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silent killer
10-30-08, 07:45 PM
THANKS LURKER I DONT KNOW HOW YOU KEEP POUNDING OUT THESE MODS. BUT KEEP UP THE EXCELENT WORK:up: :up: :up: :up:

Doolittle81
10-30-08, 10:00 PM
Thanks Lurker!

One question: I am in July 1941, mid career, docked at Lorient. Will I be able to simply transfer to the Med operating area (Mare Nostrum patrols)after I return to Port following my next patrol out of Lorient (west of Spain), which will be sometime after 15 September....if so, what is the difference (basing) for Flotilla 25 and 29? Will I later on be able to transfer back to an Atlantic Flotilla if I wish to do so?

Ivan Putski
10-30-08, 11:43 PM
Thanks lurker, just d/l OM_V500, will read up on it later this evening. Puts:up:

lurker_hlb3
10-31-08, 06:36 AM
Thanks Lurker!

One question: I am in July 1941, mid career, docked at Lorient. Will I be able to simply transfer to the Med operating area (Mare Nostrum patrols)after I return to Port following my next patrol out of Lorient (west of Spain), which will be sometime after 15 September....if so, what is the difference (basing) for Flotilla 25 and 29? Will I later on be able to transfer back to an Atlantic Flotilla if I wish to do so?


Will I be able to simply transfer to the Med operating area

Not sure

if so, what is the difference (basing) for Flotilla 25 and 29?

http://www.uboat.net/flotillas/23flo.htm

http://www.uboat.net/flotillas/29flo.htm


Will I later on be able to transfer back to an Atlantic Flotilla if I wish to do so?

I don't think so

Bashou0
10-31-08, 10:35 AM
Lurker, i'm sorry to be such pinhead... how do you install the mod "Op.Monsun"..? I can't quite get it ( the RAR's are fine, but then..?
God will bless you ( or the Furher perhaps)

Doolittle81
10-31-08, 12:27 PM
Lurker, i'm sorry to be such pinhead... how do you install the mod "Op.Monsun"..? I can't quite get it ( the RAR's are fine, but then..?
God will bless you ( or the Furher perhaps)

You unzip the RAR. You can unzip it anywhere. I do it right in my downloads Folder. Then simply move the resulting Ops Monsun Folder to the SilentHunter\MODS folder. Then enable using JSGME.

Bashou0
10-31-08, 01:52 PM
Hallo,
that's just the problem, what's JSGME...?
sorry,

Bashou0
10-31-08, 02:14 PM
Doctor Doolittle, i figured it out ( via googling...)
Thanks for your timeand give my regards to Lurker

flor

Bashou0
10-31-08, 02:14 PM
Doctor Doolittle, i figured it out ( via googling...)
Thanks for your timeand give my regards to Lurker

flor

cgjimeneza
10-31-08, 03:01 PM
Doctor Doolittle, i figured it out ( via googling...)
Thanks for your timeand give my regards to Lurker

flor

dont worry, we have all learned how to do it, one way or the other, enjoy Op Monsun

Bashou0
10-31-08, 03:44 PM
Indeed.
You're all fine chaps and me, well, I'm at this moment sailing in 1939 which, I think, proves I succesfull installed the mod :oops: . This was new to me, now I'm naturally a real veteran...:know:

TDK1044
10-31-08, 05:20 PM
Indeed.
You're all fine chaps and me, well, I'm at this moment sailing in 1939 which, I think, proves I succesfull installed the mod :oops: . This was new to me, now I'm naturally a real veteran...:know:

I needed to make the process idiot proof for me, so I created a Desktop shortcut of the 'Mods' folder and then I created a folder called 'patches and downloads'. So now I download to the patches and downloads folder...select 'Extract Here' and then drag and drop the new extracted folder into the 'Mods' folder. I then open the JSGME and activate the mod. This is very fast! :D

cgjimeneza
10-31-08, 07:35 PM
Welcome and you will learn a lot, we do everyday, a lot of great guys will be glad to help with all doubts, this is good people-

sub drivers, be it U-boats or fleet boats are the finest

znatan
11-01-08, 07:16 AM
for some reasone I can't download from files.filefront.com. Is it possble to post the file on some other share?

Lurker?

Thanks!!

limkol
11-01-08, 08:27 AM
You are a busy man, Lurker. I noticed that you're already working on OM600. So this time you are taking us away from the heat of the Med to the cold North. Looks interesting...........can't wait.
Thx to you and your crew for keeping the game fresh and for all your background work. I know that when I'm playing I concentrate on what I am doing at that moment in time, whether I'm navigating, dodging depth charges or going for the kill. But you have made sure that this is done keeping faith with history. You have done a lot of research and made the game not just fun, but also very infomative regarding what was going on in the time of our fathers or grandfathers.
Thanks and good luck with the next project:up:

FloydRoses
11-01-08, 08:34 AM
Good work this megamod.
But I have some problem with:

1)Deck gun, is so weak, 80 rounds are too mutch to kill a small merchant ship
2)Cannon reload time are too long
3)I can't equip man on deck gun.
4)Can I increase torpedo Damage and shell damage?
5)Crew repairs nothing
6)where are convoys?I'm alone in Ocean?

Thanks

cgjimeneza
11-01-08, 09:01 AM
German Office ATO
Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Spaxs SH4 Uboat SPEECH FIX_V8
SH4 Flag Replacement
(1) RUIM v1.0 for SH4v1.5
(3) RUIM v1.0 for SH4v1.5 Awards add-on
Add_Radio_St_02-2008
#1 PE4 Install main
#3_PE4_c_Submarine_Stock_caustics_rolllpitch_deepe r
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
different smoke (TMO)
PE4_high quality bow and stern wakes (stock SH4 lower FPS)
SH4_1.5_ Uboat_freeCamFix
Rel_SH4_Trans-Atlantic_Radio
MyMenu


I removed the PE 2 special effects, as per the readme in post no. 1... the rest of the PE mods (yellow) are ok or should I remove them...

lurker_hlb3
11-01-08, 09:07 AM
German Office ATO
Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Spaxs SH4 Uboat SPEECH FIX_V8
SH4 Flag Replacement
(1) RUIM v1.0 for SH4v1.5
(3) RUIM v1.0 for SH4v1.5 Awards add-on
Add_Radio_St_02-2008
#1 PE4 Install main
#3_PE4_c_Submarine_Stock_caustics_rolllpitch_deepe r
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
different smoke (TMO)
PE4_high quality bow and stern wakes (stock SH4 lower FPS)
SH4_1.5_ Uboat_freeCamFix
Rel_SH4_Trans-Atlantic_Radio
MyMenu


I removed the PE 2 special effects, as per the readme in post no. 1... the rest of the PE mods (yellow) are ok or should I remove them...


No your ok, it was the "special effects" of PE #2 that is a problem for OM.

lurker_hlb3
11-01-08, 09:14 AM
Good work this megamod.
But I have some problem with:

1)Deck gun, is so weak, 80 rounds are too mutch to kill a small merchant ship
2)Cannon reload time are too long
3)I can't equip man on deck gun.
4)Can I increase torpedo Damage and shell damage?
5)Crew repairs nothing
6)where are convoys?I'm alone in Ocean?

Thanks


1)Deck gun, is so weak, 80 rounds are too mutch to kill a small merchant ship
Use the "aim for waterline" option


2)Cannon reload time are too long
As designed

3)I can't equip man on deck gun.
your comment is "vague", If you have a problem you need to provided "details"

4)Can I increase torpedo Damage and shell damage?
No


5)Crew repairs nothing
Yes they do


6)where are convoys?I'm alone in Ocean?
There out there, you just need to look harder. Go to the support directory for intel data

FloydRoses
11-01-08, 05:17 PM
For Lurker...
thanks for hints.:up:

About point 3)

I select command ''Man at Deck Gun'',but nobody appears at the cannon,I tried to use 'Hands to battlestation'' but doesn''t work.
I can shoot ohter ship by deck gun only manually.
It's a bug?:hmm:

Thank for patience.;)

Exists a free camera mode for SH4 (ex shift + F4,in SH3?)

cgjimeneza
11-01-08, 06:19 PM
For Lurker...
thanks for hints.:up:

About point 3)

I select command ''Man at Deck Gun'',but nobody appears at the cannon,I tried to use 'Hands to battlestation'' but doesn''t work.
I can shoot ohter ship by deck gun only manually.
It's a bug?:hmm:

Thank for patience.;)

Exists a free camera mode for SH4 (ex shift + F4,in SH3?)

Did you assign crew on the sub base for your gun and AA guns?

that is, when you press F11 do you show crew assigned to them in areas of Deck gun and Flak guns, below the damage control team?

lurker_hlb3
11-01-08, 09:20 PM
For Lurker...
thanks for hints.:up:

About point 3)

I select command ''Man at Deck Gun'',but nobody appears at the cannon,I tried to use 'Hands to battlestation'' but doesn''t work.
I can shoot ohter ship by deck gun only manually.
It's a bug?:hmm:

Thank for patience.;)

Exists a free camera mode for SH4 (ex shift + F4,in SH3?)


Gun crews are not manning 24/7, if you want to man up the gun crews, you take crew from different compartments and place them in the slots, then use the "man gun crew" icon and engage the targets

znatan
11-02-08, 12:34 AM
Guys, Lurker - can you pls upload the file to some other (non filefront) site and post the link. For some reason I can't download from filefront. I was trying for few days..
Thanks.

Bashou0
11-02-08, 03:02 AM
Guys, Lurker - can you pls upload the file to some other (non filefront) site and post the link. For some reason I can't download from filefront. I was trying for few days..
Thanks.


This is strange because I use the link Lurker had provided (page 1) and could download instantly. 3 days ago...

cgjimeneza
11-02-08, 07:23 AM
Ok, I started a campaing in sept 1941

managed to cross the strait, there were a few brits around

managed to find a CL grp and a convoy sharing the same space, got myself a Dido CL

refit at Sicily, then off to Alexandria.... then after a ship or two home to my base in greece

nice job Lurker... did you changed the ships HP value a la RFB? or did I found two loaded wirth wine corks?

Mare Nostrum is sure interesting...

xristoskaiti
11-02-08, 11:29 AM
you met British planes?? I made Italy - Alexandria
without I see nor a plane:hmm:

Engelmann
11-02-08, 12:33 PM
very nice and thnx for this!!!! :up: :up: :up:
I'd also wanted to ask if the U-163 is available because it was commanded by my (maybe) ancestor Kurt-Eduard Engelmann :smug: altough his U-boat sunk with all his crew in the bay of Biscaye :cry:

cgjimeneza
11-02-08, 02:07 PM
you met British planes?? I made Italy - Alexandria
without I see nor a plane:hmm:

You bet I found planes.

I was attacked about 90 km SSW of Brest while going out

I evaded another one (this didnt drop) some 60 km NNW of Alexandria.

didnt see no planes in the western med / Gibraltar area

and be carefull, they will try to kill you

xristoskaiti
11-02-08, 03:04 PM
:88) :88) :88) it has planes....:oops:

cgjimeneza
11-02-08, 06:07 PM
:88) :88) :88) it has planes....:oops:

and did you survive the finding :rotfl: :hmm:

loreed
11-03-08, 02:19 AM
I have just added Op Mo V400 with patch. I have fired point blank ate a small merchant and a medium tanker with absolutely no effect, 50 rounds and the tanker was unharmed, not even a small fire, one torpedo sank it. Ditto the small freighter, anyone else having this problem?

For best results, use the "Aim at Waterline" option when firing the main deckgun.
I did that for about half the shots, went for the splash and the flash as much as possible but nothing, then I shot for th engine room and super structure to see if I could get any damage, nothing happened. I am looking for a file I can check to see if it was corrupted during install, if anyone has any suggestions where to look I would appreciate it.

What other mods do you have. In some cases damaging a previously damaged compartment, say by torpedo, will not cause the HP to flood any more, but begin to degrade ship HP, which will take a long time. In RFB 1.52 you can only sink a ship by flooding it, meaning only shots below the water line will cause more water to be taken on.

if possible make a unique install for playing op monsun.... it helps a lot

I guess its time to strip everything out and do a clean install to see if I can figure out what I FUBARed:damn:

TDK1044
11-03-08, 08:34 AM
6)where are convoys?I'm alone in Ocean?


There out there, you just need to look harder. Go to the support directory for intel data

What Support Directory?

xristoskaiti
11-03-08, 09:25 AM
:88) :88) :88) it has planes....:oops:

and did you survive the finding :rotfl: :hmm:



:yep: :yep: :yep:

Engelmann
11-03-08, 10:56 AM
Thnx for the great mod!! :up:
But I have a question do the u-boats have a schnorkel or do I need to download a mod for it?
and is the U-163 available as commander my (maybe ancestor) Kurt-Eduard Engelmann who died with all his crew in the bay of Biscaye

xristoskaiti
11-03-08, 11:12 AM
the German submarines they is acquaintance that they have error time
ballast. in the v500 they can change sjm files with American
submarines?? I suppose that this they will not be problem after the
v500 they is only Atlantic Campaigns :hmm:

Wilcke
11-03-08, 12:13 PM
6)where are convoys?I'm alone in Ocean?


There out there, you just need to look harder. Go to the support directory for intel data
What Support Directory?

Within the OMV500 folder are two additional folders; one with version histories and Readmes', the other folder with multiple maps, convoy route maps, and intel type material to facilitate a patrol. Really nice stuff!

Happy Hunting!

TDK1044
11-03-08, 12:33 PM
Thanks, Wilcke. :D

Bashou0
11-03-08, 01:41 PM
Maybe you will have a "deja vu" feeling here, but I have a question...
If one, say cross the channel, and make dogsfood of fourteen destroyers, can you, after that, on the way back, in the SAME patrol, encounter a indefinite number of destroyers, or, can the channel swept clean in thàt patrol..?
I don't mean the destroyers who protect convoi's, it's logic that they keep poping up, I mean those fightboats who patrol the channel and have nothing to do with convoi's.

Kruniac
11-03-08, 08:29 PM
Is the damage model in OM the same as in TMO? In other words, ships only sink from flooding?

I really enjoy that, even if it is a bit tricky. Its better than the ship just exploding into a fireball from two torpedoes.

lurker_hlb3
11-03-08, 09:11 PM
Is the damage model in OM the same as in TMO? In other words, ships only sink from flooding?

I really enjoy that, even if it is a bit tricky. Its better than the ship just exploding into a fireball from two torpedoes.


Damage mod is from RFB 152

lurker_hlb3
11-03-08, 09:12 PM
Maybe you will have a "deja vu" feeling here, but I have a question...
If one, say cross the channel, and make dogsfood of fourteen destroyers, can you, after that, on the way back, in the SAME patrol, encounter a indefinite number of destroyers, or, can the channel swept clean in thàt patrol..?
I don't mean the destroyers who protect convoi's, it's logic that they keep poping up, I mean those fightboats who patrol the channel and have nothing to do with convoi's.


No sure what your trying to ask me ????

cgjimeneza
11-03-08, 09:21 PM
Is the damage model in OM the same as in TMO? In other words, ships only sink from flooding?

I really enjoy that, even if it is a bit tricky. Its better than the ship just exploding into a fireball from two torpedoes.


