaxs SH4 Uboat SPEECH FIX_V7
any ideas?:hmm:[/quote]
Details required
What Career
What Sub
What Date
What Area
My first guest "Mines"[/quote]
lurker_hlb3
05-30-08, 09:05 PM
Sir
standard german carer begining in dec 16 1941
sub type a IXC for the first instance and a IX B in Charleston.
one instance was arund NY, the other was Charleston
hull damage was pretty low, under 35% percent, no indications of floding, yet sub was nose down in both cases and unable to surface, I did manage to pull the aft part of the sub out of the water with engines full astern, but coudnt surface and both crews died.
were there minefields¿ didnt see any while looking around in external trying to see how bad the damage was in the outside.:cry:
I have a clean install since this monday, have pac enviroment and op monson v200 and patch 5... see install order
#1 PE3 Install
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
PE3 Install less floater
OpsMonsun_V200
OM_V200_Patch5
Spaxs SH4 Uboat SPEECH FIX_V7
any ideas?:hmm:
Details required
What Career
What Sub
What Date
What Area
My first guest "Mines"
the area around NY is "very" shallow water. Were you using TC. You may have "hit" bottom
cgjimeneza
05-30-08, 09:20 PM
:hmm: [quote=cgjimeneza]Sir
the area around NY is "very" shallow water. Were you using TC. You may have "hit" bottom
¿tc sir? what is that?
cgjimeneza
05-30-08, 09:26 PM
silly me... TC stands for Time Compresion doesnt it....
hell, shoot me I cant think that strait in english all the time.. you try to think in spanish sometimes....LOL.. but no, time was 1:1;)
lurker_hlb3
05-30-08, 09:52 PM
silly me... TC stands for Time Compresion doesnt it....
hell, shoot me I cant think that strait in english all the time.. you try to think in spanish sometimes....LOL.. but no, time was 1:1;)
Next time your in those area keep an eye on your "depth under the keel", still think you hit the bottom. Had I guy do the same thing running the north coast of Spain in the Bay of Biscay
cgjimeneza
05-30-08, 10:07 PM
[quote=cgjimeneza]Next time your in those area keep an eye on your "depth under the keel", still think you hit the bottom. Had I guy do the same thing running the north coast of Spain in the Bay of Biscay
and did that guy speak spanish...hmmmm we might have something there :hmm: after all, the bay of biscay is a spanish bay....sort of....
Ducimus
05-30-08, 10:09 PM
the area around NY is "very" shallow water. Were you using TC. You may have "hit" bottom
If memory serves me correctly, the water over there is about 30 meters in depth. If your submerged in a type 9 uboat in those waters (only feasible boat in that area), with a 15 kt wind kicking up some rough seas, you WILL hit bottom. At least in SH3 thats how it was, i dont expect it to be all that much different in SH4.
cgjimeneza
05-31-08, 07:00 AM
will run your scenario of dives in NY and look for damage
as for mines, I think its too early to have minefieleds sown in the east coast...
are they modelled later?
lurker_hlb3
05-31-08, 08:34 AM
will run your scenario of dives in NY and look for damage
as for mines, I think its too early to have minefieleds sown in the east coast...
are they modelled later?
My original comment about mines was just a “guess” based on the very limited information in your first post.
cgjimeneza
05-31-08, 12:04 PM
No problem Lurker....
next mod, put some kiddie wheels in the bottom of the sub and we are ready
love this game.
muchas gracias!
alieneddiexxx
06-02-08, 08:58 PM
I apologize for having to ask you Lurker, but I am having a problem that I can't get an answer for anywhere else. I am running TMO, RSRDC & Op Monsun (all latest versions with patches, in right order, with your enable u-boats). I am in a Type IXC in Oct - Nov '42. I keep getting a patrol Carribean mission over and over and no matter what the date is when I return to Lorient after completing...the game groundhog days me back to Oct 1, '42 to do it all over again. I have done it 8X now. I took a screenie of the mission briefing showing the date I returned to base and the game rolling me back 3 months to depart and do the same mission again. If you can spare the time, I'd be very greatfull and can return to my game.
http://i259.photobucket.com/albums/hh307/alieneddiexxx/untitled-2-1.jpg
:damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn:
One damnit guy for each time I've done this mission!
lurker_hlb3
06-02-08, 09:39 PM
I apologize for having to ask you Lurker, but I am having a problem that I can't get an answer for anywhere else.
Operation Paukenschlag lasted from Dec 1941 to Oct 1942 in the real world. The reason for the loop is you are at the “end” of the Operation Paukenschlag campaign cycle within OM v200
alieneddiexxx
06-02-08, 09:42 PM
I apologize for having to ask you Lurker, but I am having a problem that I can't get an answer for anywhere else.
Operation Paukenschlag lasted from Dec 1941 to Oct 1942 in the real world. The reason for the loop is you are at the “end” of the Operation Paukenschlag campaign cycle within OM v200
Thank you so much!!! How do I do a full war campaign? Do I request transfer or something? I read about the 2 campaigns, Paukenschlag and Monsun. Is there a way to select one at the start that I missed?
lurker_hlb3
06-02-08, 10:01 PM
I apologize for having to ask you Lurker, but I am having a problem that I can't get an answer for anywhere else.
Operation Paukenschlag lasted from Dec 1941 to Oct 1942 in the real world. The reason for the loop is you are at the “end” of the Operation Paukenschlag campaign cycle within OM v200
Thank you so much!!! How do I do a full war campaign? Do I request transfer or something? I read about the 2 campaigns, Paukenschlag and Monsun. Is there a way to select one at the start that I missed?
There currently is "not" a full war campaign. OM is being developed in "stages" like RSRDC and will in the future will cover the entire war
Operation Paukenschlag starts Dec 41
Operation Monsun start July 43
alieneddiexxx
06-02-08, 10:04 PM
Thank you sir! :rock:
cgjimeneza
06-02-08, 10:05 PM
is your mod compatible with real sinking mechanics?
if so in what order do we install the mods
thanks... going back to lorient with 11 hulls sank in NY....
see, those kiddie wheels were necessary LOL
lurker_hlb3
06-02-08, 10:06 PM
is your mod compatible with real sinking mechanics?
No it is not
cgjimeneza
06-02-08, 10:09 PM
my thanks
have a good night
cgjimeneza
06-05-08, 04:29 PM
If you handn´t noticed
THERE ARE CONVOYS IN MIDATLANTIC....
alarm... alarm... alarm
as you all know its quite a travel from the Bay of Biscay to the east coast of the US....
but dont you leave the boats in auto and go fix yourself some grub...
I did that last night and learned a lesson...
escorted convoys out there... found some nasty corvettes and got shot up.. had to go back to france with a broken boat...
so take notice, the safest route is not the shortest... go a bit to tue azores, stay out of the convoy routes, you are suppoused to sink amis in their coast.
lurker_hlb3
06-05-08, 05:18 PM
OM v200 Patch 6 Readme
All Patches are "ROLE-UPS"
Installation instructions:
If you have patch 1, 2, 3, 4 or 5 deinstall and install new patch 6
Patch 1
Corrected IXC/40 .upcge file to use the correct Conning Tower
Patch 2
Corrected the following reported problem
Type VIIC, IXB, IXC, & IXC/40 did not have corrected "shipwakes"
Patch 3
Added Type VII interior
Patch 4
Corrected “huge” save file issue with TypeVIIC
Corrected “Flak Gun” upgrades for IXB / IXC / VIIC / IXC40
Patch 5
Corrected ASW loadout to correct entries for the following ships
Town
Tribal
Flower
Adjusted the MinSurface value for AirB_Visual / AirS_Visual so they are less sensitive.
Patch 6
Added Type XIV Milch Cow Uboat. This Uboat is based on the original NSS_Uboat9b4 from HT147 by Rubini & Scirè. The actual mod work is by Sergbuto.
This changes is an attempt to correct this problem
http://www.subsim.com/radioroom/showthread.php?t=137481
Adjusted the sailor manning the DC Racks on Allied units to US vice IJN.
Adjusted the texture of the depth charges
Type VII Interior Credit:
Xantrokoles:
Urfisch (for initiating this project)
NYGM (basis of these mods)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)
Reece (for providing the major clue to make these mods JSGME compatible)
Mikhayl, he give me lots of tips
go to first post for download link
cgjimeneza
06-05-08, 11:30 PM
Lurker
can you program a small fix in order to disable keyboard firing of the torps....
I have wasted a lot of torps when engagin time compresion due to the keypad enter firing eels...
maybe leave on just the scope and UZO buttons?
anyone else have this problem?
keltos01
06-06-08, 03:42 AM
happens all the time, when I have a saved game I usually load it up.. hate to waste those torps...
Xantrokoles
06-06-08, 08:49 AM
I got some new news from the VIIC.
-Red lights at night in the interior.
-halo lights in the interior.
-conning dials working.
-added an unified render controller for sun reflections
(not as good as the IXD2 with uv maps, but better than before)
opotional: (in agreement with Lurker)
-new textures (less rust, grey deck, more similar with the real ones)
-VIIC 'Flakfalle' or 'Flakboot' or 'U-Flak' with historical dates completely payable
-WIP:VIIB completely payable
-WIP:IX connings fitting to the stock IXD2 for more result and quality
-WIP: 88mm deck gun
I have to say that not all of the named things are ready.
Maybe Lurker can tell me in which things he is interrested.
lurker_hlb3
06-06-08, 02:35 PM
I got some new news from the VIIC.
-Red lights at night in the interior.
-halo lights in the interior.
-conning dials working.
-added an unified render controller for sun reflections
(not as good as the IXD2 with uv maps, but better than before)
opotional: (in agreement with Lurker)
-new textures (less rust, grey deck, more similar with the real ones)
-VIIC 'Flakfalle' or 'Flakboot' or 'U-Flak' with historical dates completely payable
-WIP:VIIB completely payable
-WIP:IX connings fitting to the stock IXD2 for more result and quality
-WIP: 88mm deck gun
I have to say that not all of the named things are ready.
Maybe Lurker can tell me in which things he is interrested.
Send it along when your ready and I'll see that it gets into OM
Xantrokoles
06-07-08, 03:00 AM
Send it along when your ready and I'll see that it gets into OM
Okay,
I will make everything ready then. I guess some things will take time.
Good hunt
miner1436
06-07-08, 04:08 PM
I just noticed all the converted subs have an invisible conning tower when submerged, could someone fix this?
http://img252.imageshack.us/img252/1511/sh4img20080607171243935fx9.jpg (http://www.subsim.com/radioroom/)
miner1436
06-07-08, 04:32 PM
Excepted the IIB ! :D
yep, good job.
lurker_hlb3
06-07-08, 06:17 PM
I just noticed all the converted subs have an invisible conning tower when submerged, could someone fix this?
http://img252.imageshack.us/img252/1511/sh4img20080607171243935fx9.jpg (http://www.subsim.com/radioroom/)
I'm "unable" to recreate your problem.
You mind telling me under what conditions this problem "happen"
All test conducted on stock 1.5 plus OM v200 plus patch 6
miner1436
06-07-08, 06:25 PM
It only occurs when the U-boat is submerged, it happens because of the way the SH3 conning .dat is arranged. It will happen in any conditions.
lurker_hlb3
06-07-08, 06:30 PM
It only occurs when the U-boat is submerged, it happens because of the way the SH3 conning .dat is arranged. It will happen in any conditions.
What other mods due you have installed ? As I said in my "last" post I'm unable to "recreate" your posted problem.
miner1436
06-07-08, 06:34 PM
Trigger Maru 1.5B, TMO enable U-boat V4, and various texture mods. I tried it on my stock 1.5 install and still got the problem though.
EDIT- Do you have transparent water on? That's the only way you can see it.
lurker_hlb3
06-07-08, 06:39 PM
Trigger Maru 1.5B, TMO enable U-boat V4, and various texture mods. I tried it on my stock 1.5 install and still got the problem though.
Here what it boils down to. "If I can't recreate the problem, I can't fix it". Also on what evidence do you base this statement?
it happens because of the way the SH3 conning .dat is arranged.
Edit
EDIT- Do you have transparent water on? That's the only way you can see it
I just look at the graphic settings and the is no "transparent water" water setting.
Xantrokoles
06-08-08, 05:13 AM
It could be the 'dynamic shadows' controller.
They are not compatible with Sh4.
lurker_hlb3
06-08-08, 09:01 AM
It could be the 'dynamic shadows' controller.
They are not compatible with Sh4.
Thanks for the input. I would just like to know what he's talking about so I can fix the problem. His vague comments about the problem have not been very helpful. I’m still trying to find this “transparent water” setting he’s talking about. Also his general comments about “because of the way the SH3 conning .dat is arranged” provide no insight to the problem.
Xantrokoles
06-08-08, 10:34 AM
I understand you; no sweat with this kind of things;)
I found something interresting for you:
A modder, his name is jmjohnson36, converted a couple of ships from sh3 to sh4.
Thanks his great job I was able to convert further ships (3 or 4) and now it is possible to use the campaign_rnd.mis file from stock sh3 for sh4.
I think it is a good saving of labor.
When you are interrested Lurker:
http://files.filefront.com/Sh3+shipscampaign+rnd+stokrar/;10550422;/fileinfo.html
I repeat it: All credits go to jmjohnson36!
miner1436
06-08-08, 11:11 AM
Ok, transparent water can be activated by checking enviormental effects on the graphics settings, Mikhayl told me the reason the conning towers are invisible is because the SH3 conning tower .dat is set up wrong for SH4. Mikhayl fixed this problem with his IIB, if you compare his conning .dat with a stock SH3 .dat you will see the diffrence. You can see how the conning towers are invisible by enabling enviormental effects, submerging the sub, and looking at the conning from the surface. Hope that helps more than before:up: .
cgjimeneza
06-08-08, 01:08 PM
any way of having the KG grid on op monsun?
I find my way by lat-long and the posit pointers... but SH3 had it...
right now going back in my third patrol (see, no more sinking/damage).. why? I have no idea.
see you around Miami or Curacao, threre should be tankers there :sunny:
lurker_hlb3
06-08-08, 01:26 PM
Ok, transparent water can be activated by checking enviormental effects on the graphics settings, Mikhayl told me the reason the conning towers are invisible is because the SH3 conning tower .dat is set up wrong for SH4. Mikhayl fixed this problem with his IIB, if you compare his conning .dat with a stock SH3 .dat you will see the diffrence. You can see how the conning towers are invisible by enabling enviormental effects, submerging the sub, and looking at the conning from the surface. Hope that helps more than before:up: .
It would have been “NICE” if you would have “SAID” that in the “FIRST PLACE” instead of
I just noticed all the converted subs have an invisible conning tower when submerged, could someone fix this?
