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TDK1044
01-07-09, 08:12 AM
I'm running this mod with the latest version of TMO and the German voices mod. It's October 1941. An early morning thunder storm in the Barents Sea and I'm in the process of attacking a large Convoy.
Man, this game is now so full of atmosphere and Drama. :D
I'm running this mod with the latest version of TMO and the German voices mod. It's October 1941. An early morning thunder storm in the Barents Sea and I'm in the process of attacking a large Convoy.
Man, this game is now so full of atmosphere and Drama. :D
I agree. I know its blasphemy, but I dare say that SH4 w/Uboat missions + Op Monsun is even better than SH3 + GWX.
cgjimeneza
01-08-09, 07:50 PM
I'm running this mod with the latest version of TMO and the German voices mod. It's October 1941. An early morning thunder storm in the Barents Sea and I'm in the process of attacking a large Convoy.
Man, this game is now so full of atmosphere and Drama. :D
I agree. I know its blasphemy, but I dare say that SH4 w/Uboat missions + Op Monsun is even better than SH3 + GWX.
its not blaphemy, its progress. Of the Lurker´s kind.
kudos man
BUGREPORT: the XXIII still has the problem with the tube one that it ones and shut again and again. could anyone fix it?
lurker_hlb3
01-09-09, 06:52 PM
BUGREPORT: the XXIII still has the problem with the tube one that it ones and shut again and again. could anyone fix it?
Yes it has been fixed it and it will be in the next release
Sledgehammer427
01-09-09, 07:41 PM
about the XVIII problem...
its not just the rudder configuration, also, you will find circular vents along the hull, these are not on the XXI. it would be far easier to just deal with the XXI model he provided than with the XVIII.
PS. its not hard to just replace the XVIII rudder with the XXI's in Pack3d
lurker_hlb3
01-09-09, 10:25 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
There are no voises to the commands
This bug has been corrected for the next version
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.
There is currently a "stock" bug that effects 'ALL" subs when it comes the underwater range in the .sim file verse what you get in game play. Right now the max range your going to get for "any" sub ( US or German ) is 100km / 55nm before the battery runs out. I've done a lot of testing to confirm this issue and I currently don't have a fix for it.
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.
These issue "will be corrected" in the next version. I just got two new reference books on RN / KM operations in WWII and am current doing a major write of some of the campaign layer
Oh yea, I forgot about those vents. Those are part of the cooling system of the walter drive which generated tremendous amounts of heat. It was essential an under water turbo shaft drive just much more explosive. The type XVIII should also have large opening on the lower section of the hull which would be where the water pressure would press against the bags containing the hydrogen peroxide.
First of all, I must make it clear from the start that this post contains just my personal opinions and implies ABSOLUTELY NO CRITICISM toward Lurker's work. I appreciate very much Lurker's hard work and dedication to modding SH4. Above all, I appreciate the fact that OP Monsun is the only port of SH4 to the Atlantic that can be installed and played at this moment, one year after the release of the original Uboat Mission addon.
Now, here are the two aspects of Ops Monsun v600 which I think could be improved:
1. The choice of implementing the new damage/crew model for uboats, where the player must manually move the crew to the empty slots in the sub.
I feel this brings back the crew micromanagement so criticised by many in SH3. It is by no means realistic for the captain to handpick people and tell them where to go in an emergency situation. If the game engine made the designed crew automatically man their different surfaced and submerged positions, then it would be OK. As this is now, I do not like the idea to move each topside crew by myself to his designated position when surfacing/submerging. Each surface/submerge cycle will have me take some 12 people and move them by hand to their respective places, in the CT and berthing area, then back again to topside watch.
2. The choice to leave enemy and neutral harbors empty of shipping.
I understand Lurker's point of view that a Uboat captain has no reason to go there, but I think this should come from fear of being sunk - as it was in the real life. If the ultimate purpose of this supermod is realism, then I'd rather have it the realistic way. Put ships in ports, while in front of the harbors put whatever countermeasure you might find necessary. Double, triple screening destroyers, minefields, nets and everything, planes patrolling skies 24/7, no matter what. If I can't go harbor busting because they'll hunt me down all the way, this is real, but if I go there and find nothing at all, this ain't.
I repeat, these are just my personal opinions, things I feel would improve the gameplay experience.