Damage mod is from RFB 152

No wonder, I tought the ship I had repeatedly torpedoed and fired upon was carryng a cargo of corks for some wine bottler.........

Bashou0
11-04-08, 02:37 AM
Lurker, I will try my best English. Rereading my post I can see it's a bit blurry...
What I meant : I start on objective and to do so I pass the channel. I encounter a given number destroyers on patrol in the channel. I dispose of all of them and GO BACK to refit. Then I pass the channel again and sink whatever I encounter.
I go on and furfill the objective.
After that I go back to base trough the same way (the channel).
Will I still encounter patroldestroyers, I mean really on patrol and NOT those who protect convois.
This question because I can't imagine say Great Brittanie has an indefinite number of destroyers,particularry not in the beginning of the war. Knowing the channel has been swept clean of patrol-destroyers, you can easly be tempted to refitt again and again...
The same goes in fact for planes. A given airfield has an indefinite number of planes..?

xristoskaiti
11-04-08, 02:41 PM
u-boots they do not have realistic divetime.:cry: :cry: :cry: will exist in future a
imprinting for this problem? :oops:

Reise
11-04-08, 02:58 PM
Lurker, I will try my best English. Rereading my post I can see it's a bit blurry...
What I meant : I start on objective and to do so I pass the channel. I encounter a given number destroyers on patrol in the channel. I dispose of all of them and GO BACK to refit. Then I pass the channel again and sink whatever I encounter.
I go on and furfill the objective.
After that I go back to base trough the same way (the channel).
Will I still encounter patroldestroyers, I mean really on patrol and NOT those who protect convois.
This question because I can't imagine say Great Brittanie has an indefinite number of destroyers,particularry not in the beginning of the war. Knowing the channel has been swept clean of patrol-destroyers, you can easly be tempted to refitt again and again...
The same goes in fact for planes. A given airfield has an indefinite number of planes..?

Game engine not account for ships or planes you sink or shoot down
So yes UK has infinate destroyers

lurker_hlb3
11-04-08, 06:26 PM
u-boots they do not have realistic divetime.:cry: :cry: :cry: will exist in future a
imprinting for this problem? :oops:

http://www.subsim.com/radioroom/showthread.php?t=139128&highlight=Dive+time

lurker_hlb3
11-04-08, 06:30 PM
Lurker, I will try my best English. Rereading my post I can see it's a bit blurry...
What I meant : I start on objective and to do so I pass the channel. I encounter a given number destroyers on patrol in the channel. I dispose of all of them and GO BACK to refit. Then I pass the channel again and sink whatever I encounter.
I go on and furfill the objective.
After that I go back to base trough the same way (the channel).
Will I still encounter patroldestroyers, I mean really on patrol and NOT those who protect convois.
This question because I can't imagine say Great Brittanie has an indefinite number of destroyers,particularry not in the beginning of the war. Knowing the channel has been swept clean of patrol-destroyers, you can easly be tempted to refitt again and again...
The same goes in fact for planes. A given airfield has an indefinite number of planes..?
Game engine not account for ships or planes you sink or shoot down
So yes UK has infinate destroyers

As stated by Reise. The Game engine does not count the number of ships you sink and subtract them from a grand total for a country. But during game play I don't think that you will find that you will be attack a "never" end group of ships or aircraft

Bashou0
11-05-08, 11:43 AM
Thanks for the clarification.Nevertheless I find it a pity not to have some degree of reality.
Apart from that, the MOD-men deliver a fantastic job : I pay in US-dollars appr. 65 dollar for the game in vanilla, and after that I get a heap of bonusses which give the lifetime of my game an couple months in surplus, and I doubt those "months" ! I've been playing SH4 from the start and enjoy it untill now and have not even experience all mod's, past and future.
So you can wonder, who's getting the most credit..? Of course the devoloppers of SH get the basics, but to be honest...it's the modders who make it that more interesting..!
Hail to you all, I keep forever a warm place in my hart...
flor

vanjast
11-05-08, 12:22 PM
Any chance of putting OM V500 on BTS (http://www.bts-mods.com/?page=mods) or a mirror site.
I have no pleasure with FF.:nope:

Thanks
Van
:up:

Engelmann
11-05-08, 12:44 PM
How can i use the schnorkel?? I have one but I can't use it :-?

xristoskaiti
11-05-08, 01:24 PM
u-boots they do not have realistic divetime.:cry: :cry: :cry: will exist in future a
imprinting for this problem? :oops:

http://www.subsim.com/radioroom/showthread.php?t=139128&highlight=Dive+time



I am upset with what I read...:shifty:

lurker_hlb3
11-05-08, 06:06 PM
Any chance of putting OM V500 on BTS (http://www.bts-mods.com/?page=mods) or a mirror site.
I have no pleasure with FF.:nope:

Thanks
Van
:up:

I have no problem with someone hosting my work. I recommend you get in touch with whoever owns "BTS" and have them upload it to their site.

lurker_hlb3
11-05-08, 06:07 PM
How can i use the schnorkel?? I have one but I can't use it :-?

from the first post of this thread

8.There are certain files I don't change because of mod compatibility. One of those files is command.cfg which controls 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"

lurker_hlb3
11-05-08, 06:08 PM
u-boots they do not have realistic divetime.:cry: :cry: :cry: will exist in future a
imprinting for this problem? :oops:
http://www.subsim.com/radioroom/showthread.php?t=139128&highlight=Dive+time


I am upset with what I read...:shifty:

Sorry there nothing I can do about

loreed
11-05-08, 11:18 PM
closing the loop.

my deck gun problem was due to a damaged career file. FIrst time for me that only one small aspect of a career was damaged during a system crash. Live and learn.:hmm:

Bashou0
11-06-08, 04:32 AM
Lurker or anyone...
It's may 21,1941, I'm korvettenkapitän, sunk 340.000, renow of 15.000, are on top acelist...
The upgradelist boat and weapons stays as blanc as a virgin...?
I'm playing OM v.400. Is this normal..?

Wilcke
11-06-08, 01:16 PM
Lurker or anyone...
It's may 21,1941, I'm korvettenkapitän, sunk 340.000, renow of 15.000, are on top acelist...
The upgradelist boat and weapons stays as blanc as a virgin...?
I'm playing OM v.400. Is this normal..?

Lurker, may have to shoot me for this but here goes.

The equipment upgrade schedules are historical. So if it was not available at that date it will not show up. I have a terrible time keeping details in my head, sorry.

Bashou0
11-06-08, 01:54 PM
Quote:
Originally Posted by Bashou0
Lurker or anyone...
It's may 21,1941, I'm korvettenkapitän, sunk 340.000, renow of 15.000, are on top acelist...
The upgradelist boat and weapons stays as blanc as a virgin...?
I'm playing OM v.400. Is this normal..?


Lurker, may have to shoot me for this but here goes.

The equipment upgrade schedules are historical. So if it was not available at that date it will not show up. I have a terrible time keeping details in my head, sorry.
__________________


Thanks Wilcke, but it's may 1941... and I'm still in the sub from 1939 with the equipment from that period...and I experience a fast improuvement in weaponquality on the opposite side...
Nevertheless, if this is correct in the game, no worry's, my revenche is on its way.

Engelmann
11-06-08, 02:16 PM
How can i use the schnorkel?? I have one but I can't use it :-?
from the first post of this thread

8.There are certain files I don't change because of mod compatibility. One of those files is command.cfg which controls 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"

yeah i know but i don't understand how i can change that
i'm a bit of a noob in it. can you explain how tod do it??:doh:

cgjimeneza
11-06-08, 04:15 PM
How can i use the schnorkel?? I have one but I can't use it :-?
from the first post of this thread

8.There are certain files I don't change because of mod compatibility. One of those files is command.cfg which controls 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"

yeah i know but i don't understand how i can change that
i'm a bit of a noob in it. can you explain how tod do it??:doh:

If Im correct, search for a file called command.cfg,

1-zip it as a backup (just in case)
2-open with notepad, search until you find

[Cmd158]

edit it untill it reads:

[Cmd158]
Name=Toggle_snorkel
Ctxt=1
Key0=0x58,s,"SHIFT X"

save the file

cross your fingers

Bashou0
11-06-08, 04:51 PM
Quote:
Originally Posted by Bashou0
Lurker or anyone...
It's may 21,1941, I'm korvettenkapitän, sunk 340.000, renow of 15.000, are on top acelist...
The upgradelist boat and weapons stays as blanc as a virgin...?
I'm playing OM v.400. Is this normal..?


Lurker, may have to shoot me for this but here goes.

The equipment upgrade schedules are historical. So if it was not available at that date it will not show up. I have a terrible time keeping details in my head, sorry.
__________________


Thanks Wilcke, but it's may 1941... and I'm still in the sub from 1939 with the equipment from that period...and I experience a fast improuvement in weaponquality on the opposite side...
Nevertheless, if this is correct in the game, no worry's, my revenche is on its way.


Meanwhile its januari 1942 and I still have "no upgrades"..?
Is it correct that I stumble around with my 1939 boot and not the least upgrade, even the torps..?

lurker_hlb3
11-06-08, 07:12 PM
Quote:
Originally Posted by Bashou0
Lurker or anyone...
It's may 21,1941, I'm korvettenkapitän, sunk 340.000, renow of 15.000, are on top acelist...
The upgradelist boat and weapons stays as blanc as a virgin...?
I'm playing OM v.400. Is this normal..?


Lurker, may have to shoot me for this but here goes.

The equipment upgrade schedules are historical. So if it was not available at that date it will not show up. I have a terrible time keeping details in my head, sorry.
__________________


Thanks Wilcke, but it's may 1941... and I'm still in the sub from 1939 with the equipment from that period...and I experience a fast improuvement in weaponquality on the opposite side...
Nevertheless, if this is correct in the game, no worry's, my revenche is on its way.

Meanwhile its januari 1942 and I still have "no upgrades"..?
Is it correct that I stumble around with my 1939 boot and not the least upgrade, even the torps..?

I use a historical schedules. If you can find a more "documented historical" upgrade schedules I will look into making changes



Upgrade Schedule

Radars

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


Radar Warning Receiver

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


Weapons

2 cm FK C/38 - 1943-09-01
2 cm FK C/38 Flakzwiling (twin-barrel ) - 1944-01-01
3.7 cm FK M42 - 1943-01-01
3.7 cm FK M42 Flakzwilling - 1943-10-01
2 cm FK C/38 Flakvierling (quad-barrel) - 1943-02-01


Decoy Launchers

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

Torpedoes

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


Snorkels


Approximately middle 1943

lurker_hlb3
11-06-08, 08:14 PM
I'm playing OM v.400. Is this normal..?

Your running an "out of date" version of OM

http://www.subsim.com/radioroom/showthread.php?t=134922

Bashou0
11-07-08, 02:38 AM
I'm playing OM v.400. Is this normal..?

Your running an "out of date" version of OM

http://www.subsim.com/radioroom/showthread.php?t=134922

Lurker, many thanks !
I notice that 1.06.1942 is the first date for an upgrade..! So, I'm almost there. I wasn't giving critisisme, I wouldn't dare ! I was just wondering if perhaps I had installed something wrong.
I pity the Germans who had to wait 3 years for some improvement..!

As for v.400, I know, but I enjoy the modded game so much, I choose to finish the v400 first, and then will install the v500, which, I think, has different objectives.
Meanwhile the v500 is already some days in my folder.

And I would ad something : I find it fantastic that you and all the others are doing such marvellous job, out of free will, not payed, and on top of that it seems you follow even the treads on the forums and react in an instant.
I yet have to experience that I have to wait ONE day and not recieve 3 to 4 answers..! For that, as we say in Europ, "chapeau" !!

lurker_hlb3
11-10-08, 07:25 PM
IRT to the above mod


I did a code review of the changes made by this mod to OM and noted the following:

The base line of this mod is two versions behind OM ( v301 vs 500 )
The “v 3.0 Jyunsen B mod” overwrites the Flotillas.upc and CareerStart.upc which “destroys” the OM Campaign and makes the rest of OM v301 useless.
Overwrites CrewMembers.upc files that cause Uboats to no longer have “crewmember”, i.e. “all” crew slots are now “empty”
Overwrites the Type II interior files with ones that are “Out of Date” OM Users beware.

Rene
11-11-08, 04:51 PM
great modification like the ones before.
just one question, does the VIIc41 made by tomi exists in om v500?
is it possible to play the VIID because i found some files of it?

lurker_hlb3
11-11-08, 06:20 PM
gdoes the VIIc41 made by tomi exists in om v500?


Yes



is it possible to play the VIID

No not at this time

lurker_hlb3
11-11-08, 06:22 PM
IRT to the above mod


I did a code review of the changes made by this mod to OM and noted the following:
The base line of this mod is two versions behind OM ( v301 vs 500 )
The “v 3.0 Jyunsen B mod” overwrites the Flotillas.upc and CareerStart.upc which “destroys” the OM Campaign and makes the rest of OM v301 useless.
Overwrites CrewMembers.upc files that cause Uboats to no longer have “crewmember”, i.e. “all” crew slots are now “empty”
Overwrites the Type II interior files with ones that are “Out of Date”OM Users beware.
I just downloaded OM 500.

I could add my ships to the flotillas and careerstart .upc so as to be able to use them in the full OM campaign. Remember that a few IJN subs made it to France, and that german propaganda claimed they were operating in the Atlantic along with the U-Boots.

I can remove the crewmember.upc

I can remove the type II interrior files, as my Kaichu uses them, if yours have the same names it'll be ok.

I will submit it to you before posting if that's ok ? I only tried to do a patch because some people wanted to use my ships with OM and I had a little time to work on it.

Keltos



I will submit it to you before posting if that's ok ?

Ok, I'll be watching

Rene
11-13-08, 07:28 AM
ive got one big problem
i am not able to sink an 5000t ship with 4 or more torpedos even when i am in the best position.
how can i increase the damage of the torps?
thanks for help

lurker_hlb3
11-13-08, 07:35 AM
how can i increase the damage of the torps?
thanks for help

That is currently not possible.

Rene
11-13-08, 07:42 AM
and how do you sink ships? i think iam to stupid to do that^^

lurker_hlb3
11-13-08, 07:55 AM
and how do you sink ships? i think iam to stupid to do that^^


I am currently using the ship damage model from RFB 152. Ships can and do sink, it just takes a little longer

Rene
11-13-08, 08:04 AM
thanks for your fast help
i will try it^^
i tried with no success
i tried to sink a t3. it sank after i shot 18 torps at it. i also installed RFB 1.52. i had an excellent angle to fire the torps

Graf
11-13-08, 05:46 PM
Rene,

Also possible is that the ship was "going" to sink but just not immediately. Give it time for the ship's compartments to flood and you'll have your tonnage. ;)

cunnutazzo
11-13-08, 10:22 PM
Hello, I wish back a full power flak, how?

lurker_hlb3
11-13-08, 11:15 PM
Hello, I wish back a full power flak, how?