And by the way my name is “Lurker”, not “someone”
lurker_hlb3
06-08-08, 01:27 PM
any way of having the KG grid on op monsun?
I find my way by lat-long and the posit pointers... but SH3 had it...
right now going back in my third patrol (see, no more sinking/damage).. why? I have no idea.
see you around Miami or Curacao, threre should be tankers there :sunny:
I may put it on my "to do list" for later on.
cgjimeneza
06-08-08, 04:12 PM
any way of having the KG grid on op monsun?
right now going back in my third patrol (see, no more sinking/damage).. why? I have no idea.
see you around Miami or Curacao, threre should be tankers there :sunny:
PS: didnt find no ship around Venezuela, Cuba, Jamaica and Puerto Rico, went again to Miami
I may put it on my "to do list" for later on.
Please do LOL:up:
and for the sad news:
got myself killed in this 3rd patrol, they now have convoys... got some very slight damage by DC (deck gun out and less than 5% in hull, no flodding indication)
still the boat was down by the bow... some 30ª of down angle, and it went down... imploded at about 415 mts of depth...
my mod list as gen by JGSME
#1 PE3 Install
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
PE3 Install less floater
OpsMonsun_V200
OM_V200_Patch6
Spaxs SH4 Uboat SPEECH FIX_V7
:damn: :damn: :damn:
cgjimeneza
06-08-08, 04:22 PM
once more unto the breach dear friends, once more....
will try with this combo, if I get that down angle again, will keep only the speech, OpMonsun and patch 6
#1 PE3 Install
#4 PE3 Ship_debris_SH4_with bodies
PE3 Install less floater
Spaxs SH4 Uboat SPEECH FIX_V7
OpsMonsun_V200
OM_V200_Patch6
:up:
lurker_hlb3
06-08-08, 05:30 PM
I had the same problem as all SH3 subs at first, I remember I looked quickly at the controllers in the turm.dat and didn't find anything (after having deleted all the useless SHD/shadow stuff) but it wasn't really a torough check. I tested the 3D model in a hull.dat and it wasn't hollow so I exported all the 3D models from the SH3 turm.dat and imported the whole lot in a stock SH4 9D2 turm.dat, then repositionned everything as in the original SH3 .dat. It takes longer this way but it works 100% sure. The conversions takes more than it looks at first glance, it can take quite a lot of time to do it from A to Z (most of it is not visible by the player anyway).
edit : what boat did you use Cgj ? It could be an "invisible at first sight" side effect of a converted boat.
Thanks for the info, however based on what you just told me I won’t be able to fix it any time soon, for the following reasons:
I don’t have the time with all the other things I have to do on my plate
I don’t have a 3D graphic’s program to loaded the exported files into
Also last but not least,
This problem is a “very” narrowly define bug, you will “only” see it under the following “limited” set of circumstances:
Environmental effects “have” to be turned on
You have to be from the camera’s point of view, just about sitting on top of the conning tower “above” the surface of the water to see the problem. If you are underwater with the sub you don’t see the problem.
Again I’m sorry but this is a “low” priority problem for me an I don’t have the 20 + hours to spare to work on it.
lurker_hlb3
06-08-08, 05:48 PM
PS: didnt find no ship around Venezuela, Cuba, Jamaica and Puerto Rico, went again to Miami
I think you need to look harder
http://img.photobucket.com/albums/v516/lurker_hlb3/carb1.jpg
cgjimeneza
06-08-08, 06:24 PM
ok, Ill take you up on that one... will stay mid channel and not inshore.:hmm:
red_baron
06-15-08, 03:17 AM
after Oct. 1943 radar/hyrophone cease working in monsun campaign. Can be easily verified by generating a campaign starting after that date. the dials of radar and hyrophone are stuck
lurker_hlb3
06-15-08, 08:10 AM
after Oct. 1943 radar/hyrophone cease working in monsun campaign. Can be easily verified by generating a campaign starting after that date. the dials of radar and hyrophone are stuck
Do you have the latest patch loaded ?
Which sub are you using?
Did you meet any other subs ?
Is it as soon as you start or after a save game ?
red_baron
06-15-08, 03:01 PM
generate a new career starting date dec 15 1943 with IX-D2. this should produce the error. Setting the starting date of patrol in careertrack to earlier date by hand makes it working again. Game patched as follows
TM 1.52
RSRDC_tmov15_v371
3z1_patch8
OpMonsun 2.00
OM V2.0 pl6
tmo enable uboat v4
lurker_hlb3
06-15-08, 06:29 PM
generate a new career starting date dec 15 1943 with IX-D2. this should produce the error. Setting the starting date of patrol in careertrack to earlier date by hand makes it working again. Game patched as follows
TM 1.52
RSRDC_tmov15_v371
3z1_patch8
OpMonsun 2.00
OM V2.0 pl6
tmo enable uboat v4
Thank you for your trouble report. I've recreated the problem and looking into the cause. Will generate a patch to correct this problem shortly.
FYI
The problem is related to a confict berween RSRDC Patch that add the AI IX-D2 Uboat and OMV200. If you run OMV200 by itself there is no problem. I have a fix in the works and will be out tomorrow some time.
lurker_hlb3
06-16-08, 05:42 PM
OM v200 Patch 7 Readme
All Patches are "ROLE-UPS"
Installation instructions:
If you have patch 1, 2, 3, 4, 5 or 6 deinstall and install new patch 7
Patch 1
Corrected IXC/40 .upcge file to use the correct Conning Tower
-------------------------------------------------
Patch 2
Corrected the following reported problem
Type VIIC, IXB, IXC, & IXC/40 did not have corrected "shipwakes"
Patch 3
Added Type VII interior
-------------------------------------------------
Patch 4
Corrected “huge” save file issue with TypeVIIC
Corrected “Flak Gun” upgrades for IXB / IXC / VIIC / IXC40
-------------------------------------------------
Patch 5
Corrected ASW loadout to correct entries for the following ships
Town
Tribal
Flower
Adjusted the MinSurface value for AirB_Visual / AirS_Visual so they are less sensitive.
-------------------------------------------------
Patch 6
Added Type XIV Milch Cow Uboat. This Uboat is based on the original NSS_Uboat9b4 from HT147 by Rubini & Scirè. The actual mod work is by Sergbuto.
This changes is an attempt to correct this problem
http://www.subsim.com/radioroom/showthread.php?t=137481
Adjusted the sailor manning the DC Racks on Allied units to US vice IJN.
Adjusted the texture of the depth charges
-------------------------------------------------
Patch 7
When users had RSRDC plus latest Patch & OM v200 plus latest patch loaded, there was a conflict between the AI Type 9 Uboat in RSRDC and the U-boats in OM, that caused the problems of the “stuck dials”, similar to the problem that was corrected in Patch 6.
Made the necessary changes that will resolve the conflict.
Special Note:
If you are running OM “without” RSRDC loaded you will not see the reported problem
Corrected “Dual” Dec 15th start date
Change the import start location for Penang.
================================================== ===
Type VII Interior Credit:
Xantrokoles:
Urfisch (for initiating this project)
NYGM (basis of these mods)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)
Reece (for providing the major clue to make these mods JSGME compatible)
Mikhayl, he give me lots of tips
go to first post for download link
MONOLITH
06-17-08, 06:42 PM
Lurker... One quick easy question please;
It is okay to have RSRDC and OM enabled at the same time, yes?
The TMO_Uboat_Enable stuff seems to indicate otherwise, but I'm not using TMO.
Thanks for all the great work.
lurker_hlb3
06-17-08, 06:59 PM
Lurker... One quick easy question please;
It is okay to have RSRDC and OM enabled at the same time, yes?
The TMO_Uboat_Enable stuff seems to indicate otherwise, but I'm not using TMO.
Thanks for all the great work.
You "ONLY" use "TMO_Uboat_Enable" if you have TMO. If your using "stock" or "RFM" it is "NOT" required
MONOLITH
06-17-08, 07:29 PM
Yes, I'm aware of that.
I was only asking if OM being enabled while playing with RSRDC caused any problem, because OM does overwrite some RSRDC files.
lurker_hlb3
06-17-08, 09:45 PM
Yes, I'm aware of that.
I was only asking if OM being enabled while playing with RSRDC caused any problem, because OM does overwrite some RSRDC files.
Sorry I guess I didn't read the post correctly. You can have both loaded without a problem. RSRDC first , OM second
MONOLITH
06-18-08, 03:19 PM
Thanks. :up:
I found there were only two people in the damage control team,but the people who man the deck gun are 7,is this correct?I think repair the damaged boat is a huge work,only two people??
I found there were only two people in the damage control team,but the people who man the deck gun are 7,is this correct?I think repair the damaged boat is a huge work,only two people??
Everyone on the boat is part of the damage control team.
Xantrokoles
06-26-08, 05:52 PM
I found there were only two people in the damage control team,but the people who man the deck gun are 7,is this correct?I think repair the damaged boat is a huge work,only two people??
The new SH4 crew system makes me big Problems too.
When Luke had added 6 repair slots, it would cause that a lot of ppl would 'buy' more and more crewmembers, more than could live in this tubes.
It is almost impossible to give a VIIC only 44 members.
There were a lot of guys working in torp room and as watchcrew.
How do you wanna simulate that?
Xantrokoles
06-28-08, 03:49 AM
Staggering:up:
MONOLITH
06-28-08, 08:57 PM
*waiting for link*
cgjimeneza
06-28-08, 09:26 PM
I WANT it.. please...I will be a good Kaleun her fuhrer der U boat :arrgh!:
spike12
06-30-08, 07:15 AM
DLing it now.:arrgh!:
MONOLITH
06-30-08, 04:34 PM
I'm correct that there still is not a link for V300, right? or did I miss it somewhere?
MONOLITH
06-30-08, 05:01 PM
Thank You.
cgjimeneza
06-30-08, 07:32 PM
Tricky sir...
we`ll just have to wait till you release it LOL
Right now Im reading Clay Blairs Hitler`s Uboat War, 1939-1942 - The Hunters... and Im anxious to try a type II in the North Sea
CDR Resser
06-30-08, 08:09 PM
Curious happenings here. :hmm:
Ducimus
06-30-08, 08:45 PM
Curious happenings here. :hmm:
I'm guessing the rub is a test version of RSRD is being passed off as an "official version". It's no big secret that Lurker posts test versions on the other forum (http://forum.kickinbak.com/). He just doesn't "advertise" these versions until he's done with them, but they have been there for people to beta test none the less.
The best rule of thumb to go by, is the latest "official" version is what's posted on the front page of this thread. Any other version is a beta/test version, and thus, "Caveat Emptor" if you decide to use it anyway.
cgjimeneza
06-30-08, 08:47 PM
Curious happenings here. :hmm:
Patience Danny... but its hard to read the V300 readme and spend the weekend checking every 3 hours to see if it was posted....
made for some tense puter times LOL
Schwuppes
07-02-08, 08:51 PM
Hi guys!
I am new to SH4.
Is this mod designed for use with U-Boat Missions Add on? And does it include VIIC U-Boats?
lurker_hlb3
07-02-08, 08:53 PM
Hi guys!
I am new to SH4.
Is this mod designed for use with U-Boat Missions Add on? And does it include VIIC U-Boats?
Yes, along with
Type IIB
Type VIIC
Type IXB
Type IXC
Type IX/C40
cgjimeneza
07-02-08, 08:58 PM
Hi
any idea when?.... the waiting is killing me LOL
lurker_hlb3
07-02-08, 09:03 PM
Hi
any idea when?.... the waiting is killing me LOL
Still in beta test.
cgjimeneza
07-03-08, 07:15 AM
Hi
any idea when?.... the waiting is killing me LOL
Still in beta test.
ok, but please bear in mind I only have about 500 pages left of Hitler`s Uboat War vol I... it might not last for a full week :rotfl:
thanks... waiting for it
cgjimeneza
07-03-08, 08:18 PM
Lurker.. you get a bit more time for beta testing:
After I finish Hitlers Uboat war vol I, I have just ordered two books about Dick O`kane and the Tang from amazon.
Hope to get v300 before I ran out of books :rotfl:
DrBeast
07-04-08, 05:15 AM
Lurker.. you get a bit more time for beta testing:
After I finish Hitlers Uboat war vol I, I have just ordered two books about Dick O`kane and the Tang from amazon.
Hope to get v300 before I ran out of books :rotfl:
May I suggest The Lord Of The Rings? More than 1000 pages, including the appendices. And EVERY SINGLE page is worth reading! :D
Damn I can't wait to get the Add-on. Missing out on WAY too many great mods!
cgjimeneza
07-04-08, 07:23 AM
Lurker.. you get a bit more time for beta testing:
After I finish Hitlers Uboat war vol I, I have just ordered two books about Dick O`Kane and the Tang from amazon.
Hope to get v300 before I ran out of books :rotfl:
May I suggest The Lord Of The Rings? More than 1000 pages, including the appendices. And EVERY SINGLE page is worth reading! :D
Damn I can't wait to get the Add-on. Missing out on WAY too many great mods!
I can allways read again "Silent Victory", "Submarine Commander (both Ben Bryants and Paul Schratz)", "Thunder Below by Fluckley", "Doenitz`s 10 yrs and 20 days", "Black May (the part on the development of air dropped homming torpedoes in just great and it was 1942-43`s tech nology)" ... but would prefer V300 along to compare notes :yep:
DrBeast
07-04-08, 09:44 AM
I can allways read again "Silent Victory", "Submarine Commander (both Ben Bryants and Paul Schratz)", "Thunder Below by Fluckley", "Doenitz`s 10 yrs and 20 days", "Black May (the part on the development of air dropped homming torpedoes in just great and it was 1942-43`s tech nology)" ... but would prefer V300 along to compare notes :yep:
Hehehe...patience, young Padawan. Good things take time ;)
bigboywooly
07-04-08, 12:48 PM
:oops: My mistake
Didnt realise it wasnt released Lurker
Accept my apologies
Didnt read the whole thread and just followed the link from V200
PM tells you how to secure your FF files
lurker_hlb3
07-04-08, 11:45 PM
Operation Monsun v301 is up.
Readme and download link is in the first post
Xantrokoles
07-05-08, 06:30 AM
Dazzling!:up:
cgjimeneza
07-05-08, 06:46 AM
Lurker.. you get a bit more time for beta testing:
After I finish Hitlers Uboat war vol I, I have just ordered two books about Dick O`kane and the Tang from amazon.
Hope to get v300 before I ran out of books :rotfl:
Now I will use Uboat`s war as intel reference instead of killing time material
downloading as we speak
see you in the western approaches.:know:
cgjimeneza
07-05-08, 08:50 AM
are we at war with Latvia???? where the kaput is Latvia??? quick, get my Atlas...
and my flag recognition book... honest, I have NEVER, and I mean never seen that flag before, I almost tought that ship had a diver in the water... It was the closest I came to recognizing that flag...