You want to clarify your statement

cunnutazzo
11-14-08, 04:11 PM
Hello, I wish back a full power flak, how?
You want to clarify your statement
Could be possible the flak is weaker in OM? If so I want the "original" flak back, with full power. I tried many times to shot planes but my crew isn't able to shot anything, on the other side the planes gunners are snipers :(

Ripper
11-14-08, 04:45 PM
Has this been tested with Environment 5.0 mod? It wants to overwrite a lot of files in the #4 Ships Reflect portion of the mod.

lurker_hlb3
11-14-08, 06:12 PM
Hello, I wish back a full power flak, how?
You want to clarify your statement Could be possible the flak is weaker in OM? If so I want the "original" flak back, with full power. I tried many times to shot planes but my crew isn't able to shot anything, on the other side the planes gunners are snipers :(

I will look into it

lurker_hlb3
11-14-08, 06:40 PM
Has this been tested with Environment 5.0 mod? It wants to overwrite a lot of files in the #4 Ships Reflect portion of the mod.

I conducted a code review with EE5 vs OMv500 with the following results

1. E5.0 Install main\Data\Cfg\Sim.cfg conflicts with OM and "MUST" be remove or it will cause major problems for OM :down:

2. Other Clouds - no problems noted :up:

3. Submarines Splash Sound - there are conflicts with a number of OM U-boats that without further evaluation have a potential to cause serious problems. Use at your own risk :roll:

4. Ships Reflect - no problems noted :up:

5. Depthcharge Sound - no problems noted :up:

6. EE5.0_Patch_2.0 - no problems noted :up:

Ripper
11-15-08, 06:57 AM
Has this been tested with Environment 5.0 mod? It wants to overwrite a lot of files in the #4 Ships Reflect portion of the mod.

I conducted a code review with EE5 vs OMv500 with the following results

1. E5.0 Install main\Data\Cfg\Sim.cfg conflicts with OM and "MUST" be remove or it will cause major problems for OM :down:

I removed sim.cfg and sensors.dat after reading this post (http://www.subsim.com/radioroom/showpost.php?p=976215&postcount=106)from Seminole/W_Clear so that's not a problem.


2. Other Clouds - no problems noted :up:

3. Submarines Splash Sound - there are conflicts with a number of OM U-boats that without further evaluation have a potential to cause serious problems. Use at your own risk :roll:

4. Ships Reflect - no problems noted :up:

5. Depthcharge Sound - no problems noted :up:

6. EE5.0_Patch_2.0 - no problems noted :up:


Sounds good. Thanks.

limkol
11-15-08, 07:44 AM
Appreciate your hard work Lurker. Great mod.
Now I'm curious..........what are serious problems? Really enjoy OM and use EE5, but get a little bit alarmed when I see 'use at own risk'. What exactly is the risk?
Sorry if it seems a stupid question. No offence intended.

lurker_hlb3
11-15-08, 09:04 AM
Appreciate your hard work Lurker. Great mod.
Now I'm curious..........what are serious problems? Really enjoy OM and use EE5, but get a little bit alarmed when I see 'use at own risk'. What exactly is the risk?
Sorry if it seems a stupid question. No offence intended.

What it means is I have not done a "complete" evaluations on the files that EE5 changes and do not know if the changes will cause "major" harm to OM. When I did a "quick look" at the files using some of my evaluation tools it appeared that the changes "may" be ok, "but" not 100% sure.

Bashou0
11-15-08, 03:45 PM
Just curious : those plane attacks in v400 and v500, are they in any way related to reallity..?
I'm asking this because I discovered that, for instance, the whole of the "golf of Biskaye", there are planes on EVERY inch, which is simply impossible. What's more and equal damaging: once those planes has discovered you, and they discover you WITHIN THE SECOND you surface ( also no very likely...this can happen, even with "mal chance" a couple of times, but not every time and on the spot ), they attack you and KEEP ATTACKING FOR DAYS !!!
This is ridiculous.
I kept track of those planes for ruling out the possiblilty they replace eachother, something in reality indeed can happen. But no, it's the same plane, over and over again with an indefinite load of bombs and indefinite gasoil...
What's more : they discover you in haling storm, at night, with nothing but dens rain, you yourself can't see your nose, but, HALLO, there are the planes, whithin the second and on the spot, and recon they can see you as clear as daylight...!
I go on : if you order the crew to engage that target, they seem to be more drunk than a 200 year old Irish ( no offence!). They miss their target by hunderds of meters, and are still shooting at the bow when the planes have an age ago passed the stern.
To continue : in despair you take the flak yourself, only to come to the conclusion that IN NO WAY you gonna hit a plane.

This is for me a dead end. It makes the game increesing bore and their is no fun anymore. So, I would love to hear from someone if all this indeed is to be the way that's foreseen, I'm no longer offering my precious time to this monsun-mod.

Love to hear from someone.

lurker_hlb3
11-15-08, 04:06 PM
Just curious : those plane attacks in v400 and v500, are they in any way related to reallity..?
I'm asking this because I discovered that, for instance, the whole of the "golf of Biskaye", there are planes on EVERY inch, which is simply impossible. What's more and equal damaging: once those planes has discovered you, and they discover you WITHIN THE SECOND you surface ( also no very likely...this can happen, even with "mal chance" a couple of times, but not every time and on the spot ), they attack you and KEEP ATTACKING FOR DAYS !!!
This is ridiculous.
I kept track of those planes for ruling out the possiblilty they replace eachother, something in reality indeed can happen. But no, it's the same plane, over and over again with an indefinite load of bombs and indefinite gasoil...
What's more : they discover you in haling storm, at night, with nothing but dens rain, you yourself can't see your nose, but, HALLO, there are the planes, whithin the second and on the spot, and recon they can see you as clear as daylight...!
I go on : if you order the crew to engage that target, they seem to be more drunk than a 200 year old Irish ( no offence!). They miss their target by hunderds of meters, and are still shooting at the bow when the planes have an age ago passed the stern.
To continue : in despair you take the flak yourself, only to come to the conclusion that IN NO WAY you gonna hit a plane.

This is for me a dead end. It makes the game increesing bore and their is no fun anymore. So, I would love to hear from someone if all this indeed is to be the way that's foreseen, I'm no longer offering my precious time to this monsun-mod.

Love to hear from someone.



Operation Monsun aims to deliver the most realistic experience within the "limitations of the game engine". The basis for all my design decisions and direction is based upon historical data.

I am always open to suggestions and criticism as long as it is substantiated with historical data.

As such, to get changes made to parts of the mode require that you substantiate your view with historical data because posts stating that I 'think' it should be or I 'want' it to be will not get any traction.

linerkiller
11-16-08, 07:03 AM
I noticed a problem in the stern cable railing of the type VIIB, they are not supported by the "ramrods", they floats in mid-air....Any way to fix it??
Then, the VIIB and the VIIC had the same turret...why???

But the mod is great as usual!:up:

lurker_hlb3
11-16-08, 08:15 AM
I noticed a problem in the stern cable railing of the type VIIB, they are not supported by the "ramrods", they floats in mid-air....Any way to fix it??
Then, the VIIB and the VIIC had the same turret...why???

But the mod is great as usual!:up:


noticed a problem in the stern cable railing of the type VIIB, they are not supported by the "ramrods", they floats in mid-air....Any way to fix it??

no

Then, the VIIB and the VIIC had the same turret...why???

I assume you mean "conning tower" and it was a mod design choice on my part

linerkiller
11-16-08, 09:41 AM
Thank you for the fast reply:up: ! I really loves the sinking mechanics of your mod...no more four-second sinkings:yep: !

Hitman
11-16-08, 11:38 AM
All right, I have had a very odd situation in the game....:hmm:

December 1941, Type VIIC, trying to go through the straits of Gibraltar close to the African coast, I meet a small force of british Sub Chasers (3 of them). The weather is good, no clouds, no fog, and I don't get any report from my crew. AFAIK that is exactly the typichal case of the side-effects of the visual sensor as currently configurated, according to what I have readed in the support documentation (Wow, someone who actually reads it!! :lol: ) so I know the origin of the problem. But, the problem is that the enemy AI ships didn't see me either :stare:, even if going only a few hundred yards close to me. I decided to put a torpedo on one of them, and when he blows out of the water, they finally react and seem to start seeing me.

Is this enemy sensor behaviour normal??

lurker_hlb3
11-16-08, 01:59 PM
All right, I have had a very odd situation in the game....:hmm:

December 1941, Type VIIC, trying to go through the straits of Gibraltar close to the African coast, I meet a small force of british Sub Chasers (3 of them). The weather is good, no clouds, no fog, and I don't get any report from my crew. AFAIK that is exactly the typichal case of the side-effects of the visual sensor as currently configurated, according to what I have readed in the support documentation (Wow, someone who actually reads it!! :lol: ) so I know the origin of the problem. But, the problem is that the enemy AI ships didn't see me either :stare:, even if going only a few hundred yards close to me. I decided to put a torpedo on one of them, and when he blows out of the water, they finally react and seem to start seeing me.

Is this enemy sensor behaviour normal??

As far as I know yes

Hitman
11-16-08, 02:47 PM
So the enemy AI will always be nearly blind at night? :shifty:

That will the make the game too easy and unenjoyable :damn:

lurker_hlb3
11-16-08, 02:52 PM
So the enemy AI will always be nearly blind at night? :shifty:

That will the make the game too easy and unenjoyable :damn:

Do you have any other "test" cases to validate the above comment ?

Hitman
11-17-08, 03:06 PM
Do you have any other "test" cases to validate the above comment ?

:-? ???

I asked first if such poor visual sensor behaviour from enemy ships at night was normal, and you replied YES.

I asumed that by answering that you meant that as far as your experience goes, it would be normally like that, i.e. poor visual sensor behaviour at night.

Why do I need to provide more cases? I asked you expecting you would know the answer and you did answer as if you knew it, only to put now my conclusions in doubt?

I really don't get it, must be either my poor understanding of US sense of humour or language :hmm:

lurker_hlb3
11-17-08, 06:26 PM
Do you have any other "test" cases to validate the above comment ?
:-? ???

I asked first if such poor visual sensor behaviour from enemy ships at night was normal, and you replied YES.

I asumed that by answering that you meant that as far as your experience goes, it would be normally like that, i.e. poor visual sensor behaviour at night.

Why do I need to provide more cases? I asked you expecting you would know the answer and you did answer as if you knew it, only to put now my conclusions in doubt?

I really don't get it, must be either my poor understanding of US sense of humour or language :hmm:


The reason for the comment was that you gave me the idea that you think that the current AI night visual capability is broken and makes OM unplayable. My response to the question

Is this enemy sensor behavior normal

was "yes" as far as I know the current AI Visual Mod in OM is working correctly, maybe I need to expanded my comment a little to make it more clear. The following comments are from the author ( Teddy Bär ) of the current AI Visual Mod



The NYGM AI Visual Sensor Mod brings to the game a more challenging AI that will keep the player guessing resulting in what I hope is a situation where the player is forced to behave more like a submarine captain who is operating behind enemy lines.

We often hear of the submarine making daring raids on the surface seemingly invisible to the enemy, these exciting stories are told over and over again as no-one really wants to hear the less exciting stories where the submarine was detected and force to run with its tail between it legs or where there is no story to tell other than the merchant ship detected the submarine at a great range and simply turned tail and ran away.

The aim and I believe the early results point to the NYGM AI Visual Sensor Mod achieving all the above.

For example during the day the Escort AI may visually detect the submarine bow on in 0mps winds anywhere from 10,300 metres to as little as 7100 metres, That is a variation of over 3000 metres!

In one series of tests I ran reloading the same scenario I was detected at the following ranges; 9600; 7100; 8300; 9600; 10,300. In addition, in this series of tests I ran reloading the same scenario I was often able to turn around and retreat without detection.

In one scenario at night which included 4 escorts and a convoy of 15 merchant ships I was able to sail between the lead and flank escort cutting through the 1st and 2nd row of the convoy and turning down between the 2nd and 3rd column and out the back of the convoy undetected!

Don't think that at night you are invisible as in some of the scenario reloads with my broadside to the Escort for an extended period of time I was detected anywhere from 2000 to 4000 metres or in other instances where I stayed too long in ‘orbit’ in relation to the moving ships I was detected by the merchant ships.

The Merchant AI visual detection is well down on that of the Escorts and you can expect during the day that the Merchant AI sometimes to be quite good at visually spotting you coming in bow on, say 7000 metres and at other times appear to be almost totally blind where you get within say 3500 metres.


My statement

Do you have any other "test" cases to validate the above comment ?

was to find out if you have seen this condition other than the post you made earlier, if the answer was yes, then request the details of those encounters

claybirdd
11-17-08, 09:57 PM
just was wondering if you had any plans on releasing a patch much similer to the new RFB patch, which will resolve some issues withe the new damage mod. most notably how after putting 4 torps into a large composite it sails off into the sunset at 10+ kts. I know the new RFB patch addresses this issue. I currently play with

TMO
OM
TMO enable u-boat

cheers mate:up:

lurker_hlb3
11-17-08, 10:59 PM
just was wondering if you had any plans on releasing a patch much similer to the new RFB patch, which will resolve some issues withe the new damage mod. most notably how after putting 4 torps into a large composite it sails off into the sunset at 10+ kts. I know the new RFB patch addresses this issue. I currently play with

TMO
OM
TMO enable u-boat

cheers mate:up:


Yes Patch 1 is in the works, more than likely will be out by the end of the week

Rene
11-18-08, 05:58 AM
is there a possibility to play the admiral scheer in the campaign? if its possible what is to do?

lurker_hlb3
11-18-08, 07:32 AM
is there a possibility to play the admiral scheer in the campaign? if its possible what is to do?

Sorry to tell you that the answer is no

lurker_hlb3
11-18-08, 07:13 PM
OMv500 Patch 1 Readme

Fixes a problem with the ship damage model where ships would continue to steam on with hits to the machinery spaces.
Some adjustments made to the visual spotting behavior for the player's submarine.
Adjustments to Uboat crew manning
Added Hunt I/II/III Class DE
Added T Class DD
Added U Class DD
Added Single Mission - RUM 440329 "The Hunt for U-223"

See the following post

http://www.subsim.com/radioroom/showpost.php?p=986772&postcount=48


Go to first post for download link

pythos
11-18-08, 10:39 PM
No download link at pointed location. Went to first post of thread, and saw a preview for a Med campaign, but no link for a patch.

dogshu
11-18-08, 10:43 PM
hey Lurker, thanks for the great mod. Sorry to to be first to report a problem, but I just tried to start a U-boat campaign using clean 1.5 + OMv500 + Patch 1, July 1st 1941 Flotilla 1 in a VIIC. When I chose the "docked at tender" starting option, I immediately start taking heavy damage as soon as the game finishes loading. Looks like the sub starts out in a bit too shallow waters.

dogshu
11-18-08, 10:45 PM
pythos, look at the first post in *this* thread. :yep:

lurker_hlb3
11-18-08, 11:41 PM
hey Lurker, thanks for the great mod. Sorry to to be first to report a problem, but I just tried to start a U-boat campaign using clean 1.5 + OMv500 + Patch 1, July 1st 1941 Flotilla 1 in a VIIC. When I chose the "docked at tender" starting option, I immediately start taking heavy damage as soon as the game finishes loading. Looks like the sub starts out in a bit too shallow waters.