Im going now to the farmers market, can anyone confirm the Reich is at war with Latvia and not just Poland right now?:doh: :hmm: :arrgh!:
lurker_hlb3
07-05-08, 09:33 AM
are we at war with Latvia???? where the kaput is Latvia??? quick, get my Atlas...
and my flag recognition book... honest, I have NEVER, and I mean never seen that flag before, I almost tought that ship had a diver in the water... It was the closest I came to recognizing that flag...
Im going now to the farmers market, can anyone confirm the Reich is at war with Latvia and not just Poland right now?:doh: :hmm: :arrgh!:
This is from the readme on the first post
5.One of the problems with “stock” SH4 is the way it threats the “detection” of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are “no neutrals” in OM v301. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normal neutral ships will remain unharmed. Also from view of the records Uboat captains sink supposed “neutrals” during their early combat patrols
Here some examples of "netural" ships that were sunk during the early stages of the war
http://www.uboat.net/boats/successes/u9.html
Note the "Everene" sunk 25 Jan 1940
http://www.uboat.net/boats/successes/u19.html
They even sunk ships from their own allies, note the "Maria Rosa" & "Mirella"
http://www.uboat.net/boats/successes/u20.html
A bit of feedback here (Running clean install of 1.5 + OM 3.01, nothing else:
Models (Bugs?):
-Type IIC, IID and VIIB have no visible conning tower in museum. It works however in the campaign, so no big deal.
-Königsberg has misaligned stern turret
-Type XXIII is a beauty, however: 1) no bow wake, 2) one of the watchcrew in the bdrige interferes with an antenna
-Romanian DD shows black skin (untextured?)
Models (Suggestions)
-Type XXIII is too large for my taste. I would suggest to use the Type II interior with the Type XVIII gauges graphics, to make it look more modern.
Campaign/gameplay (Bugs?):
-Sailed from Stavanger to Scapa Flow surfaced and wasn't attacked a single time by aircraft :-? TC no bigger than 2048x used, normally 512x
-Minor typo error in starting bases menu: It reads ConstanTa and not ConstanZa
Campaign gameplay (Suggestions):
-Since you have already created the british coastal traffic for 1945 you could consider adding the Type VIIC/41 from Tommy for Bergen based "Inshore campaign" in british waters
Other than that, a magnific work as usual :up:
Oh, and I forgot: How can I toggle the snorkel? Shall I add a key combo in the 1024_menu.ini or does OM add one already? :-?
lurker_hlb3
07-05-08, 11:38 AM
-Type IIC, IID and VIIB have no visible conning tower in museum. It works however in the campaign, so no big deal.
Known problem, currently unable to correct
-Königsberg has misaligned stern turret
As designed
http://www.warshipsww2.eu/lode.php?language=E&period=2&idtrida=129
-Type XXIII is a beauty, however: 1) no bow wake, 2) one of the watchcrew in the bdrige interferes with an antenna
Item 1 Had “alot” of problems with the shipwakes when bring the XXIII over from SH3. Currently I don’t have a fix for it.
Item 2 Known problem. Will attempt to fix at a later date.
-Romanian DD shows black skin (untextured?)
Bug failed to add “texture” code to DD_Regele_Ferdinand.cfg in the Roster folder
Sailed from Stavanger to Scapa Flow surfaced and wasn't attacked a single time by aircraft no bigger than 2048x used, normally 512x
Worked ok during testing
Minor typo error in starting bases menu: It reads ConstanTa and not ConstanZa
Will correct
Since you have already created the british coastal traffic for 1945 you could consider adding the Type VIIC/41 from Tommy for Bergen based "Inshore campaign" in british waters
V300 is currently about “coastal subs”. The Type VIIC/41 will be part of OM V400
lurker_hlb3
07-05-08, 11:51 AM
Oh, and I forgot: How can I toggle the snorkel? Shall I add a key combo in the 1024_menu.ini or does OM add one already? :-?
There are certain file I don't change because of mod compatibility. One of those files is command.cfg which control the snorkel. You can make the following changes in the command.cfg to toggle the snorkel
[Cmd158]
Name=Toggle_snorkel
Ctxt=1
Key0=0x58,s,"SHIFT X"
Quote:
-Königsberg has misaligned stern turret
As designed
http://www.warshipsww2.eu/lode.php?l...=2&idtrida=129 (http://www.warshipsww2.eu/lode.php?language=E&period=2&idtrida=129)
:oops:
V300 is currently about “coastal subs”. The Type VIIC/41 will be part of OM V400
Cheers great to know :D
I have now been getting airplane attacks when patrolling close to the coast, will see if they show upa also in the return voyage (If there's any :p )
There are certain file I don't change because of mod compatibility. One of those files is command.cfg which control the snorkel. You can make the following changes in the command.cfg to toggle the snorkel
[Cmd158]
Name=Toggle_snorkel
Ctxt=1
Key0=0x58,s,"SHIFT X"
Many thanks :up:
cgjimeneza
07-05-08, 03:47 PM
Hi.
I just finished my 1st patrol... got four duds and an unknown on two attacks...
question: is 2/3rd the most economical speed for a type II?
I went all the way from kiel to a point NW of Scapa flow and had to switch down from ahead standard to 2/3rds when I realized I woudnt make it back with the fuel remaining...
Will you keep 2/3 as the long distance "speed"?
everything looks just great... lucky me I didnt ran into Coastal Command... maybe they can learn to shoot subs in a short month :)
Xantrokoles
07-05-08, 04:01 PM
Psst Carlos,
I won't destroy Mikhayl's mention, but its devloper setted 8 knots as longe range speed in the *.sim file:smug:
cgjimeneza
07-05-08, 05:39 PM
:know: mmmm will try both your recomendations.... those type II were really not meant for combat ops, just training and coastal work at the best... Eels (torps) are behaving quite historical, but Doenitz didnt have BuOrd to tackle with.
Anyone knows how to bring England closer to the continent, might save some liters of diesel?
gracias amigos... tengan un buen dia.
which means Thanks pals, have a great day!
keltos01
07-06-08, 02:30 AM
impressive work !!!:up::up::up:
keltos
Hum, been blown up twice east of Aberdeen by what I suppose are mines :shifty: It only happened down at 30 metres or so, not at periscope depth :hmm:
According to the extensive research done by the NYGM guys, the british east coast minefields had been deactivated by 1945, but have you kept them?
germannoob
07-06-08, 04:48 AM
I thought, it was possible for V200 of OM to make it from beginning of "Operation Paukenschlag" to end of war (at least end of Monsum Operations)? Is this still possible with V301? 'Cause I don't want to make it to "Kaleun" to end the carrier and begin the next mini campaign. But the readme suggest another thing.
XVIII from SH3 imported? The Type XXI was within SH3. SH4 uses XVIII. The XXI and XVIII have mostly the same construction. XXI have had big batteries while the XVIII have had the "Walter Antrieb". At least, I thought so.
Very awesome work!:rock:
TitaniumRR
07-06-08, 07:34 AM
Hi,
I have some problems with installing SH4 OM.
.7z extension file is opened with winRAR and unpacked into SH4 directory. Unluckily a single directory named Operation Monsun gets copied in the SH4 main directory and nothing seems to changed when I am playing the game.
What am I doing wrong? How to do right?
Thanks in advance.
lurker_hlb3
07-06-08, 08:24 AM
Hum, been blown up twice east of Aberdeen by what I suppose are mines :shifty: It only happened down at 30 metres or so, not at periscope depth :hmm:
According to the extensive research done by the NYGM guys, the british east coast minefields had been deactivated by 1945, but have you kept them?
I did not "deactivate", please note there is a "warning" in the mission brief on the location of those minefields
lurker_hlb3
07-06-08, 08:26 AM
I thought, it was possible for V200 of OM to make it from beginning of "Operation Paukenschlag" to end of war (at least end of Monsum Operations)? Is this still possible with V301? 'Cause I don't want to make it to "Kaleun" to end the carrier and begin the next mini campaign. But the readme suggest another thing.
XVIII from SH3 imported? The Type XXI was within SH3. SH4 uses XVIII. The XXI and XVIII have mostly the same construction. XXI have had big batteries while the XVIII have had the "Walter Antrieb". At least, I thought so.
Very awesome work!:rock:
as stated in the readme
At this stage of Operation Monsun’s development the player does not have the option to play a Sept 39 to May 45 career, however that will be available with “Action in the North Atlantic” (OM v400) later this year. In the meantime OM’s submarine operations are currently broken into to five unique mini-campaigns
The Type XVIII and XXI "never" made any combat patrols and will "not" be a part of OM.
lurker_hlb3
07-06-08, 08:34 AM
Hi,
I have some problems with installing SH4 OM.
.7z extension file is opened with winRAR and unpacked into SH4 directory. Unluckily a single directory named Operation Monsun gets copied in the SH4 main directory and nothing seems to changed when I am playing the game.
What am I doing wrong? How to do right?
Thanks in advance.
Depending on how you decompress the .7z file you may end up with "two" OpsMonsun_V301 folders. If you have two, move the second one into the "mods" folder and remove the first.
cgjimeneza
07-06-08, 08:34 AM
Hi,
I have some problems with installing SH4 OM.
.7z extension file is opened with winRAR and unpacked into SH4 directory. Unluckily a single directory named Operation Monsun gets copied in the SH4 main directory and nothing seems to changed when I am playing the game.
What am I doing wrong? How to do right?
Thanks in advance.
1-If possible use 7z to inflate... it takes no room and might save you some probles with winrar..
2-try to move the whole Op Monsun folder to your MODS directory using windows explorer... that is where you should allways install mods, just select and drag it to MODS...
3-now see if it is reported in JGME...
and remember to uninstall OM200 plus patches before activating.. it is just great... and arrange for a tanker to meet you somewhere with fuel, those type II have short short legs.. I LOVE this game and OM keeps getting better and better... BTW I havent seen a plane from coastal command yet... those RAF boys must be getting ready to nail me:rotfl:
cgjimeneza
07-06-08, 10:44 AM
As instructed by Luker, I present the following excerps from Clay Blair`s Hitlers Uboat War vol I.
enjoy...:hmm:
“This latest torpedo failure (circa November 12 1939 when 3 G7a and one G7e had failed or premature)-and the near loss of von Gossler`s U-49- so infuriated Raeder that he resorted to a drastic measure. He reached outside the Kriegsmarine and brought a civilian scientist, Dr. E.A. Cornelius, and named him “torpedo dictator”. Cornelius was to have wide powers, not only to correct the faults of the torpedoes (pistols, depth keeping, etc), but also to take measures to improve torpedo production, which was badly lagging….”
From Doenitz war diary: “the fact that its main weapon, the torpedo, has to a large extend proved useless in operations… at least 25 percent of all shots fired have been torpedo failures. According to statistics covering all shots up to 6 January 1940, 40.9% of unsuccessful shots were torpedo failures”
However there was reason for optimism. Raeder had sacked the hidebound chief of the torpedo directorate, Oskar Wher, and appointed a new chief, Oskar Kummetz, and had named scientist Dr. Cornelius…. After merely a few days…. They had concluded new tests, which had proved beyond doubt that the torpedoes were defective in several ways.
(by April 11, 1940 during the Norwegian campaign after reports of 8-9 failures out of 12 eels fired) …What to do? Doenitz believed that he should order all boats to deactivate the magnetic pistols and rely on contact pistols. However, owing to the deep running defect (not yet fixed), this order would rule out shooting at shallow draft ships, such as destroyers, an unthinkable restriction. It was therefore decided-and ordered-that all ships north of 62ª were to adopt … loading 3 fwd tubes with impact pistols and one with magnetic. When shooting at deep draft (cruisers and larger), only contact pistols were to be used. When shooting at shallow, two torpedoes were to be fired, one with impact, one with magnetic, to avoid the possibility that a premature with the magnetic pistol might detonate the torpedo with the contact pistol, an interval of eight seconds between torpedoes was to be used.
(After capturing HMS Seal and towing it to Germany)… it was found that she carried 12 torpedoes (six in tubes, six reloads) fitted with contact pistols. After Doenitz and his staffers had closely examined the pistols… He declared them to be “very sound” and “efficient” and that they were to be “copied”.
The depth keeping defect had not, in fact, been corrected. There was as yet an undetected fault. The rudder shaft of the torpedo passed thru the balance chamber, where the hydrostatic valve controlling the depth settings was located. The chamber was not airtight. As a result, when the boats ran submerged for prolonged periods and the internal pressure in the boat rose, the air pressure in the balance chamber likewise rose. This confused the hydrostatic valve, which was designed to operate at sea level and caused it to set the torpedoes to run deeper.
Didn't see it in the posts so I will ask
When a mini campaign comes to an end, can the comander be transfered to another theater?
Could this be implimented?
germannoob
07-07-08, 01:45 PM
Didn't see it in the posts so I will ask
When a mini campaign comes to an end, can the comander be transfered to another theater?
Could this be implimented?
That's what I'm currently working on. Normally it should not be possible. Haven't my sh4 here at university, but when you edit your Flotillas.cfg (or flotillas.upc?) you can see, that the Lorient Flotilla available from Dec. '41 has objectives until late 44 (or was it 43?). I've changed the avail Interval for the flotilla to 44. I wanna check now, whether it is possible to play this Flotilla until 43 where you can change to Lorient (Operation Monsum) with this slight tweak. And the english objectives are annoying, but I'm on it to change them.
lurker_hlb3
07-07-08, 05:19 PM
Didn't see it in the posts so I will ask
When a mini campaign comes to an end, can the comander be transfered to another theater?
Could this be implimented?
That's what I'm currently working on. Normally it should not be possible. Haven't my sh4 here at university, but when you edit your Flotillas.cfg (or flotillas.upc?) you can see, that the Lorient Flotilla available from Dec. '41 has objectives until late 44 (or was it 43?). I've changed the avail Interval for the flotilla to 44. I wanna check now, whether it is possible to play this Flotilla until 43 where you can change to Lorient (Operation Monsum) with this slight tweak. And the english objectives are annoying, but I'm on it to change them.
and why are the
And the english objectives are annoying
?????
cgjimeneza
07-07-08, 06:26 PM
Psst Carlos,
I won't destroy Mikhayl's mention, but its devloper setted 8 knots as longe range speed in the *.sim file:smug:
Im not that sure about those 8 knots (this is for a type II) , I "get the feel" that 2/3rds ahead or close to six knots gets me more miles for gallon, at 8 knots the fuel runs out quicker, and doesn´t get me that far... but havent measured it yet...
will try to do some runs to time and diesel burn to get there.
lurker_hlb3
07-07-08, 06:26 PM
Operation Monsun V301 Patch1
Install
Use JSGME to install. The changes have no effect on you current campaign, therefore it can be installed at any time
Corrected the following items
Missing skin config information for the “Regele Ferdinand” Class DD
Fixed bridge crew placement for Type XXIII
Fixed FuMO391 ESM antenna on the snorkel of the Type XXIII
Fixed bow wake of the Type XXIII
See first post for download links
germannoob
07-07-08, 07:32 PM
and why are the
And the english objectives are annoying
?????
whoops... :oops: wrong translation word. I mean not annoying, but historically wrong (especially for germans). But it seems to be only for me.
Don't misunderstand me: You (and all the other modders) are making the work, normally the dev's should do, as they earn the money. You guys will earn only respect and honor. So this is not critism but let's say "feature requests".;)
silent killer
07-07-08, 08:38 PM
thanks lurker keep up the excelent work, take time to enjoy the game:up: :up: :up:
cgjimeneza
07-07-08, 08:56 PM
and why are the
And the english objectives are annoying
?????
whoops... :oops: wrong translation word. I mean not annoying, but historically wrong (especially for germans). But it seems to be only for me.
Don't misunderstand me: You (and all the other modders) are making the work, normally the dev's should do, as they earn the money. You guys will earn only respect and honor. So this is not critism but let's say "feature requests".;)
Please amplify your "annoying /wrong comment"... just curious as I am a Mech Enginner almost 40 and have been readyng for over 25 yrs on everything that covers WW2.
germannoob
07-08-08, 04:52 AM
I mean no german submarine guy got english mission briefings. So, especially for germans like me, it's a bit historically incorrect to get english mission briefings. I'm on it to translate all messeges to german so lurker can release them as an optional mod for all buddys like me.
As said, excellent work!:rock:
cgjimeneza
07-08-08, 06:30 AM
I mean no german submarine guy got english mission briefings. So, especially for germans like me, it's a bit historically incorrect to get english mission briefings. I'm on it to translate all messeges to german so lurker can release them as an optional mod for all buddys like me.
As said, excellent work!:rock:
I stand corrected... that would be excellent (I must have an english-german dictionary somewhere, Im sure of it).
great idea!!!:up:
Lurker, if you want an spanish translation give me a ring too.
If the mission briefings are to be German, please, please, please make it an option, I like to know what my mission is before I leave the dock.
AVGWarhawk
07-08-08, 09:24 AM
I mean no german submarine guy got english mission briefings. So, especially for germans like me, it's a bit historically incorrect to get english mission briefings. I'm on it to translate all messeges to german so lurker can release them as an optional mod for all buddys like me.
As said, excellent work!:rock:
I stand corrected... that would be excellent (I must have an english-german dictionary somewhere, Im sure of it).
great idea!!!:up:
Lurker, if you want an spanish translation give me a ring too.
If Lurker is up to it, I bet the help to translate would be very helpful indeed.
cgjimeneza
07-08-08, 01:56 PM
BTW thanks for disabling the keypad´s enter torpedo firing, I would have arrived in Scapa Flow without a single torpedo.
you have the mission orders as separate doc or txt files to begin tranlating to spanish?
glad to be of help in your mod.
lurker_hlb3
07-08-08, 05:52 PM
BTW thanks for disabling the keypad´s enter torpedo firing, I would have arrived in Scapa Flow without a single torpedo.
you have the mission orders as separate doc or txt files to begin tranlating to spanish?
glad to be of help in your mod.
Go right ahead with your "translation"
TitaniumRR
07-09-08, 08:01 AM
Hi!
I have stock SH4.
Yesterday I installed JSGME.
Every MOD works by this program but OM.
I read through the readme file.
I don’t know what TMO and RFB nean.
Help me, please with installing the OM correctly.
TitaniumRR
07-09-08, 08:02 AM
Hi!
I have stock SH4.
Yesterday I installed JSGME.
Every MOD works by this program but OM.
I read through the readme file.
I don’t know what TMO and RFB nean.
Help me, please with installing the OM correctly.
Hi Titanium! RFB and TM are two "supermods" for SH4. Both add a whole lot to gameplay, with RFB concentrating on realism. current support is only for SHv1.5, but I think there are still links for 1.4 versions.
If I'm not mistaken, OM is only for SH v1.5, with the U Boat missions.
Kangraxx
07-09-08, 11:01 AM
I installed OpsMonsun V301 and OM_V301_Patch 1 few a while ago... read the documentation... looks really interesting.
I started the July 1943 game. I found out that my IXC/40 looks like the one in SH3. I dunno about u guys but I like the new skin for the boat (ie stock U Boat missions IXD). Its just personal preference... no offense to the mod devs.
Is it possible for me to change the skin of the IXC/40 in the mod to the one in the stock game? I just want my sub to look like the original SH4 skin... no other change.
lurker_hlb3
07-09-08, 05:26 PM
I installed OpsMonsun V301 and OM_V301_Patch 1 few a while ago... read the documentation... looks really interesting.
I started the July 1943 game. I found out that my IXC/40 looks like the one in SH3. I dunno about u guys but I like the new skin for the boat (ie stock U Boat missions IXD). Its just personal preference... no offense to the mod devs.
Is it possible for me to change the skin of the IXC/40 in the mod to the one in the stock game? I just want my sub to look like the original SH4 skin... no other change.
The IXC/40 is from SH3 and it's not possible to use the skin from the SH4 IXD2 with the SH3 IX/C40
Kangraxx
07-10-08, 05:58 AM
Sorry for asking stupid questions lol...
I just started a new game at Aug, 43 and got the nice looking boat. Didnt see that before making the above post.
The new IXD doesnt look exactly like the stock one tho... new skin for the bridge and hull it seems? Personally I dont understand why someone would want old SH3 skins on new better looking models... Hey atleast I have a IXD heheh.
Nice mod tho... real tough... cant even kill a plane :(
cgjimeneza
07-11-08, 07:18 AM
...real tough... cant even kill a plane :(
Kill a plane.... man you are supoused to dive!!, in real life planes were deadly, you want to kill a plane, go get a DD or an antiarcraft cruiser like USS San Juan or like that...
but if you want the thrill go right ahead :yep:
That is a confusing aspect of these boats.
Yes, diving would be the most prudent thing to do, so why is it over the course of the war AA platforms were not entirely removed, and the tower cut down to nearly nothing?
I am not certain, but I think the whole aircraft being dived from every time an aircraft showed up is a little over blown, especially for boats in the shallow water.
From what I have read, along with my experience in the sims is that the sub was put through evasive maneuvers on the surface, while the gun crews tried to mess up the attacking plane's bomb or strafe run, once the plane was past, the bridge and guns were cleared and the boat dived.
In the sim I have noticed that if I just dive at the site of aircraft, I get the hell depth charged out of me. If I do the surface maneuvering gun battle, then dive, the likely hood of getting charged to oblivian decreases a whole lot.
cgjimeneza
07-11-08, 09:05 AM
Trouble is, Coastal Command learned fast, specially after Air Vice Marshall Joubert took over
when they detected a sub, they didnt attack at first, but called help, then, they attacked from multiple points of the compass, this in order to divide the atention of the AA-guns of the submarine. Subs that decided to fight it out were usually commanded by skippers that came from the surface branch of the Kriegsmarine.
just see the degree of damage and kills on Uboats leaving from the bay of bizcay. Donitz changed the orders regarding how to cross the bay, to engage airplanes, not to engage, to travel in groups, introduced the Flak-heavy subs, etc.
And that was real life, check "Black May" on the develpment of ASW weaps, tactics and the like, the germans lost 44 boats on a single month in may 43 and from then it was downhill...
:down:
I dont know if Lurkers mod changes the way airplanes attack, I usually see single ones, not four or five making runs from all directions.
raymond6751
07-14-08, 01:25 PM
Thanks lurker and his team for this great work, especial for the fine new crew-Management.:up: :up: :up: :up: :up:
One Question, how can I start a Career in 1939-09-01 from Wilhelmshaven?
greetings
nautilus42
In reference to above, does this mod add Atlantic & North Sea to the Uboat addon for SH4? I thought it just adds uboats to the Pacific.:hmm:
lurker_hlb3
07-14-08, 06:15 PM
Thanks lurker and his team for this great work, especial for the fine new crew-Management.:up: :up: :up: :up: :up:
One Question, how can I start a Career in 1939-09-01 from Wilhelmshaven?
greetings
nautilus42
In reference to above, does this mod add Atlantic & North Sea to the Uboat addon for SH4? I thought it just adds uboats to the Pacific.:hmm:
OM Replaces the Stock Uboat operations. Read first post for details.
Lynx2069
07-15-08, 11:01 AM
Just a quick question....the G7e's are listed as impact only detonators, yet they do have a magnetic setting from the TDC (i.e. I can change it, but not the speed and I would assume if they didnt have magnetic detonator I couldn't) Thanks in advance. :up:
cgjimeneza
07-15-08, 11:41 AM
Just a quick question....the G7e's are listed as impact only detonators, yet they do have a magnetic setting from the TDC (i.e. I can change it, but not the speed and I would assume if they didnt have magnetic detonator I couldn't) Thanks in advance. :up:
G7e, as per instructions from Donitz were supoused to be used:
1-during submerged daylight attacks
2-preferibly with magnetic detonators, to maximize damage
3-they are single speed only, about 30 knots
G7a
1-to be fired at escorts for impact (along with one G7e) set for magnetic
2-to be used on night surface attacks mainly when the uboats attack in packs
Sounds great! Going to give it a try as I didnot play SH4 since I installed the add-on.
lurker_hlb3
07-15-08, 07:47 PM
Operation Monsun V301 Patch2
Install
Use JSGME to install. The changes will effect you current campaign; therefore it must be installed when inport.
Patch 1
Corrected the following items
Missing skin config information for the “Regele Ferdinand” Class DD
Fixed bridge crew placement for Type XXIII
Fixed FuMO391 ESM antennae on the snorkel of the Type XXIII
Fixed bow wake of the Type XXIII
Patch 2
Added Type IX interior by Xantrokoles, Full readme for this mod is in the Support Directory
Added R.M.S.Queen Elizabeth, RMS Queen Elizabeth, S.S. Empress of Britain, Cunard Aquitania ocean liner and HMS Warspite by VonDos
Changed to the Campaign to support new ships
Corrections to DynamicMissGE.cfg & Flotillas.upc that fix some error in mission assignments for units assigned to mission on the US East Coast and Type IID in 1941
See first post for download link
Lurker, you :rock: Thank you.
Herr_Pete
07-16-08, 06:45 AM
i applied a bismarck mod or whatever to my game but are there any missions so i can usse her! or is she just for show at present?
The link to the patch 2 is not working correctly. Not a big dial as I followed the other link and searched for the patch, but again some people might have difficulties finding it.
Thanks for you hard work :rock:
DarkFolle
07-16-08, 09:07 AM
Lurker u da man!:arrgh!: :rock:
DarkFolle
07-16-08, 10:08 AM
The Type XVIII and XXI "never" made any combat patrols and will "not" be a part of OM.
Type XVIII project was abandoned for Type XXI and no Type XVIII saw life. 2 Type XXI subs made it to the sea. One sunk a ship, the other one slipped through a convoy, evading the escorts unseen, the commander ordered to engage, but never fired its torps, so slipped away again unseen.... and is somewhat rumored that the entire crew sunk the boat in the far north sea.
I can't remember where i read this, maybe in uboat.net.
Type XVIII http://www.uboat.net/types/xviii.htm
Type XXI http://www.uboat.net/types/xxi.htm
http://www.uboat.net/boats/u2511.htm U-2511 Type XXI 1st Type XXI to sail. 5 days. LOL!
http://www.uboat.net/boats/u2529.htm nice fate.... russian electric station.. ROTFL!!
http://www.uboat.net/boats/u2540.htm Museum Boat
http://www.uboat.net/boats/u3503.htm Through the history a link to nice 1946 photos..
Sorry but i have to bring u some nice infos :know::p
Also Type XXIII made to sea and scored some hits.
in fact:
http://www.uboat.net/types/xxiii.htm
http://www.uboat.net/boats/u2321.htm (note 1 patrol 1 ship sunk)
http://www.uboat.net/boats/u2322.htm (note 2 patrols 1 ship sunk)
http://www.uboat.net/boats/u2324.htm (note 2 patrols no ships sunk)
http://www.uboat.net/boats/u2326.htm (as above)
http://www.uboat.net/boats/u2329.htm (1 patrol no ships sunk)
http://www.uboat.net/boats/u2336.htm (1 patrol 2 ships sunk)
etc...
Please, ur mod is fantastic, just tune it (i.e. adding the AA fix, thx for adding Opened Hatch mod :up:), and use in it real infos... i think here most parts of the Atlantik addicts like me would like to have something closer to GWX and maybe even faaaar superior (i know it's impossible lol), but please make it as realistic as possible!
I think also in 1943 type IX D2 sailing from Lorient was able to use some equipment and weaponry modifications, i can't remind right about now, i'll look for this later (i need to sleep), maybe there were also some other kind of torpedoes yet available..:hmm:
U are doing great btw!
Tigrone
07-16-08, 04:32 PM
I am sorry guys, but I cannot find this? Is there now a TMO_EnableUboat_ver4; all I can find is TMO_EnableUboat_ver3?
lurker_hlb3
07-16-08, 06:51 PM
I am sorry guys, but I cannot find this? Is there now a TMO_EnableUboat_ver4; all I can find is TMO_EnableUboat_ver3?
Sorry but "Doctor FAT Finger" ( i.e. me ) removed the link from the first post :damn::damn::damn:
It back up at the bottom of the first post.
lurker_hlb3
07-16-08, 06:54 PM
The link to the patch 2 is not working correctly. Not a big dial as I followed the other link and searched for the patch, but again some people might have difficulties finding it.
Thanks for you hard work :rock:
Download link has been fixed
lurker_hlb3
07-16-08, 06:57 PM
i applied a bismarck mod or whatever to my game but are there any missions so i can usse her! or is she just for show at present?
OM "Does Not" support and of these Surface Ships modes. By installing that mod OM will more than likely not run correctly. I would "strongly" recommend that you "remove" that mod ASAP.
Xantrokoles
07-17-08, 08:37 AM
Hello Lurker,
How is it about v400,when I am allowed to ask?
Cause this is in my oppinion the start of editing, improving and reworking your OM mod and using it as a basis for further mods in the ATO forum.
lurker_hlb3
07-17-08, 06:22 PM
Hello Lurker,
How is it about v400,when I am allowed to ask?
Cause this is in my oppinion the start of editing, improving and reworking your OM mod and using it as a basis for further mods in the ATO forum.