Your comments have been noted

Ivan Putski
11-23-08, 11:00 PM
Thanks lurker, just d/l Patch 1. Puts

gj2020
11-25-08, 02:52 PM
I looked through this thread but couldn't find this problem reported. I've sent 3 torpedos into a merchant. Looking at the ship, she's dead in the water but looking through the scope it still registers as moving a 7 knots. So any torpedo I try to fire now has an incorrect solution and misses. I don't use manual targeting, not sure if that would solve this or not but I'm not there yet. This has happened a few times. I'm wondering if this is a conflict with another mod that I'm running.

RFB_v1.52_102408
RFB_German Audio Files
RSRDC_RFBv15_V396
OpsMonsun_V500
Optics2 over Stock
small nav tools w_chrono w_hires dials w_better scope
Spaxs SH4 Uboat SPEECH FIX_V8
sobers compass mod_version 1.6
sobers RFB1.5 hud
OMV500_Patch1
FJB Camera Mod

Wilcke
11-25-08, 04:41 PM
I looked through this thread but couldn't find this problem reported. I've sent 3 torpedos into a merchant. Looking at the ship, she's dead in the water but looking through the scope it still registers as moving a 7 knots. So any torpedo I try to fire now has an incorrect solution and misses. I don't use manual targeting, not sure if that would solve this or not but I'm not there yet. This has happened a few times. I'm wondering if this is a conflict with another mod that I'm running.

RFB_v1.52_102408
RFB_German Audio Files
RSRDC_RFBv15_V396
OpsMonsun_V500
Optics2 over Stock
small nav tools w_chrono w_hires dials w_better scope
Spaxs SH4 Uboat SPEECH FIX_V8
sobers compass mod_version 1.6
sobers RFB1.5 hud
OMV500_Patch1
FJB Camera Mod

OMV500 Patch 1 corrected the no damage to machinery spaces causing the above captioned problem. I have been running OMV500 with and without the latest patch and have seen this problem corrected in my install. In fact last night I put 3 fish into a 5000plus ton merchant and the third fish hit the machinery spaces and the thing came to a screeching halt.

I cannot comment on your install. I have always run OM in its own install. I would recommend unloading all the mods, then running the JSGME utility "compare snapshots of files" to see if any files have been changed that should not have. Then delete the "config" folder in My Documents. Restart SH4 set your resolution and other parameters and reload OMV500 and the Patch and try that.

Its quite a challenge to mix mods.

Happy Hunting!

gj2020
11-25-08, 05:02 PM
OMV500 Patch 1 corrected the no damage to machinery spaces causing the above captioned problem. I have been running OMV500 with and without the latest patch and have seen this problem corrected in my install. In fact last night I put 3 fish into a 5000plus ton merchant and the third fish hit the machinery spaces and the thing came to a screeching halt.

I cannot comment on your install. I have always run OM in its own install. I would recommend unloading all the mods, then running the JSGME utility "compare snapshots of files" to see if any files have been changed that should not have. Then delete the "config" folder in My Documents. Restart SH4 set your resolution and other parameters and reload OMV500 and the Patch and try that.

Its quite a challenge to mix mods.

Happy Hunting![/quote]

Thanks. I'll give that a try. One additional question... When ships sink using OM they always go down either straight and level by the bow or stern. They may have a slight list before they sink but I never see ships roll over as I used to when using the NSM mod. Wouldn't a merchant with 3 or 4 large holes in one side tend to capsize?

lurker_hlb3
11-25-08, 09:06 PM
I looked through this thread but couldn't find this problem reported. I've sent 3 torpedos into a merchant. Looking at the ship, she's dead in the water but looking through the scope it still registers as moving a 7 knots. So any torpedo I try to fire now has an incorrect solution and misses.
IRT your post, when the system no longer “visual” detects the target, even though you “forced a autolock”, the system will generate a “speed” solution based on it original detection, not the current lock, generating an incorrect solution. Please read the “special note” about visual detection in the first thread of this post

Thanks. I'll give that a try. One additional question... When ships sink using OM they always go down either straight and level by the bow or stern. They may have a slight list before they sink but I never see ships roll over as I used to when using the NSM mod. Wouldn't a merchant with 3 or 4 large holes in one side tend to capsize?

The damage model is from RFB 152, here are some key points


Cause ships to sink by flooding rather than by having them run out of hit points;
Cause ships to sink in a realistic manner;
Introduce uncertainty and variability in the way ships sink;
Introduce more realistic ship sinking times based upon both the amount of damage and the size of the ship;
Delay the “Ship Sunk” message for as long as possible, and no earlier than with significant flooding at or above the main deck level;
Eliminate the stock behavior where certain torpedo hits would result in the ship splitting in two;
Require the player to use the deck gun in a more realistic fashion.

gj2020
11-25-08, 10:05 PM
I was wondering if the "Visual" issues mentioned would be causing this. Thanks Lurker. And many thanks for a marvelous mod.

[/quote]
IRT your post, when the system no longer “visual” detects the target, even though you “forced a autolock”, the system will generate a “speed” solution based on it original detection, not the current lock, generating an incorrect solution. Please read the “special note” about visual detection in the first thread of this post



The damage model is from RFB 152, here are some key points

Cause ships to sink by flooding rather than by having them run out of hit points;
Cause ships to sink in a realistic manner;
Introduce uncertainty and variability in the way ships sink;
Introduce more realistic ship sinking times based upon both the amount of damage and the size of the ship;
Delay the “Ship Sunk” message for as long as possible, and no earlier than with significant flooding at or above the main deck level;
Eliminate the stock behavior where certain torpedo hits would result in the ship splitting in two;
Require the player to use the deck gun in a more realistic fashion.

quad5
11-29-08, 07:21 AM
Herr lurker_hlb3, you could return turm 7 'b' or correct fodder cables which are groundless? Thanks for your works!

Dizoak
11-29-08, 11:20 AM
Is the campaign for this mod restricted to the Med as the only AO? I know it sounds ridiculous, but thats the impression I've gotten from reading whats involved.

*Edit* Ok I stand (or sit) corrected, have seen screens of various other AO's for this mod.

lurker_hlb3
11-29-08, 11:45 AM
Is the campaign for this mod restricted to the Med as the only AO? I know it sounds ridiculous, but thats the impression I've gotten from reading whats involved.

*Edit* Ok I stand (or sit) corrected, have seen screens of various other AO's for this mod.

OM was built using a phase approach. Each phase covers a different area, and the current version of OM has “ALL” phases built into it. Here is a review

Phase I ( OMv100 )

“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.


Phase II ( OMv200 )

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.


Phase III ( OMv301 )


“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.



Phase IV ( OMv400 )


“Operation Monsun” (OM) version 400 “Action in the North Atlantic” campaign will now allow the users to conduct a full Sept 39 / May 45 Campaign from Iceland in the North to the Equator in the South, Europe in the East to the US / Caribbean in the West. Please note the Mediterranean & the Artic are “NOT” part of this versions, so if you take your sub in these areas you won’t find anything. OM v400 includes all older versions on OM (BdU’s coastal submarine operations, Operation Paukenschlag and Operation Monsun )



Phase V ( OMv500 )


“Operation Monsun” (OM) version 500 “Mare Nostrum” covers the operations of Uboats under the control of the 23rd/29th Flotillas in the Mediterranean during the period of September 1941 to September 1944. You will see all the major British re-supply missions that were executed after Sept 41 (i.e. Operation SUBSTANCE, MINCEMEAT, HALBERD, HARPOON, VIGOROUS, PEDESTAL, STONEAGE, PORTCULLIS and QUADRANGLE) along with the various aircraft supply convoys, and the allied invasions of Africa, Italy and Southern France. OM v500 includes all older versions on OM (Action in the North Atlantic, BdU’s coastal submarine operations, Operation Paukenschlag and Operation Monsun).

27th Training Flotilla

Added the 27th Training Flotilla which was founded in January 1940. There new U-boat crews received their tactical training (Taktische Ausbildung Unterseeboote) and absolved an 8 to 15 day tactical practice (Taktische Übung). This included simulated convoy battle in the Baltic Sea and it was possible, that a boat had to absolve this practice twice or more, or until the boat reached satisfying results. In OM after you have completed training your boat will transfer to a combat flotilla. The type of training included navigation, weapons and convoy attack scenarios. You will find 5 different start dates for the 27th Training Flotilla after 1/1/45 start date (see below).

lurker_hlb3
11-29-08, 11:49 AM
Herr lurker_hlb3, you could return turm 7 'b' or correct fodder cables which are groundless? Thanks for your works!
The original Turm 7B and Turm 7C are the same model, therefore I only used one Turm for all the Type 7s. The cable issue is a "stock" problem from SH3 and I do not plan to attempt to correct it any time soon since "eye candy" related issues are on the bottom of my priority list

quad5
11-30-08, 01:58 AM
Herr lurker_hlb3, you could return turm 7 'b' or correct fodder cables which are groundless? Thanks for your works!
The original Turm 7B and Turm 7C are the same model, therefore I only used one Turm for all the Type 7s. The cable issue is a "stock" problem from SH3 and I do not plan to attempt to correct it any time soon since "eye candy" related issues are on the bottom of my priority list

Herr lurker, It not a problem a "stock", сables have hung in mid-air because at racks on a forage a different corner!
Please made the original Turm 7B!!!:rock:
I wish to be at war on U-48! http://www.uboat.net/types/viib.htm

Excuse for my bad English - I from Russia.

lurker_hlb3
11-30-08, 06:11 AM
Herr lurker_hlb3, you could return turm 7 'b' or correct fodder cables which are groundless? Thanks for your works!
The original Turm 7B and Turm 7C are the same model, therefore I only used one Turm for all the Type 7s. The cable issue is a "stock" problem from SH3 and I do not plan to attempt to correct it any time soon since "eye candy" related issues are on the bottom of my priority list
Herr lurker, It not a problem a "stock", сables have hung in mid-air because at racks on a forage a different corner!
Please made the original Turm 7B!!!:rock:
I wish to be at war on U-48! http://www.uboat.net/types/viib.htm

Excuse for my bad English - I from Russia.


Your request has been noted

quad5
11-30-08, 08:12 AM
Your request has been noted

Thanks for attention and good luck in affairs!:ping:

quad5
11-30-08, 11:25 AM
Captains, help to solve a problem! Thanks.

http://img140.imageshack.us/img140/4868/sh4img20081130211900113iv7.th.png (http://img140.imageshack.us/my.php?image=sh4img20081130211900113iv7.png)

Dizoak
11-30-08, 06:02 PM
Maybe I'm just dense, but I could not locate definitive instructions on how to install this mod. Do I need the mod swapper utility to do it? If so, can someone post the link for it? Any help here would be greatly appreciated.

lurker_hlb3
11-30-08, 06:48 PM
Maybe I'm just dense, but I could not locate definitive instructions on how to install this mod. Do I need the mod swapper utility to do it? If so, can someone post the link for it? Any help here would be greatly appreciated.

http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/5181035206

Larson
12-02-08, 10:07 AM
Captains, help to solve a problem! Thanks.

http://img140.imageshack.us/img140/4868/sh4img20081130211900113iv7.th.png (http://img140.imageshack.us/my.php?image=sh4img20081130211900113iv7.png)
hey had the same problem. I locatet the problem. You must changed the int_halo.dds. I hope you save the stock folder auf SH? Then go to you saved Folder and search this file. Then copy the file and send it to your moded SH. Tell me does it work.

quad5
12-02-08, 11:36 PM
Captains, help to solve a problem! Thanks.

http://img140.imageshack.us/img140/4868/sh4img20081130211900113iv7.th.png (http://img140.imageshack.us/my.php?image=sh4img20081130211900113iv7.png)
hey had the same problem. I locatet the problem. You must changed the int_halo.dds. I hope you save the stock folder auf SH? Then go to you saved Folder and search this file. Then copy the file and send it to your moded SH. Tell me does it work.

Thanks for council, the friend!
I have established the original particles.dat and now everything is all right!;)
You know where it is possible to take advanced fire flame?:ping:

skookum
12-03-08, 03:05 PM
Has anyone noticed either of these problems?

1. The only merchant traffic I see flies the flags of either Greece or Panama (no british traffic at all).

2. The map grids and ship position markers seem to be disconnected from the map itself. As I move the map around, the grid and position markers move at a different speed and shift over the map behind.

quad5
12-04-08, 06:54 AM
Has anyone noticed either of these problems?

1. The only merchant traffic I see flies the flags of either Greece or Panama (no british traffic at all).

2. The map grids and ship position markers seem to be disconnected from the map itself. As I move the map around, the grid and position markers move at a different speed and shift over the map behind.

Me too...

lurker_hlb3
12-04-08, 07:33 AM
1. The only merchant traffic I see flies the flags of either Greece or Panama (no british traffic at all).
.
If you want help, you need to provide "details".

Where / loacation

Date / Time

Flotilla assign / Uboat

skookum
12-04-08, 01:31 PM
September '39
2nd flotilla

everywhere

lurker_hlb3
12-04-08, 07:15 PM
September '39
2nd flotilla

everywhere

Define "everwhere"

Single contacts ?

Convoys ?

quad5
12-05-08, 02:15 AM
2 lurker_hlb3
In port there is no traffic of courts and planes, a black vessel at a pier, few the single ships in the sea...

skookum
12-05-08, 03:54 AM
Well, as expected, convoys are rare in 39. But every single I come across in the north sea is either panamanian or greek. And I was mistaken, it was first flotilla.

lurker_hlb3
12-05-08, 08:01 AM
Well, as expected, convoys are rare in 39. But every single I come across in the north sea is either panamanian or greek. And I was mistaken, it was first flotilla.
In the North Sea during 1939, there are units from Denmark, Netherlands, Norway, Sweden, British, Finland, Latvia, and Greece. There are “no” units from Panama in the North Sea in 1939. The only place where there is units from Panama & Greece at the same time, along with units from American, Netherlands, British, and Norway is the “Western Approaches” and traffic between the Med and the UK.

Unless you provide “more” details than you have I can not investigate your problems.


At this point based on the "limited" data you have provided I can not recreate your problem

lurker_hlb3
12-05-08, 08:06 AM
2 lurker_hlb3
In port there is no traffic of courts and planes, a black vessel at a pier, few the single ships in the sea...





In port there is no traffic of courts and planes

Courts ??????

Planes ( that is as designed )

a black vessel at a pier

You want to provide some details like “Which port that this problem is in”

few the single ships in the sea

The number of “single ships” in OM is “as designed”

quad5
12-05-08, 10:38 AM
Courts ??????


The ships...

quad5
12-05-08, 10:43 AM
You want to provide some details like “Which port that this problem is in”



Kiel, 1939/09...

lurker_hlb3
12-05-08, 06:15 PM
Courts ??????

The ships...

Ships is german ports are "as designed"

lurker_hlb3
12-05-08, 07:49 PM
You want to provide some details like “Which port that this problem is in”


Kiel, 1939/09...