Well work is progressing along with OM V400. So far have about 2/3 of the Flotilla.upc done. Have added Type IXA / Type VIIC ( Uflak ) / Type VIIC/41 Subs. Was working on a Type VIID using an early version by Tomi_99 how ever It didn’t workout. The Type VIIC (Uflak) will only be used in the “Single Patrol” option as there were only six missions they were used on and I plan to recreate all six of these missions. Most of the ship traffic is done and need to fine tune some of the other layers. V400 will cover operations between Iceland in the North to the Equator in the South from 1939 to 1945.
FYI V500 will cover the Mediterranean, V600 the Arctic, and V700 will finalize OM
AVGWarhawk
07-17-08, 07:28 PM
Jesus Lurker...do you sleep? :hmm:
Well work is progressing along with OM V400. So far have about 2/3 of the Flotilla.upc done. Have added Type IXA / Type VIIC ( Uflak ) / Type VIIC/41 Subs. Was working on a Type VIID using an early version by Tomi_99 how ever It didn’t workout. The Type VIIC (Uflak) will only be used in the “Single Patrol” option as there were only six missions they were used on and I plan to recreate all six of these missions. Most of the ship traffic is done and need to fine tune some of the other layers. V400 will cover operations between Iceland in the North to the Equator in the South from 1939 to 1945.
FYI V500 will cover the Mediterranean, V600 the Arctic, and V700 will finalize OM
Outstanding:rock::rock::rock:
Loving this, lurker!
But I just set out from Kiel in 1940, and saw this on my Type II:
http://img230.imageshack.us/img230/3193/sh42008071813061659fi5.jpg
I have only the two files from the first post (op monsun + patch) and one of the enviroment mods + speech files. Any clue?
lurker_hlb3
07-18-08, 06:59 AM
Loving this, lurker!
But I just set out from Kiel in 1940, and saw this on my Type II:
I have only the two files from the first post (op monsun + patch) and one of the enviroment mods + speech files. Any clue?
"Which" Type II ?
lurker_hlb3
07-18-08, 12:42 PM
IIB
The problem is a "stock" issue in the equipment.upc file.
If you need it fixed right now:
Deinstall OM
go to X:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS\OpsMonsun_V301\Data\UPCDataGE\UPCUnit sData\
Open Equipment.upc with wordpad
go to line 325
change this
;ExternalLinkName3D= GHG_9
ExternalLinkName3D= BalkonGerat_type9
to this
ExternalLinkName3D= GHG_9
and the problem will go away
Btw, it was awesome to leave Kiel again. I havent had the good ol` SH-feeling since I last played SH3, but now its back! And pretty too!
DarkFolle
07-19-08, 05:23 AM
yep me too^^
Orion2012
07-19-08, 11:51 PM
I'm sure this is somewhere in the post but can I leave OM enabled on top of TMO+RSRD as long as I disable the TMO_Uboat enable option?? (ALL in JSGME of course.)
Also do the patches roll-up or do they stand alone. (Can I uninstall patch 1 and install patch 2 or do I need to leave patch 1 then install 2? )
cgjimeneza
07-20-08, 07:26 AM
yes!!! the minefields exist...
I saw a merch and started following, but she was going too fast for my trusty IIB to overtake....
suddenly the ship simbol changes from ship to wreck... up to the bridge and yes, there was this big explosion bearing 339. :o
suddenly I tought :hmm: MINEFIELD and pressed F11 to see... and there they were conventional moored mines, swinging due to the waves, (sea was a bit rough)
so I turned around to get out of there and 30 minutes later had hit a mine and my boat was a heavily damaged uboat, lost both diesels and couldnt make it to the low countries (which historically had just been overrun) :cry:
Lurker: any chance of finding the british mosquito fleet at Dunkirk? doing operation Dynamo¿¿¿¿
I love this mod!!!:rotfl:
lurker_hlb3
07-20-08, 08:18 AM
I'm sure this is somewhere in the post but can I leave OM enabled on top of TMO+RSRD as long as I disable the TMO_Uboat enable option?? (ALL in JSGME of course.)
Also do the patches roll-up or do they stand alone. (Can I uninstall patch 1 and install patch 2 or do I need to leave patch 1 then install 2? )
Yes to both of your questions
lurker_hlb3
07-20-08, 08:19 AM
Lurker: any chance of finding the british mosquito fleet at Dunkirk? doing operation Dynamo¿¿¿¿
Yes
cgjimeneza
07-20-08, 09:52 AM
Lurker: any chance of finding the british mosquito fleet at Dunkirk? doing operation Dynamo¿¿¿¿
Yes
Im after them!!!! :arrgh!:
say goodbye to the family for me... enough DDs and smaller fry there probably
Delareon
07-21-08, 01:58 AM
Hi Lurker,
very great, i think after going back to SH3 this mod might be my way back to SH4 ;)
I dont like the amreican stuff, i want to play German Boats and not only in the pacific.
There is only one big issue for me that scares me away.... The Snorkel CO² problem.
Of course i know its no bug you have created, but what i want to ask:
Is there a way to fix that, or do we have to wait for Ubi?
And if there is a way is it somewhere on your ToDo list?
Xantrokoles
07-21-08, 04:12 AM
Hi Lurker,
very great, i think after going back to SH3 this mod might be my way back to SH4 ;)
I dont like the amreican stuff, i want to play German Boats and not only in the pacific.
There is only one big issue for me that scares me away.... The Snorkel CO² problem.
Of course i know its no bug you have created, but what i want to ask:
Is there a way to fix that, or do we have to wait for Ubi?
And if there is a way is it somewhere on your ToDo list?
Modders can't rub this bug out.
But this problem should not be such a big problem.
You can surface all two days for a short while and it is okay.
When you are a non 100% player, you can tick unlimeted air and you loose just one percent.
Not a big deal.
germannoob
07-21-08, 04:20 AM
Have played again the mod. I must say it again: wonderful and awesome.
One Question: Will the diving time be fixed in a further patch?
[...] There is only one big issue for me that scares me away.... The Snorkel CO² problem.
Of course i know its no bug you have created, but what i want to ask:
Is there a way to fix that, or do we have to wait for Ubi?
And if there is a way is it somewhere on your ToDo list?
AFAIK this is some bit real. I have some books about war history printed in 1953 - 1956 from my grandfather. There is a history about a boat (don't know the code; but it was an VI with snorkel) which solved to run to argentinia. They have had big problems with snorkel. When the sea is rough and a wave comes over the snorkel, it will close for some seconds and the diesel takes the air from within the boat. The guys must have had some serios ear damage after some time I think :hmm:
And they have had to surface some times to catch fresh air.
I think this is quite normal.
Delareon
07-21-08, 05:20 AM
in rough seas ok, even if the CO² amount is reducing slowly it would be ok.
(Maybe the CO² amount will never be that low as when the boat is surfaced)
But atm the snorkel is only for the diesels and nothing happens to the CO² Level.
I think that isnt very realistic.
lurker_hlb3
07-21-08, 06:54 AM
Hi Lurker,
very great, i think after going back to SH3 this mod might be my way back to SH4 ;)
I dont like the amreican stuff, i want to play German Boats and not only in the pacific.
There is only one big issue for me that scares me away.... The Snorkel CO² problem.
Of course i know its no bug you have created, but what i want to ask:
Is there a way to fix that, or do we have to wait for Ubi?
And if there is a way is it somewhere on your ToDo list?
I have yet to find a fix for this problem
germannoob
07-21-08, 07:31 AM
is it possible to prolonge the CO2 increasing time?
Another Question: When is the boat equipped with the snorkel? Do I have to update this?
lurker_hlb3
07-21-08, 06:36 PM
is it possible to prolonge the CO2 increasing time?
Another Question: When is the boat equipped with the snorkel? Do I have to update this?
No
and
In OM V301 only the Type 23 has a snorkel during "Campaign" play. The Type VII & IX have them, but they are "not" available during "Campaign" play. You will get to use them in OM V400
rascal101
07-21-08, 11:15 PM
Hi to all,
Hope I'm not asking something thats been discussed previopulsy. I thought Operation Monsun was the German code for their efforts in the Indian Ocean and Far East, so is this a mod for that or is it actually the Atlantic and if so could we rerfer to it as the Atlantic is a bit confusing, or is that a seperate mod, see I'm confudes.
Please be gentle in your replies, I'm not trying to be a smart arse just a tad confused
Also is this seperate from the Atlantic Campaign from the 24th Flotilla for SH4 which can be reviewed via http://www.subsim.com/radioroom/showthread.php?t=139560
And are these mods released or a work in progress, would love to see some screenies
R
lurker_hlb3
07-21-08, 11:47 PM
Hi to all,
Hope I'm not asking something thats been discussed previopulsy. I thought Operation Monsun was the German code for their efforts in the Indian Ocean and Far East, so is this a mod for that or is it actually the Atlantic and if so could we rerfer to it as the Atlantic is a bit confusing, or is that a seperate mod, see I'm confudes.
Please be gentle in your replies, I'm not trying to be a smart arse just a tad confused
Also is this seperate from the Atlantic Campaign from the 24th Flotilla for SH4 which can be reviewed via http://www.subsim.com/radioroom/showthread.php?t=139560
And are these mods released or a work in progress, would love to see some screenies
R
Operation Monsun V100
“Operation Monsun” (OM) will present a semi-historical recreation of the deployment of German U-Boats to the Far East. The approach used to create this mod is along the same lines as RSRDC, give the SH4 users as close to historical immersion as can be made within the limits of Silent Hunter 4. To accomplish this goal a major rewrite to all files related to the U-Boat Campaign was accomplished, and provides the following:
- Initial deployment of U-boats from Lorient, France, 3 July 43 to 27 Aug 43, in which you must transit to the Indian Ocean, conduct a combat patrol in one of the same areas used by units enroute to Penang.
- From 27 Aug 43 to 30 Aug 44, you will operate out of Penang conducting combat operations in the traditional OpAreas of the Northern/Western IO.
- After the decision to move the U-Boat home base from Penang, operations will be conducted from Djakarta starting on 1 Sept 44 through the remainder of the war.
Operation Monsun V200
“Operation Monsun” (OM) version 200 will add the German attack on the East Coast of the United States from January 1942 through September of that year along with the current semi-historical recreation of the deployment of German U-Boats to the Far East. Again the approach used to create this mod is along the same lines as RSRDC, give the SH4 users as close to historical immersion as can be made within the limits of Silent Hunter 4. To accomplish this goal a major rewrite / additions to all files related to the U-Boat Campaign was accomplished, and provides the following:
For Operation Paukenschlag:
- Deployment of Type IX U-boats from 2Flotilla based at Lorient, France on December 16th 1941, in which you transit to the “undefended” US East Coast, operating in the same areas as the 5 Type IX that were sent by Donitz
- You will also have a total of 7 different start dates operating the Type IX B/C from 2Flotilla / 10Flotilla at Lorient, Type VIIC boats from 7Flotilla at St. Nazaire and 3Flotilla at La Pallice.
- As with the real “Drumbeat” campaign your objectives will start on the East Coast of the US, then move to the Gulf of Mexico, and finally into the Caribbean.
Operation Monsun V301
“Operation Monsun” (OM) version 301 will add the BdU’s coastal submarine operations, this encompasses the Type II U-Boat combat patrols during the first year and half of the war, in and around the North Sea, Norwegian Coast and Western Approaches to England. From 10/42 to 9/44 operations in the Black Sea by the six Type IIB U-boats of the 30th Flotilla and finally the 11th Flotilla’s Type XXIII operations in the North Sea from 01/45 to the end of the War.
Future versions of Operation Monsun
V400 “Action in the North Atlantic”
V500 will cover the Mediterranean
V600 the Arctic
V700 will finalize OM
I current have no comment about Atlantic Campaign from the 24th Flotilla.
rascal101
07-22-08, 01:20 AM
Hi and thanks, offers a little clarification can I ask which of the listed mods are released, and are there plans to merge the lot once they are all out.
One mo0re thing, does one need the UBoats add on for SH4 or do these mods go into SH4 clean install
Hi to all,
Hope I'm not asking something thats been discussed previopulsy. I thought Operation Monsun was the German code for their efforts in the Indian Ocean and Far East, so is this a mod for that or is it actually the Atlantic and if so could we rerfer to it as the Atlantic is a bit confusing, or is that a seperate mod, see I'm confudes.
Please be gentle in your replies, I'm not trying to be a smart arse just a tad confused
Also is this seperate from the Atlantic Campaign from the 24th Flotilla for SH4 which can be reviewed via http://www.subsim.com/radioroom/showthread.php?t=139560
And are these mods released or a work in progress, would love to see some screenies
R
Operation Monsun V100
“Operation Monsun” (OM) will present a semi-historical recreation of the deployment of German U-Boats to the Far East. The approach used to create this mod is along the same lines as RSRDC, give the SH4 users as close to historical immersion as can be made within the limits of Silent Hunter 4. To accomplish this goal a major rewrite to all files related to the U-Boat Campaign was accomplished, and provides the following:
-Initial deployment of U-boats from Lorient, France, 3 July 43 to 27 Aug 43, in which you must transit to the Indian Ocean, conduct a combat patrol in one of the same areas used by units enroute to Penang.
-From 27 Aug 43 to 30 Aug 44, you will operate out of Penang conducting combat operations in the traditional OpAreas of the Northern/Western IO.
-After the decision to move the U-Boat home base from Penang, operations will be conducted from Djakarta starting on 1 Sept 44 through the remainder of the war.
Operation Monsun V200
“Operation Monsun” (OM) version 200 will add the German attack on the East Coast of the United States from January 1942 through September of that year along with the current semi-historical recreation of the deployment of German U-Boats to the Far East. Again the approach used to create this mod is along the same lines as RSRDC, give the SH4 users as close to historical immersion as can be made within the limits of Silent Hunter 4. To accomplish this goal a major rewrite / additions to all files related to the U-Boat Campaign was accomplished, and provides the following:
For Operation Paukenschlag:
-Deployment of Type IX U-boats from 2Flotilla based at Lorient, France on December 16th 1941, in which you transit to the “undefended” US East Coast, operating in the same areas as the 5 Type IX that were sent by Donitz
-You will also have a total of 7 different start dates operating the Type IX B/C from 2Flotilla / 10Flotilla at Lorient, Type VIIC boats from 7Flotilla at St. Nazaire and 3Flotilla at La Pallice.
-As with the real “Drumbeat” campaign your objectives will start on the East Coast of the US, then move to the Gulf of Mexico, and finally into the Caribbean.
Operation Monsun V301
“Operation Monsun” (OM) version 301 will add the BdU’s coastal submarine operations, this encompasses the Type II U-Boat combat patrols during the first year and half of the war, in and around the North Sea, Norwegian Coast and Western Approaches to England. From 10/42 to 9/44 operations in the Black Sea by the six Type IIB U-boats of the 30th Flotilla and finally the 11th Flotilla’s Type XXIII operations in the North Sea from 01/45 to the end of the War.
Future versions of Operation Monsun
V400 “Action in the North Atlantic”
V500 will cover the Mediterranean
V600 the Arctic
V700 will finalize OM
I current have no comment about Atlantic Campaign from the 24th Flotilla.
FloydRoses
07-22-08, 02:20 AM
:-? What hell???
I start campaign, but is localized in the Pacific!
lurker_hlb3
07-22-08, 05:55 AM
Hi and thanks, offers a little clarification can I ask which of the listed mods are released, and are there plans to merge the lot once they are all out.
The current version of OM has all previous versions included.
One mo0re thing, does one need the UBoats add on for SH4
Yes
Xantrokoles
07-22-08, 09:59 AM
:-? What hell???
I start campaign, but is localized in the Pacific!
You have to give us more details.
Until now I can yas, you could test: disable om, enable om, restart game.
Usually you have the 'overwriting-jsgme' problem.
heidelbergensis
07-23-08, 12:47 PM
Hello...
First, congratulations to all the OM team for the superb work exporting the sh3 models and interiors to sh4; a task far from obvious, that for sure has required a lot of research and file editing...
I´m having only a trouble with the missions on the german submaribe course: On the torpedo training, there are no targets, any ship other of the player´s one at sight; and this VIIB begins on the surface instead of being at periscope depth... I suspect that some "world layer" has been missed on my installation at the start on those missions.
Do you have any suggestion about where I can look to fix this issue? Thanks in advance; The main campaign seems to work OK so it is not a big trouble anyway.
Orion2012
07-23-08, 02:16 PM
Just finished the sail from lorient to penange and I think thats the most succesful patrol I've EVER had (sh3, or Sh4) I sank almost 150,000 tons and got 4 british cruisers, also picked off a raked bow merchant with my deck gun at about, well I ran into him :rotfl:.
Never the less, Lurker, you do fantastic stuff, can't wait for more uboat fun with SH4, it's so nice to finally fire a proper salvo in SH4.
Hello...
First, congratulations to all the OM team for the superb work exporting the sh3 models and interiors to sh4; a task far from obvious, that for sure has required a lot of research and file editing...
I´m having only a trouble with the missions on the german submaribe course: On the torpedo training, there are no targets, any ship other of the player´s one at sight; and this VIIB begins on the surface instead of being at periscope depth... I suspect that some "world layer" has been missed on my installation at the start on those missions.
Do you have any suggestion about where I can look to fix this issue? Thanks in advance; The main campaign seems to work OK so it is not a big trouble anyway.
Unfortunately the Stock UB1.5 Add on shipped without single missions or training missions. In fact after Beta Testing and playing all the versions of Operation Monsun I have not ever looked to see if any Single or Training Missions were added. I believe that answer is NO but I could be wrong and someone will come on by and give us an answer.
sh3rules
07-23-08, 06:05 PM
[...] from 1939 to 1945.
Awesome! Looking forward to the new releases as well! :up:
:ping:
lurker_hlb3
07-23-08, 07:08 PM
I´m having only a trouble with the missions on the german submaribe course: On the torpedo training, there are no targets, any ship other of the player´s one at sight; and this VIIB begins on the surface instead of being at periscope depth... I suspect that some "world layer" has been missed on my installation at the start on those missions.
In reference to your comment about Sub School Torpedo Training, the design of this mission was changed from the original SH3 design. Please note the image below
http://img.photobucket.com/albums/v516/lurker_hlb3/ss_school.jpg
You now have to “hunt down” the ships. An oh by the way the “sonar” is disabled to make things more interesting.
Orion2012
07-24-08, 12:35 AM
Just one question, during my second patrol of OM (Penang Harbor, 44) I ran across an enemy convoy, reported it and was told to engage. So I got into position, etc. Destroyed 3 warships and one small freighter for 6300 tons. Didn't indicate that the order to engage the target had been completed but, I continued on to my designated patrol area. upon completion radioed back and instead of receiving a new patrol grid/area was told to continue my objective. Now I completed my patrol area and the only objective left was to engage the convoy I ran across 2 weeks ago. My question is, when playing RSRD the engage convoy objective were always assigned as a secondary objective and I thought if not completed you could still be assigned a new patrol area,I know this isn't RSRD but I'm assuming that the "mission structure" philosophy Lurker used in RSRD would apply here (We all know what happens when you assume things :doh:) and if that isn't the case. Do the destroyers not count towards the total tonage needed to complete the convoy engage order??
Any guidance from those wiser then I would be greatly appreciated.
Also whenever I go the interior aft (IXC/40) I get a green screen...Any clues.
Sorry for the wall of text. :roll:
heidelbergensis
07-24-08, 01:06 PM
Thanks Lurker, I´ve noted it a few minutes ago....now the boats are far, far away, but there is any problem with them. Everythink works fine...
Outstanding work, fellas.
lurker_hlb3
07-24-08, 09:11 PM
Just one question, during my second patrol of OM (Penang Harbor, 44) I ran across an enemy convoy, reported it and was told to engage. So I got into position, etc. Destroyed 3 warships and one small freighter for 6300 tons. Didn't indicate that the order to engage the target had been completed but, I continued on to my designated patrol area. upon completion radioed back and instead of receiving a new patrol grid/area was told to continue my objective. Now I completed my patrol area and the only objective left was to engage the convoy I ran across 2 weeks ago. My question is, when playing RSRD the engage convoy objective were always assigned as a secondary objective and I thought if not completed you could still be assigned a new patrol area,I know this isn't RSRD but I'm assuming that the "mission structure" philosophy Lurker used in RSRD would apply here (We all know what happens when you assume things :doh:) and if that isn't the case. Do the destroyers not count towards the total tonage needed to complete the convoy engage order??
Any guidance from those wiser then I would be greatly appreciated.
Also whenever I go the interior aft (IXC/40) I get a green screen...Any clues.
Sorry for the wall of text. :roll:
There are two types of objectives in the IO missions. All have patrol a certain area, some have a “hidden” objective to sink 2500 tons of “any” kind of shipping.
IRT the interior, that’s “stock” type IX, unless your using Patch 2 of 301, then it’s the “open hatch” version by Xantrokoles.
Orion2012
07-24-08, 10:06 PM
Just one question, during my second patrol of OM (Penang Harbor, 44) I ran across an enemy convoy, reported it and was told to engage. So I got into position, etc. Destroyed 3 warships and one small freighter for 6300 tons. Didn't indicate that the order to engage the target had been completed but, I continued on to my designated patrol area. upon completion radioed back and instead of receiving a new patrol grid/area was told to continue my objective. Now I completed my patrol area and the only objective left was to engage the convoy I ran across 2 weeks ago. My question is, when playing RSRD the engage convoy objective were always assigned as a secondary objective and I thought if not completed you could still be assigned a new patrol area,I know this isn't RSRD but I'm assuming that the "mission structure" philosophy Lurker used in RSRD would apply here (We all know what happens when you assume things :doh:) and if that isn't the case. Do the destroyers not count towards the total tonage needed to complete the convoy engage order??
Any guidance from those wiser then I would be greatly appreciated.
Also whenever I go the interior aft (IXC/40) I get a green screen...Any clues.
Sorry for the wall of text. :roll:
There are two types of objectives in the IO missions. All have patrol a certain area, some have a “hidden” objective to sink 2500 tons of “any” kind of shipping.
IRT the interior, that’s “stock” type IX, unless your using Patch 2 of 301, then it’s the “open hatch” version by Xantrokoles.
Thanks Lurker, makes perfect since too as I haven't sunk anything in my assigned area. Now back to sinking those bloody british, although I don't I can top sending the HMS Warspite to the bottom...
Orion2012
07-25-08, 12:45 AM
Really hate to be bothersome Lurker or anyone else who might respond, but just curious to know if it's normal for convoys to stop. The reason I ask is the convoy I last made contact with was out of the 30th flotilla leaving from penang in march of 44. I made visual contact with them, and immedeatly dove to periscope depth just to discover they had stopped when no sound contact was made. Came around and fired on the T3 to see what would happen, he wen down and still the convoy didn't move. I could even hear the sonar "ping" from the DD excorts, who also made no attempt to attack or hunt me. I'm just curious as to whether this is normal gameplay which in all logic seems completely irrational, but if thats the way Lurker designed it, events have shown me that its historically accurate or a oddball glitch. Again, sorrry to be bothersome.
Sorry for the wall of text, English is my second language and in order to make sure everyone understands me, I tend to be long-winded. :smug:
Xantrokoles
07-25-08, 04:02 AM
;)
There are two types of objectives in the IO missions. All have patrol a certain area, some have a “hidden” objective to sink 2500 tons of “any” kind of shipping.
IRT the interior, that’s “stock” type IX, unless your using Patch 2 of 301, then it’s the “open hatch” version by Xantrokoles.
The green screen, you get by clicking at the stern hatch, has nothing to do with my interior.
It is a common free camera problem.
In OM are no additional things like camera-mods, environment-mods, hud-mods or menu-mods included. 'Just' the campaign and the needed things pro campaign.
But this bug is not a worse bug and I think we all can live with it.;)
lurker_hlb3
07-25-08, 06:26 AM
Really hate to be bothersome Lurker or anyone else who might respond, but just curious to know if it's normal for convoys to stop. The reason I ask is the convoy I last made contact with was out of the 30th flotilla leaving from penang in march of 44. I made visual contact with them, and immedeatly dove to periscope depth just to discover they had stopped when no sound contact was made. Came around and fired on the T3 to see what would happen, he wen down and still the convoy didn't move. I could even hear the sonar "ping" from the DD excorts, who also made no attempt to attack or hunt me. I'm just curious as to whether this is normal gameplay which in all logic seems completely irrational, but if thats the way Lurker designed it, events have shown me that its historically accurate or a oddball glitch. Again, sorrry to be bothersome.
Sorry for the wall of text, English is my second language and in order to make sure everyone understands me, I tend to be long-winded. :smug:
You need to provide "when" ( date ) and "where" (location) of your reported problem
FloydRoses
07-25-08, 10:46 AM
Nothing happen,launchig mod is egual to play a clean verison of U-boat mission.:damn:
Orion2012
07-25-08, 03:32 PM
Really hate to be bothersome Lurker or anyone else who might respond, but just curious to know if it's normal for convoys to stop. The reason I ask is the convoy I last made contact with was out of the 30th flotilla leaving from penang in march of 44. I made visual contact with them, and immedeatly dove to periscope depth just to discover they had stopped when no sound contact was made. Came around and fired on the T3 to see what would happen, he wen down and still the convoy didn't move. I could even hear the sonar "ping" from the DD excorts, who also made no attempt to attack or hunt me. I'm just curious as to whether this is normal gameplay which in all logic seems completely irrational, but if thats the way Lurker designed it, events have shown me that its historically accurate or a oddball glitch. Again, sorrry to be bothersome.
Sorry for the wall of text, English is my second language and in order to make sure everyone understands me, I tend to be long-winded. :smug:
You need to provide "when" ( date ) and "where" (location) of your reported problem
Sorry, but here is the required info:
April 1, 1944
47.54' E
1.32'N
Large Convoy:Appox Heading of 187.
Also, on a different note, for some reason the whenever I try to start a patrol (penang harbor, June 8th of 1944, type IXC/40) with an initial load out of TIII G7e they will always revert back to TII G7e while the ones in my internal and external reserves remain as assigned.
lurker_hlb3
07-26-08, 03:51 PM
Really hate to be bothersome Lurker or anyone else who might respond, but just curious to know if it's normal for convoys to stop. The reason I ask is the convoy I last made contact with was out of the 30th flotilla leaving from penang in march of 44. I made visual contact with them, and immedeatly dove to periscope depth just to discover they had stopped when no sound contact was made. Came around and fired on the T3 to see what would happen, he wen down and still the convoy didn't move. I could even hear the sonar "ping" from the DD excorts, who also made no attempt to attack or hunt me. I'm just curious as to whether this is normal gameplay which in all logic seems completely irrational, but if thats the way Lurker designed it, events have shown me that its historically accurate or a oddball glitch. Again, sorrry to be bothersome.
Sorry for the wall of text, English is my second language and in order to make sure everyone understands me, I tend to be long-winded. :smug:
You need to provide "when" ( date ) and "where" (location) of your reported problem
Sorry, but here is the required info:
April 1, 1944
47.54' E
1.32'N
Large Convoy:Appox Heading of 187.
Also, on a different note, for some reason the whenever I try to start a patrol (penang harbor, June 8th of 1944, type IXC/40) with an initial load out of TIII G7e they will always revert back to TII G7e while the ones in my internal and external reserves remain as assigned.
Recreated your problem. Unclear why it's happening. Will look into it
Orion2012
07-26-08, 03:56 PM
Really hate to be bothersome Lurker or anyone else who might respond, but just curious to know if it's normal for convoys to stop. The reason I ask is the convoy I last made contact with was out of the 30th flotilla leaving from penang in march of 44. I made visual contact with them, and immedeatly dove to periscope depth just to discover they had stopped when no sound contact was made. Came around and fired on the T3 to see what would happen, he wen down and still the convoy didn't move. I could even hear the sonar "ping" from the DD excorts, who also made no attempt to attack or hunt me. I'm just curious as to whether this is normal gameplay which in all logic seems completely irrational, but if thats the way Lurker designed it, events have shown me that its historically accurate or a oddball glitch. Again, sorrry to be bothersome.
Sorry for the wall of text, English is my second language and in order to make sure everyone understands me, I tend to be long-winded. :smug:
You need to provide "when" ( date ) and "where" (location) of your reported problem
Sorry, but here is the required info:
April 1, 1944
47.54' E
1.32'N
Large Convoy:Appox Heading of 187.
Also, on a different note, for some reason the whenever I try to start a patrol (penang harbor, June 8th of 1944, type IXC/40) with an initial load out of TIII G7e they will always revert back to TII G7e while the ones in my internal and external reserves remain as assigned.
Recreated your problem. Unclear why it's happening. Will look into it
Thanks Lurker, appreciate the great support and the hard work you do. I did download the beta to OMv40X and tried seeing if i encountered the torpedo loadout problem and it was still there. I tried changing the initiall loadout sim for the type IXC/40 and it still defaults back to T11 G7e. I also tried starting a new career and deleting my old saves (Sept 1, 1939, 2nd flotilla type VIIB) and no matter whether I leave the inital tubes empty or load them with all TI G7A it Always reverts back to the TII G7e. Again thanks for all the help Lurker.
lurker_hlb3
07-26-08, 05:38 PM
Thanks Lurker, appreciate the great support and the hard work you do. I did download the beta to OMv40X and tried seeing if i encountered the torpedo loadout problem and it was still there. I tried changing the initiall loadout sim for the type IXC/40 and it still defaults back to T11 G7e. I also tried starting a new career and deleting my old saves (Sept 1, 1939, 2nd flotilla type VIIB) and no matter whether I leave the inital tubes empty or load them with all TI G7A it Always reverts back to the TII G7e. Again thanks for all the help Lurker.