Your comment has been noted

lurker_hlb3
12-05-08, 08:56 PM
Om v600 is up. See first post for download links

dcb
12-05-08, 11:20 PM
Om v600 is up. See first post for download links

Amazing! Thank you, Lurker:rock:

quad5
12-06-08, 03:46 AM
You want to provide some details like “Which port that this problem is in”



Kiel, 1939/09...

http://img123.imageshack.us/img123/6297/sh4shiffyj8.th.png (http://img123.imageshack.us/my.php?image=sh4shiffyj8.png)

quad5
12-06-08, 04:02 AM
Look at devices...
http://img123.imageshack.us/img123/1049/sh4fj2.th.png (http://img123.imageshack.us/my.php?image=sh4fj2.png)

quad5
12-07-08, 04:10 AM
Small problems in v600, SubmarineSchool:


http://img184.imageshack.us/img184/7330/sh42yc3.th.png (http://img184.imageshack.us/my.php?image=sh42yc3.png)

Thanks for your work!

quad5
12-07-08, 04:21 AM
You want to provide some details like “Which port that this problem is in”



Kiel, 1939/09...

http://img123.imageshack.us/img123/6297/sh4shiffyj8.th.png (http://img123.imageshack.us/my.php?image=sh4shiffyj8.png)

V600, the problem remained...

nautilus42
12-07-08, 02:12 PM
You want to provide some details like “Which port that this problem is in”



Kiel, 1939/09...

http://img123.imageshack.us/img123/6297/sh4shiffyj8.th.png (http://img123.imageshack.us/my.php?image=sh4shiffyj8.png)

V600, the problem remained...

This is a SH4_Bug and not a V600_Bug.
All Ships in the Roster/Sea_Folders , that use the Textures from the NTRW_ has wrong Entrys.

i.e.:
Stock_SH4_Entrys: PCTrawler.cfg

[UnitClass]
ClassName=PCTrawler
UnitType=0
AppearanceDate=19380101
DisappearanceDate=19451201
DisplayName=Armed Trawler

[Texture 1]
TextureName=data/Sea/Ntrw_/NTRW__T02.tga
LightmapTextureName=data/Sea/Ntrw_/NTRW__O02.tga
NormalmapTextureName=data/Sea/Ntrw_/NTRW__N01.tga
StartDate=19380101
EndDate=19451231
Frequency=1

[Texture 2]
TextureName=data/Sea/Ntrw_/NTRW__T01.tga
LightmapTextureName=data/Sea/Ntrw_/NTRW__O01.tga
NormalmapTextureName=data/Sea/Ntrw_/NTRW__N01.tga
StartDate=19380101
EndDate=19451231
Frequency=1

[Unit 1]
Name=Armed Trawler
DOC=19380101
DOD=19451201

but the Sea_Folder_name for the PCTrawler is NTRW_

threfore the Entrys must be:


[UnitClass]
ClassName=PCTrawler
UnitType=0
AppearanceDate=19380101
DisappearanceDate=19451201
DisplayName=Armed Trawler

[Texture 1]
TextureName=data/Sea/NTRW_/NTRW__T02.tga
LightmapTextureName=data/Sea/NTRW_/NTRW__O02.tga
NormalmapTextureName=data/Sea/NTRW_/NTRW__N01.tga
StartDate=19380101
EndDate=19451231
Frequency=1

[Texture 2]
TextureName=data/Sea/NTRW_/NTRW__T01.tga
LightmapTextureName=data/Sea/NTRW_/NTRW__O01.tga
NormalmapTextureName=data/Sea/NTRW_/NTRW__N01.tga
StartDate=19380101
EndDate=19451231
Frequency=1

[Unit 1]
Name=Armed Trawler
DOC=19380101
DOD=19451201

You must search for Ships_cfg_Files in the Roster/Sea_Folders that used this Textures_Entrys from the NTRW_ and rename the Entrys. Don`t rename the Sea_Folder from the NTRW_ to Ntrw_ you will crash.

Happy searching and renaming!:up:

greetz
nautilus42

TDK1044
12-08-08, 07:13 AM
Just started a career in FdU Norway. Great fun. For my money, this mod takes SH4 from a Game to a Sim. Great job, lurker_hlb3.:up:

quad5
12-09-08, 01:07 AM
nautilus42, Many thanks for the help!

nautilus42
12-09-08, 08:06 AM
nautilus42, Many thanks for the help!

:up: :up: :up:

skookum
12-09-08, 01:12 PM
Hey,

Ignore my previous complaint about only seeing greek and panamanian ships. I played a little more and everything is as it should be.

Thanks for the great mod!!!

lurker_hlb3
12-09-08, 07:39 PM
Hey,

Ignore my previous complaint about only seeing greek and panamanian ships. I played a little more and everything is as it should be.

Thanks for the great mod!!!


No problem

skookum
12-10-08, 02:54 PM
I've posted these elsewhere here but I had to share my excitement about Operation Monsun with y'all. A picture is worth a thousand words so here's about six thousand words' worth...


Sunset Ride
http://img.photobucket.com/albums/v683/skookum_49/nicerideatsunset.jpg


Rough day to be stuck on the bow.
http://img.photobucket.com/albums/v683/skookum_49/bowrough.jpg


Night Prey
http://img.photobucket.com/albums/v683/skookum_49/NightPrey.jpg


Shelling in Rough Water
http://img.photobucket.com/albums/v683/skookum_49/shellinginroughwater.jpg


One Last Look
http://img.photobucket.com/albums/v683/skookum_49/OneLastLookSmall.jpg


A Chance Encounter
http://img.photobucket.com/albums/v683/skookum_49/ChanceEncountersmall.jpg

cgjimeneza
12-10-08, 04:55 PM
What skin are you using? that one looks cool



I've posted these elsewhere here but I had to share my excitement about Operation Monsun with y'all. A picture is worth a thousand words so here's about six thousand words' worth...


Sunset Ride
http://img.photobucket.com/albums/v683/skookum_49/nicerideatsunset.jpg


Rough day to be stuck on the bow.
http://img.photobucket.com/albums/v683/skookum_49/bowrough.jpg


Night Prey
http://img.photobucket.com/albums/v683/skookum_49/NightPrey.jpg


Shelling in Rough Water
http://img.photobucket.com/albums/v683/skookum_49/shellinginroughwater.jpg


One Last Look
http://img.photobucket.com/albums/v683/skookum_49/OneLastLookSmall.jpg


A Chance Encounter
http://img.photobucket.com/albums/v683/skookum_49/ChanceEncountersmall.jpg

sckallst
12-10-08, 08:41 PM
Just dloaded the latest. Thanks again for all your efforts, lurker.

stabiz
12-10-08, 09:23 PM
I would like that skin too.

skookum
12-11-08, 12:23 PM
Do a search for "Fubar skins."

This is the skin you see here.
http://files.filefront.com/FUBARSVIIC+greyrar/;8321308;/fileinfo.html

spike12
12-13-08, 05:13 PM
I' m now at dec.1941,and now I find that cruising at periscope depth during the day ain't exactly cutting it anymore (twice got bombed at periscope depth,and not in a good way).So how deep do I need to go to avoid aircraft detection,or thier bombs for that matter,and still be able to listen for merchies?

lurker_hlb3
12-13-08, 07:53 PM
I' m now at dec.1941,and now I find that cruising at periscope depth during the day ain't exactly cutting it anymore (twice got bombed at periscope depth,and not in a good way).So how deep do I need to go to avoid aircraft detection,or thier bombs for that matter,and still be able to listen for merchies?

40 meters

spike12
12-13-08, 08:50 PM
Thanx:cool:

cgjimeneza
12-13-08, 09:28 PM
Thanks!
:up:

Do a search for "Fubar skins."

This is the skin you see here.
http://files.filefront.com/FUBARSVIIC+greyrar/;8321308;/fileinfo.html

BadKarma1001
12-15-08, 09:14 AM
I must mess something up because when i choose "German Campaign" in the menu i can only choose "stock" campaigns in Shanghai, Batavia etc. but i can´t see anything in Norway and i like to play a 1945 campaign in a XXII soooo much.

JSGME installation is:
RFB_v1.52_102408
RFB_v1.52_patch_111608
OpsMonsun_v600

Rene
12-15-08, 11:24 AM
i have found a bug!!!
the torpedo tube 1 of the xxiii just open and close again and again. look from outside you will see the bug

CinC Battleforce
12-15-08, 11:26 AM
seance installing OM, with TMO my torpedoes hardly do any damage. How do i get damage back on the torpedoes?

pythos
12-15-08, 03:35 PM
Lurker, I was wondering (well actually hoping) that in one of the versions of OM you would add a training flotilla for the Type XXI, much like there is for the type XXIII. This I think would be a great finish for the German side of things.

lurker_hlb3
12-15-08, 06:50 PM
i have found a bug!!!
the torpedo tube 1 of the xxiii just open and close again and again. look from outside you will see the bug


I'll look at it

lurker_hlb3
12-15-08, 06:54 PM
seance installing OM, with TMO my torpedoes hardly do any damage. How do i get damage back on the torpedoes?

I'm using the Ship Damage Model from RFB 152. The ships don't sink in 5 Seconds any more

lurker_hlb3
12-15-08, 06:55 PM
Lurker, I was wondering (well actually hoping) that in one of the versions of OM you would add a training flotilla for the Type XXI, much like there is for the type XXIII. This I think would be a great finish for the German side of things.

I'm thinking about it, but have not made up my mind yet

CinC Battleforce
12-15-08, 07:51 PM
seance installing OM, with TMO my torpedoes hardly do any damage. How do i get damage back on the torpedoes?
I'm using the Ship Damage Model from RFB 152. The ships don't sink in 5 Seconds any more

Yes I noticed that. It took the old freighter i used for a test shot took 45 minutes to sink when i hit it with a G7e torpedo fired from a Type VIIB.

Nice mod and I do enjoy having the boats.

Now we just had a few US ports and French ports to have a real battle of the Atlantic with.

I just don't know how to do the mods...........

Be some nice opertunity for a Type XXi.........hint, hint, hint

lurker_hlb3
12-15-08, 08:10 PM
Be some nice opertunity for a Type XXi.........hint, hint, hint

As I said before, "I'M THINKING ABOUT IT",

Rene
12-16-08, 08:13 AM
i have one question. how do i add more torpedos to the XXIII. although i know it did not have more torps i prefer i little bit more torpedos to shoot more ships.
can anyone tell me how to select more torpedos?

Rene
12-16-08, 02:19 PM
another bug: i tried to use the VIIC41 in the crew management there is no deckgun no crew and if i play the gun is missing. in the last version v500 everything is ok. but without deckgun i dont want to go on hunting with it.

BadKarma1001
12-16-08, 06:11 PM
I must mess something up because when i choose "German Campaign" in the menu i can only choose "stock" campaigns in Shanghai, Batavia etc. but i can´t see anything in Norway and i like to play a 1945 campaign in a XXII soooo much.

JSGME installation is:
RFB_v1.52_102408
RFB_v1.52_patch_111608
OpsMonsun_v600

Anybody a little hint what might be the problem??

lurker_hlb3
12-16-08, 07:05 PM
i have one question. how do i add more torpedos to the XXIII. although i know it did not have more torps i prefer i little bit more torpedos to shoot more ships.
can anyone tell me how to select more torpedos?

Type XXIII only had "two" torpedo tubes and no reloads

http://www.uboat.net/types/xxiii.htm

lurker_hlb3
12-16-08, 07:07 PM
another bug: i tried to use the VIIC41 in the crew management there is no deckgun no crew and if i play the gun is missing. in the last version v500 everything is ok. but without deckgun i dont want to go on hunting with it.

As designed, late war Type VII's had their deck guns remove mid 1943

http://www.uboat.net/technical/guns.htm

lurker_hlb3
12-16-08, 07:33 PM
I must mess something up because when i choose "German Campaign" in the menu i can only choose "stock" campaigns in Shanghai, Batavia etc. but i can´t see anything in Norway and i like to play a 1945 campaign in a XXII soooo much.

JSGME installation is:
RFB_v1.52_102408
RFB_v1.52_patch_111608
OpsMonsun_v600
Anybody a little hint what might be the problem??

Sounds like a bad install to me

TDK1044
12-17-08, 08:51 AM
The FdU Norway Convoys are awesome. :D

Wilcke
12-17-08, 10:09 AM
The FdU Norway Convoys are awesome. :D

I agree, very well done! There are not enough hours in the night plus getting some sleep to do this justice.

Thanks Lurker!

steel62
12-18-08, 07:26 AM
Impossible to reach the op monsun files in filefront. Just this files while the other filefront files are ok. Could plz somebody upload op monsun files at rapidshare or other servers? Thanks to this wonderful community.

dogshu
12-19-08, 07:14 PM
Hi all, I'm running RFB + OpMonsun. Has anybody noticed duds coming in "clumps"? I just fired 4 torpedos at a large oiler, and all 4 were duds! I've noticed this before in OpMonsun, with a couple torpedos in a row being duds, but 4 in a row seems a bit much. Are duds supposed to be clumped together like that? I'm using G7Es in February 1942.

DarkFish
12-20-08, 11:07 AM
Hi all, I'm running RFB + OpMonsun. Has anybody noticed duds coming in "clumps"? I just fired 4 torpedos at a large oiler, and all 4 were duds! I've noticed this before in OpMonsun, with a couple torpedos in a row being duds, but 4 in a row seems a bit much. Are duds supposed to be clumped together like that? I'm using G7Es in February 1942. Judging from a quick look at the torpedo.sim file the dud chance is 99,9% when hitting the target at an angle of more than 50 degrees. So if you hit the target at 50+ degrees it's likely all torpedoes are duds yes.

the_daywalker
12-22-08, 06:01 AM
Hi folks,

may be this was asked some times ago, too but I'm not able to read 46 pages of posts.
I installed V600 of OM and all coasts of the atlantic area seem to be a bit flate for me. Yesterday I tried Dec 41 and had to go to north america. It was impossible to dive there.

And 2nd,
I fired six torpedos on an liverty frighter, all hit but this damn thing doesn't sunk.

Any ideas?

Thanks in advance and
Happy Holidays

Steffen

cgjimeneza
12-22-08, 11:43 AM
:hmm: how do we manage now the crews, can you put a screen shot of the crews for type II, VII and IX

I dont know what should the crew configuration be for battlestatinos depth charge submerged now that the model is ported from the one posted with the new RFB.

there in no alley per se? if I recruit people for the guns where do I put them or should I take them from other stations?

a very confused Kaleun :hmm:

lurker_hlb3
12-22-08, 06:32 PM
Operation Monsun V600 Patch 1A Readme

Revised damage model for aircraft
Revised gun ammo load out on all aircraft to .50cal vice 20mm except for Beaufighter & Mosquito
Add ASW capable Royal Navy TBF and assign them to the “Attacker Class” escort carriers
Added new patrol objective to support Type XXI training in the 27th Training Flotilla
Added Type 21 Submarine Interior
Revised Type 23 Submarine Interior to use a modified version of the one used by the Type 2
Revived RAF Coastal Command airfield configurations to remove the non-historical amount of aircraft that were being generated starting in the summer of 1943
Added Type XXI Uboat
Revised diving / crash diving times for all U-Boats to be a little bit more historical.
Modified Campaign files to support Type XXI operations in the 27th Training Flotilla ( Start date Oct 44 ) and the 11th Flotilla ( Bergen ) [ Start date 1 Jan 45 ]
Updated the Damage Control Parties
Install instruction:

Only install this patch when you are in port.

lurker_hlb3
12-22-08, 06:33 PM
:hmm: how do we manage now the crews, can you put a screen shot of the crews for type II, VII and IX

I dont know what should the crew configuration be for battlestatinos depth charge submerged now that the model is ported from the one posted with the new RFB.

there in no alley per se? if I recruit people for the guns where do I put them or should I take them from other stations?

a very confused Kaleun :hmm:


I'll work something up later, but very busy right now.