Why don't you do a test for me.
de-install all mods and try your test on a "stock" IXD2
Orion2012
07-26-08, 07:34 PM
Thanks Lurker, appreciate the great support and the hard work you do. I did download the beta to OMv40X and tried seeing if i encountered the torpedo loadout problem and it was still there. I tried changing the initiall loadout sim for the type IXC/40 and it still defaults back to T11 G7e. I also tried starting a new career and deleting my old saves (Sept 1, 1939, 2nd flotilla type VIIB) and no matter whether I leave the inital tubes empty or load them with all TI G7A it Always reverts back to the TII G7e. Again thanks for all the help Lurker.
Why don't you do a test for me.
de-install all mods and try your test on a "stock" IXD2
Tried the IXD2 with no mods enabled and the torpedos don't revert to there initial loadout.
I then tried enabling just the Om_V40X_beta1 and again went to the IXd2 and no problem. So I went back to the IXc/40 and tried it and yet again it reverted back to T11 G7E. I again changed the loadout sim for the IXC/40 and this time it went back to what I had changed the initial loadout, (.sim file) TI FAT's. So it appears that it just reverts back to the inital loadout sim, but not with the IXD2, with or without OM.
Interesting note... It seems like no matter what the initial loadout .sim file is set to, whenever you go into your captain office and click the submarine icon to change your loadout, it will display somthing diferent. I.E. I set the default loadout to have a different torpedo in ever tube...yet the screen in the captains office showw 2 TIs in the front tubes and the remaining front and aft tubes loaded with T III G7e's.
Hope some of that is helpful to someone wiser then I.
lurker_hlb3
07-26-08, 10:25 PM
Thanks Lurker, appreciate the great support and the hard work you do. I did download the beta to OMv40X and tried seeing if i encountered the torpedo loadout problem and it was still there. I tried changing the initiall loadout sim for the type IXC/40 and it still defaults back to T11 G7e. I also tried starting a new career and deleting my old saves (Sept 1, 1939, 2nd flotilla type VIIB) and no matter whether I leave the inital tubes empty or load them with all TI G7A it Always reverts back to the TII G7e. Again thanks for all the help Lurker.
Why don't you do a test for me.
de-install all mods and try your test on a "stock" IXD2
Tried the IXD2 with no mods enabled and the torpedos don't revert to there initial loadout.
I then tried enabling just the Om_V40X_beta1 and again went to the IXd2 and no problem. So I went back to the IXc/40 and tried it and yet again it reverted back to T11 G7E. I again changed the loadout sim for the IXC/40 and this time it went back to what I had changed the initial loadout, (.sim file) TI FAT's. So it appears that it just reverts back to the inital loadout sim, but not with the IXD2, with or without OM.
Interesting note... It seems like no matter what the initial loadout .sim file is set to, whenever you go into your captain office and click the submarine icon to change your loadout, it will display somthing diferent. I.E. I set the default loadout to have a different torpedo in ever tube...yet the screen in the captains office showw 2 TIs in the front tubes and the remaining front and aft tubes loaded with T III G7e's.
Hope some of that is helpful to someone wiser then I.
I'm fairly sure I know the reason for the torpedo problem, but it will not be a quick fix.
Orion2012
07-26-08, 11:13 PM
Thanks Lurker, appreciate the great support and the hard work you do. I did download the beta to OMv40X and tried seeing if i encountered the torpedo loadout problem and it was still there. I tried changing the initiall loadout sim for the type IXC/40 and it still defaults back to T11 G7e. I also tried starting a new career and deleting my old saves (Sept 1, 1939, 2nd flotilla type VIIB) and no matter whether I leave the inital tubes empty or load them with all TI G7A it Always reverts back to the TII G7e. Again thanks for all the help Lurker.
Why don't you do a test for me.
de-install all mods and try your test on a "stock" IXD2
Tried the IXD2 with no mods enabled and the torpedos don't revert to there initial loadout.
I then tried enabling just the Om_V40X_beta1 and again went to the IXd2 and no problem. So I went back to the IXc/40 and tried it and yet again it reverted back to T11 G7E. I again changed the loadout sim for the IXC/40 and this time it went back to what I had changed the initial loadout, (.sim file) TI FAT's. So it appears that it just reverts back to the inital loadout sim, but not with the IXD2, with or without OM.
Interesting note... It seems like no matter what the initial loadout .sim file is set to, whenever you go into your captain office and click the submarine icon to change your loadout, it will display somthing diferent. I.E. I set the default loadout to have a different torpedo in ever tube...yet the screen in the captains office showw 2 TIs in the front tubes and the remaining front and aft tubes loaded with T III G7e's.
Hope some of that is helpful to someone wiser then I.
I'm fairly sure I know the reason for the torpedo problem, but it will not be a quick fix.
If you even know where to begin your miles ahead of me :up:.
If I might ask, where does the problem lie?
leorfeo
07-28-08, 03:17 PM
Hi guys,
im using the latest version of OM with the latest patch. Got one question...where is the "torpedo managmentbox"? The little thing you have on the left side where you can adjust the depth of the torpedos, their speed and so on??? i started a carreer with a IIB and havent found it. It should be there, right?
lurker_hlb3
07-28-08, 06:28 PM
Hi guys,
im using the latest version of OM with the latest patch. Got one question...where is the "torpedo managmentbox"? The little thing you have on the left side where you can adjust the depth of the torpedos, their speed and so on??? i started a carreer with a IIB and havent found it. It should be there, right?
Go to the "Nav Map Icon" on the lower left. There will be an "Attack Map" Icon second from the left. Select and you will find the 2D Attack map with the German TDC options
leorfeo
07-28-08, 11:05 PM
Oh thx lurker_hlb3,
i found it. Thank you very much. Great mod this is by the way. Cant wait for the 400 version.:arrgh!:
raymond6751
07-29-08, 12:25 PM
Hi
I just installed uboat missions and OM, only mod.
I'm out in my Gato, June 42, first dive. The deck crew stay on deck as we dive to 100 feet. They are still there half hour later.
Should I open the screen door and let them in?:hmm:
Hey lurker
first of all: stunning :o
second: with tmo-rsrd-om-tmpatch i ran into this
type VII boot in the training mission *drool* but the mission hung up in the 'please wait' phase. i alt tabbed out of it, was pleasantly surprised that my rig didn't melt down and found an error on my desktop. 'folder SHIV/somewhere/menu/base/something/ not found' (terribly sorry I didnt look at the error properly)
i ignored it, alt tabbed back into the game which was still going strong and the mission started. except that there were no bases anywhere in the world, lol
also: while the VII looked absolutely stunning, including the interior, your mod doesn't get rid of my texture-less IX interior
just started operation paukenschlag december 16th, outside of port.
http://img508.imageshack.us/img508/4897/errormk9.jpg
this error also occurs on my stock setup, but since the VII looks fine, I thought maybe you'd like to know about it.
last but not least: which german voice mod is the preferred one?
lurker_hlb3
07-29-08, 09:35 PM
Hi
I just installed uboat missions and OM, only mod.
I'm out in my Gato, June 42, first dive. The deck crew stay on deck as we dive to 100 feet. They are still there half hour later.
Should I open the screen door and let them in?:hmm:
OM make NO changes to the US Side of of SH4
lurker_hlb3
07-29-08, 09:39 PM
Hey lurker
first of all: stunning :o
second: with tmo-rsrd-om-tmpatch i ran into this
type VII boot in the training mission *drool* but the mission hung up in the 'please wait' phase. i alt tabbed out of it, was pleasantly surprised that my rig didn't melt down and found an error on my desktop. 'folder SHIV/somewhere/menu/base/something/ not found' (terribly sorry I didnt look at the error properly)
i ignored it, alt tabbed back into the game which was still going strong and the mission started. except that there were no bases anywhere in the world, lol
also: while the VII looked absolutely stunning, including the interior, your mod doesn't get rid of my texture-less IX interior
just started operation paukenschlag december 16th, outside of port.
this error also occurs on my stock setup, but since the VII looks fine, I thought maybe you'd like to know about it.
last but not least: which german voice mod is the preferred one?
Ok
What versions of these mods are you using ?
What install order are you using ?
What is your graphic settings?
Are your mods installed in this order
TMO 152
TMO_sboat_engine_Patch
RSRDC_TMOv15_v371
RSRDC_v371_Patch 10
OpsMonsun V301
OM_V301_Patch X
TMO_Enable_Uboat_V4
Try this de-install "all" modes
copy "all" the files that are in your Data\Textures\TNormal\tex\ to Data\Textures\TLowRes\tex\
Orion2012
07-29-08, 11:15 PM
Oh thx lurker_hlb3,
i found it. Thank you very much. Great mod this is by the way. Cant wait for the 400 version.:arrgh!:
There is the beta V400.
thanks for the quick reply, lurker
i just deleted the whole thing, planning to do a full fresh install and get several installs for uboat/fleet boat setups, after a very short frustration break
i had the mods installed in that exact order but with RSRDC aug patch
TMO152
TMOsboatpatch
RSRDC_tmov15_v371
RSRDC_v371_patch10
RSRDC_AuxGB_fix
PE3.3 #1 through #6 for TM
OM 301
OM 301 patch 2
TM enable uboat patch V3 (i just noticed there is a V4, i got it from ducimus' links which gave me v3)
for graphics settings i have a low-end setup to keep fps respectable during battles and explosions etc
full scene glare and ppf enabled, shafts enabled
3dwakes, detailed ripples, high textures, caustics, volumetric fog are all disabled
lurker_hlb3
07-30-08, 06:05 PM
for graphics settings i have a low-end setup to keep fps respectable during battles and explosions etc
disabled
That's why the "dials" didn't show on the Type IX interior
oh? they are fine on any other boat
thanks though, i'll try it with high end setup :)
leorfeo
07-31-08, 01:25 PM
Hi Orion 2012,
there is V400 beta out...where?
Thx
AVGWarhawk
07-31-08, 01:55 PM
Hi Orion 2012,
there is V400 beta out...where?
Thx
Right here:
http://www.subsim.com/radioroom/showthread.php?t=139909
leorfeo
07-31-08, 03:22 PM
Ah thank you dear sirs (AVGWarhawk, Orion 2012),
gonna click the link now.
Its nice to have a fully functional campaign now. I gonna test it tomorow.
:|\\This forum is full of artists and craftmen who know there business...:up:
W4chund
07-31-08, 05:38 PM
U-TYPE: 7B
Date: 39
Conning Tower Textures will not displayed if the Sub is on Periskope Depth and u looking with free Camera on the Sub from the Surface.
Edit: Ok it´s an known Bug and fixed by zeewolf!
raymond6751
08-11-08, 06:25 PM
My deck watch will not come up. I'm on patrol in a storm, on a Tambor, and when I surfaced - nobody came on deck. Nothing I could do would entice them!
Now I realize that OM is just uboats, or so I have been told, but here is my mods list for this patrol:
OpsMonsun_V301
NoSleepMod
ROW Camera vs_2
OM_V301_Patch2
ShipContacts
Captain Midnights CBS NEWS Sound Mod
Enviromental 4.4a mod
BetrCreaking
There doesn't seem to be any mod here that would interfere. Environmental is about graphics/sound; No sleep is my own and deals with recovery when sleeping; and the rest are sound only mods.
Any ideas?
lurker_hlb3
08-11-08, 09:36 PM
My deck watch will not come up. I'm on patrol in a storm, on a Tambor, and when I surfaced - nobody came on deck. Nothing I could do would entice them!
Now I realize that OM is just uboats, or so I have been told, but here is my mods list for this patrol:
OpsMonsun_V301
NoSleepMod
ROW Camera vs_2
OM_V301_Patch2
ShipContacts
Captain Midnights CBS NEWS Sound Mod
Enviromental 4.4a mod
BetrCreaking
There doesn't seem to be any mod here that would interfere. Environmental is about graphics/sound; No sleep is my own and deals with recovery when sleeping; and the rest are sound only mods.
Any ideas?
I don't know how I can help you. OM dosen't change the Fleet Boat files
Will-Rommel
08-14-08, 12:03 AM
Hi lurker,
Will i miss anything from OM if i choose to install only : Version 40X Beta 3? I don't want to bypass all the german ships and huge work that you have added with Operation Monsun 3.0.1.
lurker_hlb3
08-14-08, 06:19 AM
Hi lurker,
Will i miss anything from OM if i choose to install only : Version 40X Beta 3? I don't want to bypass all the german ships and huge work that you have added with Operation Monsun 3.0.1.
No, OM V400 Beta is roll-up of all versions of OM
Farinhir
08-15-08, 02:34 AM
I have noticed that with OM and OM patch 2 installed I am unable to change the speed settings of G7a (steam) torpedoes. I know it is related to OM because I have tested with just OM, with OM + patch 2, and without anything installed. With no mods it works as advertised. Is there a fix for this? I prefer faster torpedoes as it gives my victims less of a chance.
Thanks
If I can fix this I can change to SHIV U-Boat rather than SHIII. Ideally I will be getting GWX for U-Boat missions when it comes out.
lurker_hlb3
08-15-08, 05:33 AM
Ideally I will be getting GWX for U-Boat missions when it comes out.
Why don't you just uninstall OM right now since you find my work so unacceptable and stop insulting me
Kapitan_Phillips
08-15-08, 05:37 AM
He wasnt insulting you - he was stating a personal preference, which is his right.
I have noticed that with OM and OM patch 2 installed I am unable to change the speed settings of G7a (steam) torpedoes. I know it is related to OM because I have tested with just OM, with OM + patch 2, and without anything installed. With no mods it works as advertised. Is there a fix for this? I prefer faster torpedoes as it gives my victims less of a chance.
Thanks
If I can fix this I can change to SHIV U-Boat rather than SHIII. Ideally I will be getting GWX for U-Boat missions when it comes out.
Farinhir,
I have played OM from the very beginning and I have NEVER had any problems changing the speed settings of the G7a, the G7e yes, of course it only has one speed, but never with the G7a.
You can wait for GWX, but it is going to be a Looooong wait, and in the mean time
you will miss out on the best campaign mission work for SH4 - Pacific or Atlantic.
kurfürst
08-15-08, 11:19 AM
Hi Lurker,
first of all, many thanks for your great work on Operation Monsoon.
Great, great job! :up::up::up:
Lurker, is it possible to change the sub skins like it can be done in SHIII?
For example, use one of Fubars skins on the IX B or VII C?
Where are the submarine textures located, and which file formate is necessary?
Thanks in advance,
Kurfürst
lurker_hlb3
08-15-08, 02:34 PM
Hi Lurker,
first of all, many thanks for your great work on Operation Monsoon.