VonKraut
12-22-08, 09:35 PM
Hi everybody! This is my first post in this Forum ever :D

Now the reason for my posting.
When i tried to start a campaign or a single mission with the new patch1A
regardless which time or which type (tryed Type XXI in 44 and 45, Type VII in 44, Type II D in 39) ive got the Windows message: File not found CovFlagAlbania.dds.

I installed it with JSGME and yes after i got that error message the first time i tried to reinstall it but as you can imagine with no success.

Hope for help cause as i saw that the XXI is playable i couldnt wait a sec to download it and then...:damn:

Thanks for reply

lurker_hlb3
12-22-08, 10:30 PM
Hi everybody! This is my first post in this Forum ever :D

Now the reason for my posting.
When i tried to start a campaign or a single mission with the new patch1A
regardless which time or which type (tryed Type XXI in 44 and 45, Type VII in 44, Type II D in 39) ive got the Windows message: File not found CovFlagAlbania.dds.

I installed it with JSGME and yes after i got that error message the first time i tried to reinstall it but as you can imagine with no success.

Hope for help cause as i saw that the XXI is playable i couldnt wait a sec to download it and then...:damn:

Thanks for reply


1. deinstall OMv600 & OM v600 Patch 1A
2. go to Silent Hunter Wolves of the Pacific\Data\Roster
3. confirm that the "only" directories are the following:

American
Australian
British
Canadian
Environmental
France
German
India
Japan
Netherlands
NewZealand
Russia

4. If there are "any" other directories besides the ones listed above, remove them.

Reinstall OM v600 & OM V600 Patch 1A

lurker_hlb3
12-22-08, 10:39 PM
Hi folks,

may be this was asked some times ago, too but I'm not able to read 46 pages of posts.
I installed V600 of OM and all coasts of the atlantic area seem to be a bit flate for me. Yesterday I tried Dec 41 and had to go to north america. It was impossible to dive there.

And 2nd,
I fired six torpedos on an liverty frighter, all hit but this damn thing doesn't sunk.

Any ideas?

Thanks in advance and
Happy Holidays

Steffen



all coasts of the atlantic area seem to be a bit flate for me. Yesterday I tried Dec 41 and had to go to north america. It was impossible to dive there.



As design. The depth of water near the coast of North America is like that in "real life"



I fired six torpedos on an liverty frighter, all hit but this damn thing doesn't sunk.

As designed. OM uses the Ship Damage Model from RFB.

lurker_hlb3
12-22-08, 10:42 PM
:hmm: how do we manage now the crews, can you put a screen shot of the crews for type II, VII and IX

I dont know what should the crew configuration be for battlestatinos depth charge submerged now that the model is ported from the one posted with the new RFB.

there in no alley per se? if I recruit people for the guns where do I put them or should I take them from other stations?

a very confused Kaleun :hmm:


"Don't" recruit people for the guns while in port

Move people from the bridge / forward torpedo room to man the guns

cgjimeneza
12-23-08, 07:20 AM
So I should not recruit extra people while in port, what I get is the standard crew.

noted, will try to find a nice DD to work some underwater positions for crew

:hmm: how do we manage now the crews, can you put a screen shot of the crews for type II, VII and IX

I dont know what should the crew configuration be for battlestatinos depth charge submerged now that the model is ported from the one posted with the new RFB.

there in no alley per se? if I recruit people for the guns where do I put them or should I take them from other stations?

a very confused Kaleun :hmm:


"Don't" recruit people for the guns while in port

Move people from the bridge / forward torpedo room to man the guns

lurker_hlb3
12-23-08, 07:31 AM
So I should not recruit extra people while in port, what I get is the standard crew.



That is correct

pythos
12-24-08, 01:09 AM
The Type XXI sails again!!!!

Thank you Lurker for including this important if vastly under used (thank the lord) boat in your mod.

Heck, thank you for the mod.

Also, on the type XXI and XXIII is there supposed to be no engine change calls from the cheif, who also seems to be missing from the control room?

I noticed this on both of the newer generation boats, the older boats still have this guy barking orders.

lurker_hlb3
12-24-08, 09:59 AM
Also, on the type XXI and XXIII is there supposed to be no engine change calls from the cheif, who also seems to be missing from the control room?

I noticed this on both of the newer generation boats, the older boats still have this guy barking orders.

I'll look into it

Indy676
12-26-08, 12:32 PM
Just looked into the Torp files and saw that the dud-chance with a 50 to 90 degree hit is 99,9%. is this correkt?
And in my opinion the ship damage model is a litle bit to hard. A 5.000 tons ship, witch was the average in WWII should be sinking with 1 hit in the right place, and a 8.000 tons ship should take on no more then 3 torps at the max. espashaly if you use magnetic pistols.
greets Indy

lurker_hlb3
12-26-08, 01:13 PM
Just looked into the Torp files and saw that the dud-chance with a 50 to 90 degree hit is 99,9%. is this correkt?
And in my opinion the ship damage model is a litle bit to hard. A 5.000 tons ship, witch was the average in WWII should be sinking with 1 hit in the right place, and a 8.000 tons ship should take on no more then 3 torps at the max. espashaly if you use magnetic pistols.
greets Indy


The mod is working "as designed"

loreed
12-27-08, 02:12 AM
THis may not be an OM 600 issue but about every other attack, I lose the target (not recognized by game so no target indicator in scope and no ship symbol on map) even though its a bright sunny day and not so rough seas. I usually surface the boat and start blazing away with the deck gun at between 500 and 1000 meters. The crew still does not see the target ship. I do and have turned it into a flaming hulk by the time the merchant spotted box shows up, last time I had pounded the hapless coastal freighter for 45 minutes before the ship spotted box appeared.:nope:

I need to increase the visual sensitivity of the game, how would I go about doing that?

Thanks in advance.

lurker_hlb3
12-27-08, 09:38 AM
THis may not be an OM 600 issue but about every other attack, I lose the target (not recognized by game so no target indicator in scope and no ship symbol on map) even though its a bright sunny day and not so rough seas. I usually surface the boat and start blazing away with the deck gun at between 500 and 1000 meters. The crew still does not see the target ship. I do and have turned it into a flaming hulk by the time the merchant spotted box shows up, last time I had pounded the hapless coastal freighter for 45 minutes before the ship spotted box appeared.:nope:

I need to increase the visual sensitivity of the game, how would I go about doing that?

Thanks in advance.
From the Readme that "no seem to read" that is in the very first post of this thread.

SPECIAL NOTE:


During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:

- The values used in the “Visual” section of Sensors.cfg
- The true position of the ship from the Sub
- The date of the mission
- The latitude and longitude of the player’s submarine

What does this mean to the user?

If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter (November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC lock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all.

If you are on the equator you will see all contacts no matter what the date is.

If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds. Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all.

With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this issue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the location and/or number of the ships instead of having all ships instantly and magically appear in real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked its 1000% accuracy.

Nets15
12-27-08, 11:35 AM
Hello,
First i want to tell you that this mod is really great!!:up: :up: :up:
but when i satr my campaign in sep1 1939 with IX type boat i only get missions to deploy to some gird and stay there for some hours(48.72 i think)
so my question are there any more missions ?
thankis in advance
PS: sorry for my English!

robbierob2005
12-27-08, 11:57 AM
Damn, that sig is big :o

cgjimeneza
12-27-08, 12:08 PM
1-when you fininsh your 48 hrs on station did the star turn grey?
2-If it did, did you send a status report (press K), select the first tab and then the envelope.
3-did you receive a new grid location?
4-proceed to this new location and do patrol
5-repeat no 2 and 3
6-when low on fuel and or ammo go back to your home port
7-refit or end mission
8-If you end mission remember to LOAD torpedoes, this is no longer done automatically
9-ask for new mission

did you do all this?




Hello,
First i want to tell you that this mod is really great!!:up: :up: :up:
but when i satr my campaign in sep1 1939 with IX type boat i only get missions to deploy to some gird and stay there for some hours(48.72 i think)
so my question are there any more missions ?
thankis in advance
PS: sorry for my English!

Nets15
12-27-08, 12:16 PM
yep i did sorry for not being spesific
just when it turns grey i send my status they order me to go some other place and stay there (wery few ships pass my patroling area) and that repeats till i get back to base and then it continues
so i was just asking is there some different missions like transport some stuff or destroy a convoy?
and for what is the conning tower for nad the crew brethring?
One porblem more when i dive to periscope depht the periscome is sooo on ethe same level as the sea ant this happens when there arent big waves, i cant see nothing with my periscope!
Thanks!:up:

cgjimeneza
12-27-08, 04:52 PM
Hi.
Lurker now usees the damage model for ships from Real Fleet Boat and the new crew berth distribution.

when you are undergoing a depth charge attack, leaving the TOPSIDE crew "outside" will result in their being killed.

you must move the crew to the empty slots in the sub, DONT recruit people for the deck gun and AA guns, they are considered TOPSIDE slots.

so you move them to the slots in the conning tower and the crew berthing.

this is fairly new.

If you want cargo missions or the like, you will have to use a US sub, Uboat missions are to patrol specific grids and engage any shipping encountered.

wait till you try to leave the french channel ports and the RAF coastal command comes after you (yes, I still have nightmares on that), they do seem lo like my Uboat for target practice, and forget about AA guns... the surest way to loose crew.

any questions feel free to ask, its the best mod for the atlantic and getting better with each release


yep i did sorry for not being spesific
just when it turns grey i send my status they order me to go some other place and stay there (wery few ships pass my patroling area) and that repeats till i get back to base and then it continues
so i was just asking is there some different missions like transport some stuff or destroy a convoy?
and for what is the conning tower for nad the crew brethring?
One porblem more when i dive to periscope depht the periscome is sooo on ethe same level as the sea ant this happens when there arent big waves, i cant see nothing with my periscope!
Thanks!:up:

cgjimeneza
12-27-08, 05:05 PM
and the low height scope is known... buy YOU dont WANT to expose more than its necesary.

Its part of the realism settings of Op Monsun, you will have to accept it or manually rise your boat from set periscope depth with the risk of being more visible

Nets15
12-28-08, 05:49 AM
thanks a mil.
and about that periscope....thanks for explaining....well sailing in the atlantic isnt like in the bathtub now is it heheehe:up:
but that crew stuff i havent been puting them into the conning tower and crew berthing....but they havent died either!
and umm that "secret objective" what about that? do i have to sink between 1000-10000 tonnage anywhere i want?
Thanks again!

cgjimeneza
12-28-08, 07:36 AM
Well mi amigo, I know that Lurker is more on the "time on station" thing, but if you find a convoy and engage sinking something (and not getting sunk) its a plus, I have tried most of the places:

east coast of england
western approaches
mid atlantic
east coast of the US
caribbean - the venezuelan coast
the med (very shallow if you ask me)
the russian convoys (cold), but I entered the approaches to murmansk and got three merchs and an escort ship

so go figure, its a very big area were we can go and patrol, and finding convoys is not so easy

have you installed the DIFFERENT SMOKE TMO mod? go search it you will love the different smoke emited by merchs (heavier than warships) but maybe Im a bit off topic. PM me if interested in joining the pacific war (check www.subsowespac.org (http://www.subsowespac.org))

enjoy op monsun


thanks a mil.
and about that periscope....thanks for explaining....well sailing in the atlantic isnt like in the bathtub now is it heheehe:up:
but that crew stuff i havent been puting them into the conning tower and crew berthing....but they havent died either!
and umm that "secret objective" what about that? do i have to sink between 1000-10000 tonnage anywhere i want?
Thanks again!

Nets15
12-28-08, 08:29 AM
Thanks!
and if i atack merchants i send usually 2 torps(better safe that sorry :) ) but they only sink they dont explode anymore like they used to
and im downloading and installing those ROW mods :up:
ill check that link out tough!
PS:what ya think about Kriegsmarine Mod ? Does it run with OM?
And cgjimeneza i found one page where u said some good mods but lost it and cant find it anymore....so could u recomend some mods please?

cgjimeneza
12-28-08, 10:32 AM
If you are refering to the kriegsmarine surface warfare, its a work in progress by Ivank and his group, its not yet released and so no, its not compatible

the ships since V500 sink by slowly flooding, there is a patch being done by the RFB to address this (they sink like they want them to, but maybe they will make the ships have less compartments and maybe flood a bit faster and augment the chance of a catastrophic hit (hint hint), dont know if they take into account the cargo the ship is carrying..... when this patch is released it will probably be implemented by Lurker in Op Monsun, but keep in mind that this takes time, however its great fun.

Thanks!
and if i atack merchants i send usually 2 torps(better safe that sorry :) ) but they only sink they dont explode anymore like they used to
and im downloading and installing those ROW mods :up:
ill check that link out tough!
PS:what ya think about Kriegsmarine Mod ? Does it run with OM?

Nets15
12-28-08, 12:46 PM
no no i dont mine the flooding just in the no mod game the merchants exploded after some time after getting a hit by a torpedo......or could it be that the explosion is only for war ships?
Thanks!:up:

Indy676
12-28-08, 02:55 PM
Was just looking into some files, to find, where to change the pos of the watchcrew.:hmm: Has anyone played with this jet? I think the positiones with two people in the front part on each side and the other two people on the AA-gun-garden the so caled "Wintergarten" but both on the port side is not as correkt as could be.
The two after sector watchman should stay in the aft part of the bridge and watch to both sides and not on the "Wintergarten"
Can anyone tell me where to look to this problem?
Thanks in advance

DarkFish
12-28-08, 04:22 PM
Was just looking into some files, to find, where to change the pos of the watchcrew. Look in the .dat file of the conning tower you want to edit. This file should be in the Data\Objects folder. Now look for the watchman nodes (they're called something like WCS_01_dummy) and change their positions.

Nets15
12-29-08, 05:37 AM
i got an prob.
evry time i go to the sonar(i think ) the screen is just grey. i can see all the command menu but the scren where the 360 circle suposed to be is just grey.

REIS
12-29-08, 07:43 AM
Good day to you!

I am playing your mod and its very nice, thank you a lot! It brings the new life to the game!

And now a couple of questions.

1q) im using
OpsMonsun_V600
OMV600_Patch1A
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
and then im trying to install
different smoke http://www.subsim.com/radioroom/showthread.php?t=140535
it shows a conflict of files:
http://www.shareapic.com/public/view/full/30863
what should i do to fix it? because if im using this mods at one time some ships starts to have wrong dimension and even not moving at all
2q) i found a little bug when rotating the camera can you fix this plz
http://www.shareapic.com/public/view/full/30864
http://www.shareapic.com/public/view/full/30865
looks like the stairs just cutting when the camera rotates
3q) what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX http://www.subsim.com/radioroom/showthread.php?t=132134

Sorry for my bad english, im from Ukraine and its not my native

Happy new year!

cgjimeneza
12-29-08, 08:35 AM
there is no problem on different smoke, you can enable it without screwing anything

Nets15
12-29-08, 08:53 AM
im using Spaxs SH4 Uboat Speech Fix V8
OMv600
OM600 patch1A
1RUIM
3Ruim
2Ruim
ROW main load screen
Row Camera vs 1a
ROW Object reflections and search Lights
Row New seafoam
Row textures with sun
Row special effects with stoc zones
Row Sky and ocean controlls
Addon for reflections of the water
UBM mission pack
Kriegsmarine chart colour
I dont get why the sonar is all gray, i cant see it but when i click some where it works.

pythos
12-29-08, 10:24 AM
Is there a way to change the default eye point for the player in the control room of this boat?