Great, great job! :up::up::up:
Lurker, is it possible to change the sub skins like it can be done in SHIII?
For example, use one of Fubars skins on the IX B or VII C?
Where are the submarine textures located, and which file formate is necessary?
Thanks in advance,
Kurfürst
The sub skins are within the *.dat file I'll check to see if you can do it like SH3. The current Type VII / IX are Fubars skins
Farinhir
08-15-08, 05:22 PM
Ideally I will be getting GWX for U-Boat missions when it comes out.
Why don't you just uninstall OM right now since you find my work so unacceptable and stop insulting me
Lurker, I did not mean that your work is unacceptable. I am just trying to figure out what is going on with my install and not being able to change the torpedo speed settings. As for GWX VS OM. It is not a matter of OM being poor work, it is that I am a fan of GWX MODs. I am sorry that you took it that way though.
Farinhir,
I have played OM from the very beginning and I have NEVER had any problems changing the speed settings of the G7a, the G7e yes, of course it only has one speed, but never with the G7a.
You can wait for GWX, but it is going to be a Looooong wait, and in the mean time
you will miss out on the best campaign mission work for SH4 - Pacific or Atlantic.
This is the answer that I was looking for. I now know that there is something with OM and my install that does not seem to work rightly. I did a clean install last night (unfortuneatly, my discs were damaged when I moved a while back and I wound up buying it again from steam since so stores sell SHIV around here) and it took many an hour to re-install. I will be doing more tests in a few minutes.
@Lurker
I really did not mean any disrespect to your work.
EDIT:
I re-installed and tried the v301 and patch with the same results with the gauges. After that I was going to post my results but ran into the V40X beta thread. Switching to the V40X fixes the torpedo speed problem for me. I am not sure what was up with it, but thanks for the hard work.
As for when GWX4 comes out. I will probably do what I do with RFB and TMO. That is switch between them depending on how I want to play at the time. Different MODS do not necessarily mean one better and one worse, just different preferances.
GlobalExplorer
08-17-08, 06:24 AM
I did some parsing through the Monsun files and found something strange.
In
\OpsMonsun_V301\Data\Roster\DefSide.cfg
the side 0 (neutral) is never used, except for environmental units. is this intentional?
; side 0 - neutral
; side 1 - allies
; side 2 - axis
[SideEntry 4]
Country=American
Side=1 // shouldnt this be Side=0 ?
StartDate=19380101
EndDate=19411210
[SideEntry 5]
Country=American
Side=1
StartDate=19411211
EndDate=19450825
[SideEntry 6]
Country=American
Side=1
StartDate=19450826
EndDate=19451231
lurker_hlb3
08-17-08, 06:57 AM
I did some parsing through the Monsun files and found something strange.
In
\OpsMonsun_V301\Data\Roster\DefSide.cfg
the side 0 (neutral) is never used, except for environmental units. is this intentional?
; side 0 - neutral
; side 1 - allies
; side 2 - axis
[SideEntry 4]
Country=American
Side=1 // shouldnt this be Side=0 ?
StartDate=19380101
EndDate=19411210
[SideEntry 5]
Country=American
Side=1
StartDate=19411211
EndDate=19450825
[SideEntry 6]
Country=American
Side=1
StartDate=19450826
EndDate=19451231
From the first post under "Know Problems & Issues"
5. One of the problems with “stock” SH4 is the way it treats the “detection” of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are “no neutrals” in OM v301. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normal neutral ships will remain unharmed. Also from view of the records Uboat captains sink supposed “neutrals” during their early combat patrols
GlobalExplorer
08-17-08, 08:19 AM
Ok thanks.
Patch 2
Added R.M.S.Queen Elizabeth, RMS Queen Elizabeth, S.S. Empress of Britain, Cunard Aquitania ocean liner and HMS Warspite by VonDos
Too many RMS Queen Elizabeth here :rotfl: :rotfl:
R.M.S. Queen Mary, right?
BTW GREAT MOD!!
Really!
Regards, VD
AntEater
08-19-08, 10:27 AM
Why is the other thread closed?
Some other observations.
Apparently dive planes transmission damage actually affects the rudder, not the dive planes. It kind of sucks to have a great patrol and then not to be able to return due to "dive planes" damage that prevents my boat from maneuvering.
Especially since that damage apparently is not repairable.
Another thing is that the escorts are not good enough.
Sofar I had very few serious depth chargings and was always able to escape quite easily.
lurker_hlb3
08-19-08, 04:39 PM
Why is the other thread closed?
Some other observations.
Apparently dive planes transmission damage actually affects the rudder, not the dive planes. It kind of sucks to have a great patrol and then not to be able to return due to "dive planes" damage that prevents my boat from maneuvering.
Especially since that damage apparently is not repairable.
Another thing is that the escorts are not good enough.
Sofar I had very few serious depth chargings and was always able to escape quite easily.
Beta testing is closed.
I'm not making any more changes for awhile.
OM V400 will release today after I get home
Orion2012
08-19-08, 04:53 PM
Beta testing is closed.
I'm not making any more changes for awhile.
OM V400 will release today after I get home
thanks for all the work Lurker.
lurker_hlb3
08-19-08, 06:08 PM
OM V400 is up. See first post for readme & download link
cgjimeneza
08-19-08, 06:23 PM
downloading at home in a couple hours
mandatory rest Lurker, enjoy your time off.
thanks pal:sunny:
edit 1: confirmed, Im the no. 2 downloader
edit 2: just got killed by a Ventura off Ireland in Western approaches, any one has a life ring?
Sea Otter
08-19-08, 06:55 PM
Lurker,
Thank you for your time and effort. Your mods really make the game for me!
linerkiller
08-20-08, 06:26 AM
If I want to use Pacific Environment graphic mod, i have to install it before or after OM?:hmm:
Excuse me if this question has already been asked;)
lurker_hlb3
08-20-08, 06:50 AM
If I want to use Pacific Environment graphic mod, i have to install it before or after OM?:hmm:
Excuse me if this question has already been asked;)
Install before OM
linerkiller
08-20-08, 07:29 AM
Thank you:up:
leorfeo
08-20-08, 09:39 AM
Hi Lurker,
Thank you for your effort. I'll try it out right now.
:D
Leorfeo
Popov57
08-20-08, 12:16 PM
Thank you Mr Lurker:yep:
Operation Monsun is fantastic!
Thank you Mr Lurker:up:
TDK1044
08-20-08, 01:15 PM
Wonderful work, Mister L. Many thanks. :D
Herr_Pete
08-20-08, 03:23 PM
woooooo theres my name:D i was a tester hehe :D
argentinedude
08-20-08, 07:09 PM
Is it just me or AI gunners don't work? (deck gun/aa) Anyways great mod.
lurker_hlb3
08-20-08, 08:02 PM
Is it just me or AI gunners don't work? (deck gun/aa) Anyways great mod.
You want to clarify your statement.
silent killer
08-20-08, 08:21 PM
:d Thanks Lurker Well Done.
cgjimeneza
08-20-08, 09:56 PM
Got myself bombed and straffed again west of Ireland...
after about 3 weeks with only a small ship to my credit Im going back to base with my conning tower topsides a mess, both periscopes wrecked.:o
and in a storm I come face to face with a Flower corvette... part of this huge convoy.. almost got my self killed.:o
and getting into Lorient, less than 100 miles from base Im attacked by a ventura!!!!:o :o
lucky me the plane didnt carry any hvy ordnance... almost peed in my sealskins... and only 41 mts under the keel, can you speel D E A D ?
This installment is awesome, RAF`s coastal command is learnig its lessons, this being June-July 1941... anybody want to swap a patrol in Western Approaches for the US east coast?, Ill throw in some black bread and a case of Schnapps.
:doh: :doh: :doh: :doh: :doh: :doh:
argentinedude
08-20-08, 10:17 PM
Is it just me or AI gunners don't work? (deck gun/aa) Anyways great mod.
You want to clarify your statement.
My crew won't shoot at airplanes/ships
lurker_hlb3
08-20-08, 10:29 PM
Is it just me or AI gunners don't work? (deck gun/aa) Anyways great mod.
You want to clarify your statement.
My crew won't shoot at airplanes/ships
Did you man up the gun crews. They aren't man up by default. Did you tell them to "fire at will" and tell them what to shoot at.
argentinedude
08-20-08, 11:08 PM
Is it just me or AI gunners don't work? (deck gun/aa) Anyways great mod.
You want to clarify your statement.
My crew won't shoot at airplanes/ships
Did you man up the gun crews. They aren't man up by default. Did you tell them to "fire at will" and tell them what to shoot at.
Yup i did all that. Something got messed up i guess, i'll try reinstalling.
Will-Rommel
08-21-08, 05:34 AM
Hi Lurker,
I'm still playing on the 4.0 Beta version and noticed that there's no transfer available during the campaign. Also, i received the following order during a patrol : All 2nd flottillas operatives, change base of operation to Lorient.
But my main base was still Wilhelmshaven on the nav map and i had to go there to end my patrol. When i started the third patrol, we were still in Germany's water and there was no order to reach Lorient, nor anything different on the map.
Is it only an issue in 4.0?
I'd also like to make a suggestion, do you think it could be possible to add a bit of diversity to the patrols we are assigned to? I know that the u-boots were mainly on patrol duties back in the war, but i always tought that the new ''shipping mission'' and ''photography infiltration'' were some good add-on to the game. And on a final note, i remember in SH3, when you fired all your torpedoes the Comsubpac would call you back to the base. In sh4, this never happens. They will endlessly assign new missions to my crew, even if we are out of fuel and amunition. Geez those boss at the admiralty are exigents to say the least!
Keep up the good work Lurker! :up:
and getting into Lorient, less than 100 miles from base Im attacked by a ventura!!!!:o :o
---------
This installment is awesome, RAF`s coastal command is learnig its lessons, this being June-July 1941..
:doh: :doh: :doh: :doh: :doh: :doh:
First Ventura not delivered to Britain till Sept 41 so you very unlucky
D\L V4 again now after beta :up:
Thank you Lurker
linerkiller
08-21-08, 08:47 AM
Tried today...OM+PE 3=ecstasy:D :D Well done mate:up: !
All runs hot and clear, but if I go to the Museum, the game crashes...not a problem at all, but is that normal?:hmm:
Congratulations again:sunny: !
Popov57
08-21-08, 02:49 PM
Same problem as will-rommel:
order is to change base ops to Lorient however Lorient does not allow me to dock. So all the way back to WHV:cry:
cgjimeneza
08-21-08, 07:04 PM
and getting into Lorient, less than 100 miles from base Im attacked by a ventura!!!!:o :o
---------
This installment is awesome, RAF`s coastal command is learnig its lessons, this being June-July 1941..
:doh: :doh: :doh: :doh: :doh: :doh:
First Ventura not delivered to Britain till Sept 41 so you very unlucky
D\L V4 again now after beta :up:
Thank you Lurker
No way, I saw and was attacked by Venturas in Ireland western approaches, at land´s end and Lorient, they sure got a few of them
the one that got me was a PBY and that dude is dangerous....
Still, I will disregard orders and take a trip to the sunny Caribbean, maybe around Cuba or Curacao, hope my VII gets there and back
lurker_hlb3
08-21-08, 07:16 PM
I'm still playing on the 4.0 Beta version and noticed that there's no transfer available during the campaign. Also, i received the following order during a patrol : All 2nd flottillas operatives, change base of operation to Lorient.
But my main base was still Wilhelmshaven on the nav map and i had to go there to end my patrol. When i started the third patrol, we were still in Germany's water and there was no order to reach Lorient, nor anything different on the map.
IRT The 2nd Flotilla transfer problem, the cause is due to a incorrect base ID.
To correct un-install OM v400, go to
OpsMonsun_V400\Data\UPCDataGE\UPCCampaignData
Open Flotillas.upc with wordpad and go to line 728 and you will see the following:
ID= F4Lorient
Change this line to read:
ID= F4Wilhelmshaven
This will be official fixed in the first patch for OM v400
lurker_hlb3
08-21-08, 07:30 PM
and getting into Lorient, less than 100 miles from base Im attacked by a ventura!!!!:o :o
---------
This installment is awesome, RAF`s coastal command is learnig its lessons, this being June-July 1941..
:doh: :doh: :doh: :doh: :doh: :doh:
First Ventura not delivered to Britain till Sept 41 so you very unlucky
D\L V4 again now after beta :up:
Thank you Lurker
No way, I saw and was attacked by Venturas in Ireland western approaches, at land´s end and Lorient, they sure got a few of them
the one that got me was a PBY and that dude is dangerous....
Still, I will disregard orders and take a trip to the sunny Caribbean, maybe around Cuba or Curacao, hope my VII gets there and back
The aircraft you saw was a Hudson MKI/III
http://en.wikipedia.org/wiki/Lockheed_Hudson
lurker_hlb3
08-21-08, 07:33 PM
Tried today...OM+PE 3=ecstasy:D :D Well done mate:up: !
All runs hot and clear, but if I go to the Museum, the game crashes...not a problem at all, but is that normal?:hmm:
Congratulations again:sunny: !
I have not conducted any test on OM with PE 3 or any other environmentally modes. Museum works ok on a "stock" setup
Will-Rommel
08-21-08, 08:05 PM
Tried today...OM+PE 3=ecstasy:D :D Well done mate:up: !
All runs hot and clear, but if I go to the Museum, the game crashes...not a problem at all, but is that normal?:hmm:
Congratulations again:sunny: !
I have not conducted in test on OM with PE 3 or any other environmentally modes. Museum works ok on a "stock" setup
Good news, it work with W-CLEAR mod. BTW, thanks for the transfer hotfix.
cgjimeneza
08-21-08, 09:58 PM
and getting into Lorient, less than 100 miles from base Im attacked by a ventura!!!!:o :o
---------
This installment is awesome, RAF`s coastal command is learnig its lessons, this being June-July 1941..
:doh: :doh: :doh: :doh: :doh: :doh:
First Ventura not delivered to Britain till Sept 41 so you very unlucky
D\L V4 again now after beta :up:
Thank you Lurker
No way, I saw and was attacked by Venturas in Ireland western approaches, at land´s end and Lorient, they sure got a few of them
the one that got me was a PBY and that dude is dangerous....
Still, I will disregard orders and take a trip to the sunny Caribbean, maybe around Cuba or Curacao, hope my VII gets there and back
The aircraft you saw was a Hudson MKI/III
http://en.wikipedia.org/wiki/Lockheed_Hudson
ok, but the map airplane Icon was identified as Venturas Mk-I, but they were quite similar to Amelia Earth plane, twin tail, small bimotor, will wiki it up.
edit: yes, they are quite similar:
http://en.wikipedia.org/wiki/Lockheed_Hudson
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.