The default position is toward the back of the room, next to the bed and kitchen, and not by the navigator's table, facing the gauges. It would seem someone thought that the chute by the captain's bed is the main hatch, which it is not. The one between the dive plane position and navigation table instead is.

lurker_hlb3
12-29-08, 12:33 PM
Good day to you!

I am playing your mod and its very nice, thank you a lot! It brings the new life to the game!

And now a couple of questions.

1q) im using
OpsMonsun_V600
OMV600_Patch1A
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
and then im trying to install
different smoke http://www.subsim.com/radioroom/showthread.php?t=140535
it shows a conflict of files:
http://www.shareapic.com/public/view/full/30863
what should i do to fix it? because if im using this mods at one time some ships starts to have wrong dimension and even not moving at all
2q) i found a little bug when rotating the camera can you fix this plz
http://www.shareapic.com/public/view/full/30864
http://www.shareapic.com/public/view/full/30865
looks like the stairs just cutting when the camera rotates
3q) what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX http://www.subsim.com/radioroom/showthread.php?t=132134

Sorry for my bad english, im from Ukraine and its not my native

Happy new year!

In reference to your comments, OM was not test with any of the following mods.

RUIM v1.0 for SH4v1.5 (Hi-res)
RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)

And I have no idea how they effect the performance of OM

====================

In reference to “different smoke merchants&warships” mod which has file dates of Aug 2008, they do “conflict” with the current .sim files in OM600. If you use it and OM stops functioning, you need to remove that mod.

=======================

In reference to “i found a little bug when rotating the camera can you fix this plz”, OM makes no changes to the camera.dat file, and if I did it would conflict with other mods like RFB & TMO.

=================

In reference to “what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX”, this mod is already part of OM.

My recommended “add-on” mods is at the bottom of the first post of this thread.

===================

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

lurker_hlb3
12-29-08, 12:35 PM
im using Spaxs SH4 Uboat Speech Fix V8
OMv600
OM600 patch1A
1RUIM
3Ruim
2Ruim
ROW main load screen
Row Camera vs 1a
ROW Object reflections and search Lights
Row New seafoam
Row textures with sun
Row special effects with stoc zones
Row Sky and ocean controlls
Addon for reflections of the water
UBM mission pack
Kriegsmarine chart colour
I dont get why the sonar is all gray, i cant see it but when i click some where it works.

I would recommend that you "remove" all these mods that you have loaded after OM. as I stated in another post:

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

lurker_hlb3
12-29-08, 12:36 PM
Is there a way to change the default eye point for the player in the control room of this boat?

The default position is toward the back of the room, next to the bed and kitchen, and not by the navigator's table, facing the gauges. It would seem someone thought that the chute by the captain's bed is the main hatch, which it is not. The one between the dive plane position and navigation table instead is.

I'll look into it

Indy676
12-29-08, 12:55 PM
First of all, thanks very much for this great mod. I enyoing it for 6 missions yet and Im happy.
:up:
Was just looking into some files, to find, where to change the pos of the watchcrew. Look in the .dat file of the conning tower you want to edit. This file should be in the Data\Objects folder. Now look for the watchman nodes (they're called something like WCS_01_dummy) and change their positions.
Thank you very much. I have done it, with thatisfying result.
But when i enabled al mods,: RFB with patch and Ops Monsun the position are as they where before.
Can anyone tell me how RFB changes the positions. Has it to do with the free bridge fiew?
Greets Indy

lurker_hlb3
12-29-08, 01:09 PM
Was just looking into some files, to find, where to change the pos of the watchcrew.:hmm: Has anyone played with this jet? I think the positiones with two people in the front part on each side and the other two people on the AA-gun-garden the so caled "Wintergarten" but both on the port side is not as correkt as could be.
The two after sector watchman should stay in the aft part of the bridge and watch to both sides and not on the "Wintergarten"
Can anyone tell me where to look to this problem?
Thanks in advance

Would please provide some details of the "Problems" your having. There are 14 different conning towers in OM. Which Sub ? Which Conning Tower ?

Indy676
12-29-08, 01:15 PM
The VIIb conning tower.
I changed the dat file. and with only OM it was working very well.

lurker_hlb3
12-29-08, 01:34 PM
The VIIb conning tower.
I changed the dat file. and with only OM it was working very well.

Did you load OM "AFTER" RFB as per the install instructions in the first post of this thread.

Indy676
12-29-08, 01:39 PM
Yes, I installed as the instructions toled me to do.
first RFB 1.52
then RFB patch
then RFB alternet monographs
then OM v600
and OM patch 1A.

lurker_hlb3
12-29-08, 01:47 PM
Yes, I installed as the instructions toled me to do.
first RFB 1.52
then RFB patch
then RFB alternet monographs
then OM v600
and OM patch 1A.


You want to tell me "what" changes you made ?

Indy676
12-29-08, 02:00 PM
I changed the positions of both the aftermost bridgewatchman, WCS_01_dummy and WCS_03_dummy, to a position a litle more into the bridge itself in the Turm7b_1_hd dat.file in the Objects folder. Only the pos of the Translation Z
In OM the pos. is a litle to far aft for my taste, but with RFB the pos. is realy bad. The two aftermost watchman are on the port side of the AA-gun platform and looking to the port side.

REIS
12-29-08, 02:36 PM
In reference to your comments, OM was not test with any of the following mods.

RUIM v1.0 for SH4v1.5 (Hi-res)
RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)

And I have no idea how they effect the performance of OM

====================

In reference to “different smoke merchants&warships” mod which has file dates of Aug 2008, they do “conflict” with the current .sim files in OM600. If you use it and OM stops functioning, you need to remove that mod.

=======================

In reference to “i found a little bug when rotating the camera can you fix this plz”, OM makes no changes to the camera.dat file, and if I did it would conflict with other mods like RFB & TMO.

=================

In reference to “what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX”, this mod is already part of OM.

My recommended “add-on” mods is at the bottom of the first post of this thread.

===================

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

As you see, some people wants to use this mods together so plz can you test this for us and say what we must do for using this mods (RUIM+ALT FOG+MONS) together

thx a lot

lurker_hlb3
12-29-08, 03:04 PM
I changed the positions of both the aftermost bridgewatchman, WCS_01_dummy and WCS_03_dummy, to a position a litle more into the bridge itself in the Turm7b_1_hd dat.file in the Objects folder. Only the pos of the Translation Z
In OM the pos. is a litle to far aft for my taste, but with RFB the pos. is realy bad. The two aftermost watchman are on the port side of the AA-gun platform and looking to the port side.


FYI

RFB makes "no changes" to OM. There is nothing in RFB that effects the position of the crewmen on any of the Uboat conning towers. Also I just did a code review and visual test of OM with and without RFB and there is "no difference" of the postions of the crew on the Type VIIB.

Also since you decided to make changes on your own to the OM baseline, any problems you are encountering are your problems and not mine. I hope you fix it the way you want it, but the current positions of the crewmen on the Type VIIB conning tower are "as designed"

Indy676
12-29-08, 04:12 PM
OK, I found the failure or something like it.
When I start a new career the pos is as designed, also I made the changes every time only when I was staying in habour.:hmm:
Thank You very much for your help lurker_hlb3.
My intention was not to criticise your mod. I just wanted to play a litle with a few things, to make the mod even better. And now, that i have seen how much work there is to do somthing like that, I can realy appreciate your work.:up:
I take my hat for the work you've done. If I can be of a litle help for you or your work on the mod, please ask.
Now I will start a new career.
Greets Indy

pythos
12-30-08, 12:36 AM
I was playing OM, 30 flotilla, black sea. The Russians seem to have eyes of eagles, and very sharp ears. However that is not the bugaboo.

The problem I found disconcerting I discovered to my chagrin that the crush depth results in a no warning (loud creaks and pops) before the hull takes 100 percent damage.

I did not like this with SH4 when it first came out, and I certainly don't find it realistic in the least. A hull about to give gives a whole hell of a lot of warning.

Did I install OM wrong, or is this a "feature" of OM? I certainly hope it is the former.

In your next release can you do away with this unfortunate "feature" of SH4 vanilla if it was indeed an intended feature.

The scenario,

I was descending to find the thermal layer (which for all I know I had passed). My plan was to level off with the first light flash, Ala, Das Boot (yes deeper chief). But when my boat passed 160 meters the lights started flashing, followed by a whole slew of damage reports. When I looked at the damage screen I saw 100 percent damage, and every thing wrecked. Now remember there was absolutely no audible warning about this, just the usual creaks, depth call outs, and interior sounds before all hell broke loose.

Indy676
12-30-08, 04:06 AM
Now I have the failoure. When first come out OM v500 I got a new VIIb U-Boot out of the 27th training flottilla in 1940. Now I realised that this was a VIIb Boot with a VIIc/1 conning tower. I dont now, how this could happen, because I didnt changed something untill now. Maybe some litle bug in OM v500?:hmm:
Now I can go along with my VIIb with VIIc/1 conning tower in my existing career.
During my testing, I discovered a litle bug with the VIIb conning tower. The Watchman on the Brigde are standing approxemetly 20 cm in the air. I dont now, if this is only a bug in my game, or if it is a bug in OM.
Maybe you can look into it sometime. I have changed it already, and could provide the positions of the bridgeman if wanted.
Now I will enjoy my 6th warpatrol out of St. Nazaire.
Greets Indy

Bosje
12-30-08, 06:37 AM
Hullo again, Lurker. Well done on OpMon v600 and the patch, sterling stuff!

Current setup:

BBC radio mod
RFB + patch
SPAX Uboat speech fix
Opmon v600
[personal preference commands.cfg]
220 RFB obstructed binocular mod
OMV600 patch 1A
OMPlot v200

now, it says in the readme that OMPlot should only be installed on a clean install with opmon, as i just realised, but it doesnt seem to wreck the game so far. Only problem is that I suddenly have crosshairs and bearing ring back in the binocular view. The only alternative I can see is the TMOplot final mod for RFB which does not work with Opmon as it removes all speed and heading information from contact reports.

So the question is twofold: apart from the 'stock' binoculars, is there anything essential which I'm wrecking with the OMplot v200? If that's the case, what would be the best setup for a 'realistic' game for manual targeting junkies?

The features of OMPlot are pretty much exactly what I'd want but it overwrites all the things which the readme states it should not, if you know what I mean

thanks, bosje

lurker_hlb3
12-30-08, 09:36 AM
I was playing OM, 30 flotilla, black sea. The Russians seem to have eyes of eagles, and very sharp ears. However that is not the bugaboo.

The problem I found disconcerting I discovered to my chagrin that the crush depth results in a no warning (loud creaks and pops) before the hull takes 100 percent damage.

I did not like this with SH4 when it first came out, and I certainly don't find it realistic in the least. A hull about to give gives a whole hell of a lot of warning.

Did I install OM wrong, or is this a "feature" of OM? I certainly hope it is the former.

In your next release can you do away with this unfortunate "feature" of SH4 vanilla if it was indeed an intended feature.

The scenario,

I was descending to find the thermal layer (which for all I know I had passed). My plan was to level off with the first light flash, Ala, Das Boot (yes deeper chief). But when my boat passed 160 meters the lights started flashing, followed by a whole slew of damage reports. When I looked at the damage screen I saw 100 percent damage, and every thing wrecked. Now remember there was absolutely no audible warning about this, just the usual creaks, depth call outs, and interior sounds before all hell broke loose.


As designed. Max depth on a Type IIB is 150 meters

http://www.uboat.net/types/iib.htm

lurker_hlb3
12-30-08, 09:43 AM
Hullo again, Lurker. Well done on OpMon v600 and the patch, sterling stuff!

Current setup:

BBC radio mod
RFB + patch
SPAX Uboat speech fix
Opmon v600
[personal preference commands.cfg]
220 RFB obstructed binocular mod
OMV600 patch 1A
OMPlot v200

now, it says in the readme that OMPlot should only be installed on a clean install with opmon, as i just realised, but it doesnt seem to wreck the game so far. Only problem is that I suddenly have crosshairs and bearing ring back in the binocular view. The only alternative I can see is the TMOplot final mod for RFB which does not work with Opmon as it removes all speed and heading information from contact reports.

So the question is twofold: apart from the 'stock' binoculars, is there anything essential which I'm wrecking with the OMplot v200? If that's the case, what would be the best setup for a 'realistic' game for manual targeting junkies?

The features of OMPlot are pretty much exactly what I'd want but it overwrites all the things which the readme states it should not, if you know what I mean

thanks, bosje

As I stated in the OMPlot readme, It overwrites two "VERY" key files “menu_1024_768.ini” & “menu.txt, when you loaded over the top of RFB, you trashed alot of "key" changes that RFB makes. If you continue to use OMPlot on top of RFB you "ARE" going to have problems later on.

pythos
12-30-08, 11:09 PM
I understand that the max depth for the type II was 150, however, what I did not like was the utter silence of the hull as it descended below crush depth. No load and groaning creaks as the hull neared the crush point.

Is it just a limitation of the sound engine of the game?

lurker_hlb3
12-31-08, 08:56 AM
I understand that the max depth for the type II was 150, however, what I did not like was the utter silence of the hull as it descended below crush depth. No load and groaning creaks as the hull neared the crush point.

Is it just a limitation of the sound engine of the game?

I will look into it

Husksubsky
01-01-09, 12:10 PM
Hello, I ve played RFB in Pacific for a while and started an OM career.It looks so great:up: but I struggle with understanding all the knobs of the attack plot:damn: and in what way (if in any) it s linked to the "notepad" I set range aob and speed(wich I like to calculate myself ;) )
Any one seen a tutorial or manual of any kind?
and where is the "ping" sound:o
Happy new year
EDIT:
I managed to find out most of the system, but still I find some weird results from the pinging .sometimes I hear a ping and sometimes not. some times it seem to send different distance to tdc than when I pinged..hmmm...and I seem to always discover ships when theyre very close.could not see futher than 2-3 km although visibility was good.only once I discovered ship like 6 km away.
think I ll go back to us subs.
tried different german.
using rfb, rsds and om

Bosje
01-03-09, 04:44 AM
Lurker, just spent half the night in real time in close company of a convoy, very nice. one question: A flower corvette was sitting stationary, trying to listen for me. I was, in fact, creeping up on him at decks awash.
fired two tII electric torpedoes for magnetic detonation (aob almost 180) and to my surprise it took an evasive run for it as the torpedoes got close...
is that as designed?
(sept 1940, western approaches north entrance, around 23:00)
their passive sonar picks up on running torpedoes?

cheers

lurker_hlb3
01-03-09, 09:03 AM
Lurker, just spent half the night in real time in close company of a convoy, very nice. one question: A flower corvette was sitting stationary, trying to listen for me. I was, in fact, creeping up on him at decks awash.
fired two tII electric torpedoes for magnetic detonation (aob almost 180) and to my surprise it took an evasive run for it as the torpedoes got close...
is that as designed?
(sept 1940, western approaches north entrance, around 23:00)
their passive sonar picks up on running torpedoes?

cheers

That a "stock" reaction, I did nothing to make it do that

cgjimeneza
01-03-09, 09:15 AM
I would say a sonar operator would pick the screws on his hydrophones, suposing he`s sweeping the bearing in time, and they were alerted. Its a great game dont you think?

Lurker, just spent half the night in real time in close company of a convoy, very nice. one question: A flower corvette was sitting stationary, trying to listen for me. I was, in fact, creeping up on him at decks awash.
fired two tII electric torpedoes for magnetic detonation (aob almost 180) and to my surprise it took an evasive run for it as the torpedoes got close...
is that as designed?
(sept 1940, western approaches north entrance, around 23:00)
their passive sonar picks up on running torpedoes?

cheers

Bosje
01-03-09, 12:56 PM
yup i figure the same, it's just that i never saw that behaviour in SH3 or 4 before, just checking

aye it's a great game, all these modding efforts really add a lot. thanks!

mati-pl@wp.pl
01-03-09, 04:37 PM
That's propobly my fault but it doesn't work.

1. How can I access this operation monsun career? I tried trough u boot career but the normal one appears, the one starting in 1943.

I tried different variable:

1.sh4--->OpsMons 600
2.sh4--->patch 1.4-->OpsMons 600
3.sh4--->uboot missions--->OpsMons 600
4.sg4--->uboot missions--->OpsMons 600--->OpsMons patch 600

None of them seems to be working.
Each time mods were inserted by the programm Generic Mod Enabler.

lurker_hlb3
01-03-09, 05:21 PM
That's propobly my fault but it doesn't work.

1. How can I access this operation monsun career? I tried trough u boot career but the normal one appears, the one starting in 1943.

I tried different variable:

1.sh4--->OpsMons 600
2.sh4--->patch 1.4-->OpsMons 600
3.sh4--->uboot missions--->OpsMons 600
4.sg4--->uboot missions--->OpsMons 600--->OpsMons patch 600

None of them seems to be working.
Each time mods were inserted by the programm Generic Mod Enabler.


Please read the folllowing

http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/5181035206

it sounds as if you did not install OM correctly

this is the correct install order

4.sg4--->uboot missions--->OpsMons 600--->OpsMons patch 600

mati-pl@wp.pl
01-03-09, 06:01 PM
Ha!!!

It all works perfectly. Thank you once again i am really impressed by your skills. I skipped two steps anticipating that this will not affect the overall outcome, however it did. Once again thanks for your help.

Regards

Mateusz

pythos
01-04-09, 01:09 AM
Sorry to have to bring up another bug, but The type 9c40, lacking a snorkel, late 43 atlantic mission has it's diesels fire up when the the boat is at periscope depth. I looked for the parameter that controls at what depth the engines come on line but found nothing.

I would think this would make silent running impossible during a torpedo attack.

Paul Roberts
01-04-09, 07:25 AM
Here's a quick question:

If I install OM on top of RFB/RSRD, will I be able to move back and forth between German and US play without problems? In other words, does OM "break" anything in RFB/RSRD, or can I play both with no problems?

Thanks!

lurker_hlb3
01-04-09, 09:34 AM
Sorry to have to bring up another bug, but The type 9c40, lacking a snorkel, late 43 atlantic mission has it's diesels fire up when the the boat is at periscope depth. I looked for the parameter that controls at what depth the engines come on line but found nothing.

I would think this would make silent running impossible during a torpedo attack.


The 9c40 lack of a snorkel is currently "as designed" , as far as you other comment I will look into it

lurker_hlb3
01-04-09, 09:37 AM
Here's a quick question:

If I install OM on top of RFB/RSRD, will I be able to move back and forth between German and US play without problems? In other words, does OM "break" anything in RFB/RSRD, or can I play both with no problems?

Thanks!


Per the load instructions on the first post of this thread , yes

pythos
01-04-09, 12:25 PM
Concerning the phantom snorkel.

I know this boat is not equipped with a snorkel, which I have no problem with.

I was merely stating that the diesels kick in when the boat is at periscope depth as if the snorkel is raised. But seeing as there is no snorkel, this should not be possible. Aside from the batteries not charging, everything else is as if the boat is on the surface, including one prop not turning as if the batteries are charging.

This is a very odd bug.

Hope this helps find the problem

Paul Roberts
01-04-09, 12:43 PM
I've only recently reinstalled SH4, and I'm really starting to fall in love with OM!

However, I'm confused when choosing my start flotillas because I'm not sure who does what. Is there some kind of master list of which flotillas are involved in which "mini campaigns," and when? Also, what happens when I choose a flotilla that isn't involved in one of these campaigns (or is there always a mini-campaign in effect?)? What happens when these campaigns come to their historical end date?

Thanks!

Wilcke
01-04-09, 01:33 PM
I've only recently reinstalled SH4, and I'm really starting to fall in love with OM!

However, I'm confused when choosing my start flotillas because I'm not sure who does what. Is there some kind of master list of which flotillas are involved in which "mini campaigns," and when? Also, what happens when I choose a flotilla that isn't involved in one of these campaigns (or is there always a mini-campaign in effect?)? What happens when these campaigns come to their historical end date?

Thanks!

Aside from the excellent PDF and Readme that Lurker includes in his releases you can Google uboat.net and do further research there. I added to the OM readme with the list of the actual Op Monsun skippers so that I could use their names for careers, Richard Zapp being one favorite.

John_Doe_16
01-05-09, 04:27 AM
Hi,

first of all, thanks a lot for working so hard on "Operation Monsun". I appreciate your work very much, and I am astonished how much you have done in a relatively short time :up:

However, when I played OM V600 (with patch) yesterday, I noticed some things while playing with the type VII C/41:

- The control room of the type VII: The port engine-telegraph (the one with the red frame) has a strange anomaly in the "gloss-map"; I can provide screenshots if you want.
I am sure it's a small problem with that particular control-room, as I don't have that problem anywhere else... While looking at it from certain angles you see "Square artifacts" in the gloss on the glass...

- The exterior model of the type VIIC / 41 has some bugs with the skin:
The flooding holes on the skin often don't align properly with the 3D-flooding-holes... (just look at the line of round holes at the front... They are there twice: The 3D-ones, and, a bit farther on the back, the skinned-on ones...).
Where the flooding-holes on the skin and the 3D-ones match (e.g. on the back of the boat), it creates a beautiful effect :up:

- Also, on the type VII C/41, the texture of the deck is not right...
(Take a look for yourself... The deck should be wooden with a dark texture on a late-war-boat, but instead on this skin it consists of black metal plates bolted together, not historical for any German submarine of WW2...)

- On the conning-towers of the type VII-submarines (the exterior-models; the type VII-ones are the only ones I checked so far); the face of the compass is tilted wrongly, so it doesn't match its housing. Also, the needle of the engine-telegraph on the conning tower is tilted wrongly.

- In the type XXIII, the depth-gauges are wrongly calibrated... (e.g. face reads 50 /400 m, but the needles move like they showed 25 / 260 m....)


And, a few suggestions:

-It would be great if you used the model of the type XVIII, which is already contained in the "U-Boat-Missions"-addon-pack, for the type XXI.
It has lots of great 3D-details, 3D-flooding-holes etc., and I was really sad to see the "old" XXI-model from SH3 instead of this great new one... The XVIII-Model really, really looks great, just like the IX D2 model, which you included...

- It would be nice to have more crew-members in the interiors... If you don't click on "All men on battle-stations", the interiors feel very empty, which, in my opinion, they shouldn't.. (especially noticable in the type II one, and the type XXI...).

-The type XXI should also have an engineer in the interior, and a helmsman, sitting on the steering seat...
As the helmsman's position in the type XXI has an identical layout to the dept-control station, he could use the same animation as the guys at the depth-controls. So, I think, it could be quite doable.

Wow, that has been quite a list, but I hope by submitting these suggestions, I can help you to make "Operation Monsun" even better:up:

All the best to you!

pythos
01-05-09, 10:16 AM
Only problem with the type XVIII hull is the rudder configuration.

The type XXI had a large rectangular one whereas the Walter boat had a rudder that blended in with the rear hull and was smaller. I too like the XVIII, but unfortunately for a historically accurate mod, it completely does not fit seeing as one was never completed in the manner intended (the hulls on the slips being made to the Walter design were instead completed as type XXIs)

John_Doe_16
01-05-09, 11:20 AM
Hi,

I didn't know that, but maybe someone could remodel the type XVIII a bit to make the rudder more similar? That should not be too hard for a good 3D-modeller?
But honetly, I never noticed this exterior difference between the type XVIII, and XXI, and I think that the XVIII-model would look so great as the type XXI; and if the rudder is the only difference...?


By the way, there are some minor cosmetic issues with other submarine-types, too:

The type VIIC-Railing in early war is wrong... As long as the submarine is fitted with a deck-gun, it should have the same railing as the type VIIB.
And, also on the type VIIC, the aft antennas don't match the antenna-poles when you use an early conning-tower, as the antenna-poles are designed for the late conning tower with the additional AA position...
But these minor errors were already in SH3, so maybe they are not easily fixable by using VIIB antenna-poles and railings with early conning-towers on the VIIC?

Indy676
01-05-09, 01:12 PM
Hello
I played just the 27th training flotilla in 10/44 with the XXI boot.
I found some bugs I think. There are no voises to the commands and the range with elektrik engines is far to less. Only 4 houres with 2/3 aheat and 6 knotes. The XXI was capable of doing 5.5 knotes with silent running and for more than 20 houres.
Also I sailed from Gotenhafen to Bergen in Jan 45 without seeing one aircraft.
I read accounts from 1945, and there it was not possible to go through the Sagerrak surfaced in that time. And from Norway I sailed nearly to the Shettlands without detecting one aircraft. And there were no subhuntergroups anywere.
I abandoned that career for now, maybe it will get more realistic in time.
For all the rest, thank you very much lurker. Realy great mod so far.
Greets Indy

lurker_hlb3
01-05-09, 07:19 PM
Hi,

first of all, thanks a lot for working so hard on "Operation Monsun". I appreciate your work very much, and I am astonished how much you have done in a relatively short time :up:

However, when I played OM V600 (with patch) yesterday, I noticed some things while playing with the type VII C/41:

- The control room of the type VII: The port engine-telegraph (the one with the red frame) has a strange anomaly in the "gloss-map"; I can provide screenshots if you want.
I am sure it's a small problem with that particular control-room, as I don't have that problem anywhere else... While looking at it from certain angles you see "Square artifacts" in the gloss on the glass...

- The exterior model of the type VIIC / 41 has some bugs with the skin:
The flooding holes on the skin often don't align properly with the 3D-flooding-holes... (just look at the line of round holes at the front... They are there twice: The 3D-ones, and, a bit farther on the back, the skinned-on ones...).
Where the flooding-holes on the skin and the 3D-ones match (e.g. on the back of the boat), it creates a beautiful effect :up:

- Also, on the type VII C/41, the texture of the deck is not right...
(Take a look for yourself... The deck should be wooden with a dark texture on a late-war-boat, but instead on this skin it consists of black metal plates bolted together, not historical for any German submarine of WW2...)

- On the conning-towers of the type VII-submarines (the exterior-models; the type VII-ones are the only ones I checked so far); the face of the compass is tilted wrongly, so it doesn't match its housing. Also, the needle of the engine-telegraph on the conning tower is tilted wrongly.

- In the type XXIII, the depth-gauges are wrongly calibrated... (e.g. face reads 50 /400 m, but the needles move like they showed 25 / 260 m....)


And, a few suggestions:

-It would be great if you used the model of the type XVIII, which is already contained in the "U-Boat-Missions"-addon-pack, for the type XXI.
It has lots of great 3D-details, 3D-flooding-holes etc., and I was really sad to see the "old" XXI-model from SH3 instead of this great new one... The XVIII-Model really, really looks great, just like the IX D2 model, which you included...

- It would be nice to have more crew-members in the interiors... If you don't click on "All men on battle-stations", the interiors feel very empty, which, in my opinion, they shouldn't.. (especially noticable in the type II one, and the type XXI...).

-The type XXI should also have an engineer in the interior, and a helmsman, sitting on the steering seat...
As the helmsman's position in the type XXI has an identical layout to the dept-control station, he could use the same animation as the guys at the depth-controls. So, I think, it could be quite doable.

Wow, that has been quite a list, but I hope by submitting these suggestions, I can help you to make "Operation Monsun" even better:up:

All the best to you!


- The control room of the type VII: The port engine-telegraph (the one with the red frame) has a strange anomaly in the "gloss-map"; I can provide screenshots if you want.
I am sure it's a small problem with that particular control-room, as I don't have that problem anywhere else... While looking at it from certain angles you see "Square artifacts" in the gloss on the glass...

Know issue. You can PM Xantrokoles the author, with your trouble report



- Also, on the type VII C/41, the texture of the deck is not right...
(Take a look for yourself... The deck should be wooden with a dark texture on a late-war-boat, but instead on this skin it consists of black metal plates bolted together, not historical for any German submarine of WW2...)

- On the conning-towers of the type VII-submarines (the exterior-models; the type VII-ones are the only ones I checked so far); the face of the compass is tilted wrongly, so it doesn't match its housing. Also, the needle of the engine-telegraph on the conning tower is tilted wrongly.


You can PM Tomi_99, the author, and tell him what you don't like about his work




- In the type XXIII, the depth-gauges are wrongly calibrated... (e.g. face reads 50 /400 m, but the needles move like they showed 25 / 260 m....)


A spot check show that the deep gauges are working correctly

-It would be great if you used the model of the type XVIII, which is already contained in the "U-Boat-Missions"-addon-pack, for the type XXI.
It has lots of great 3D-details, 3D-flooding-holes etc., and I was really sad to see the "old" XXI-model from SH3 instead of this great new one... The XVIII-Model really, really looks great, just like the IX D2 model, which you included...

AS DESIGNED

The Type XVIII did not meet my requirement



- It would be nice to have more crew-members in the interiors... If you don't click on "All men on battle-stations", the interiors feel very empty, which, in my opinion, they shouldn't.. (especially noticable in the type II one, and the type XXI...).

-The type XXI should also have an engineer in the interior, and a helmsman, sitting on the steering seat...
As the helmsman's position in the type XXI has an identical layout to the dept-control station, he could use the same animation as the guys at the depth-controls. So, I think, it could be quite doable.
Current crew manning is AS DESIGNED

lurker_hlb3
01-05-09, 07:20 PM
Hello
I played just the 27th training flotilla in 10/44 with the XXI boot.
I found some bugs I think. There are no voises to the commands and the range with elektrik engines is far to less. Only 4 houres with 2/3 aheat and 6 knotes. The XXI was capable of doing 5.5 knotes with silent running and for more than 20 houres.
Also I sailed from Gotenhafen to Bergen in Jan 45 without seeing one aircraft.
I read accounts from 1945, and there it was not possible to go through the Sagerrak surfaced in that time. And from Norway I sailed nearly to the Shettlands without detecting one aircraft. And there were no subhuntergroups anywere.
I abandoned that career for now, maybe it will get more realistic in time.
For all the rest, thank you very much lurker. Realy great mod so far.
Greets Indy

Thank you for your input, I will look into it