Lurker, once again thank you for the new life you are putting into this game:up:
lurker_hlb3
01-13-09, 07:45 AM
First of all, I must make it clear from the start that this post contains just my personal opinions and implies ABSOLUTELY NO CRITICISM toward Lurker's work. I appreciate very much Lurker's hard work and dedication to modding SH4. Above all, I appreciate the fact that OP Monsun is the only port of SH4 to the Atlantic that can be installed and played at this moment, one year after the release of the original Uboat Mission addon.
Now, here are the two aspects of Ops Monsun v600 which I think could be improved:
1. The choice of implementing the new damage/crew model for uboats, where the player must manually move the crew to the empty slots in the sub.
I feel this brings back the crew micromanagement so criticised by many in SH3. It is by no means realistic for the captain to handpick people and tell them where to go in an emergency situation. If the game engine made the designed crew automatically man their different surfaced and submerged positions, then it would be OK. As this is now, I do not like the idea to move each topside crew by myself to his designated position when surfacing/submerging. Each surface/submerge cycle will have me take some 12 people and move them by hand to their respective places, in the CT and berthing area, then back again to topside watch.
2. The choice to leave enemy and neutral harbors empty of shipping.
I understand Lurker's point of view that a Uboat captain has no reason to go there, but I think this should come from fear of being sunk - as it was in the real life. If the ultimate purpose of this supermod is realism, then I'd rather have it the realistic way. Put ships in ports, while in front of the harbors put whatever countermeasure you might find necessary. Double, triple screening destroyers, minefields, nets and everything, planes patrolling skies 24/7, no matter what. If I can't go harbor busting because they'll hunt me down all the way, this is real, but if I go there and find nothing at all, this ain't.
I repeat, these are just my personal opinions, things I feel would improve the gameplay experience.
Lurker, once again thank you for the new life you are putting into this game:up:
You have a right to have and state your "personal opinions", however the Uboat damage mod and manning of enemy harbors is "AS DESIGNED"
urfisch
01-14-09, 10:17 AM
jepp, he does.
but i have the same concerns. empty harbours in enemy areas are not very motivating...for myself i feel like i want to have the choice, if i attack ships in well defended harbours or not. but emptiness...is not the best solution, i think.
any opinion on that?
:hmm:
Fincuan
01-14-09, 10:25 AM
Understand this guys: Harbor traffic doesn't just create itself out of nowhere, lurker has to add it. That means hours and hours of work on the subject, which means less time spent on the other parts of OM and longer release times. Each line in the files also means longer loading times, while the gain would be... traffic in areas where submarines didn't historically venture much.
cgjimeneza
01-14-09, 01:12 PM
no sane submarine commander (be it Uboat or Fleet boat) would attack a Harbour, especially a Uboat commander, the allies would flood the area with assets, surface and air. Given the slow speed of a submarine it would be crazy and suicidal to try it.
Fleet boats later on in the war would maybe have a slight advantage but would have given away their position to many nearby enemy assets.
Its one thing to attack a ship in mid ocean, another to attack maybe 50 to 100 NM from airbases or the like on patrol crafts, trawlers, DE, DD and the like
lurker_hlb3
01-14-09, 07:01 PM
jepp, he does.
but i have the same concerns. empty harbours in enemy areas are not very motivating...for myself i feel like i want to have the choice, if i attack ships in well defended harbours or not. but emptiness...is not the best solution, i think.
any opinion on that?
:hmm:
I don't know if you have ever created a mod before but to spend I don't know how many hours on adding hundred and hundreds of ship to harbor that "no one" is going to go into or see is a major waste of my time. 90 percent of this mode was created by me alone and I have been working on it and RSRDC of almost two years now with and average of 4 hour per day, ever day on it so you guys can have something better than a arcade game. The only harbor traffic currently in OM is were you have a 75% or better chance to see something. For the moment I have to manage my time so that projects can get done in a timely manner so you don't have to wait who knows how long for the next version of OM
cgjimeneza
01-15-09, 07:41 AM
jepp, he does.
but i have the same concerns. empty harbours in enemy areas are not very motivating...for myself i feel like i want to have the choice, if i attack ships in well defended harbours or not. but emptiness...is not the best solution, i think.
any opinion on that?
:hmm:
why dont you take a single harbour and add traffic to it, see how its done, then you could ask the guys for a list of places with high posibilities that they would like to visit, how about Colon City in the Atlantic side of the Panama Canal (note, there were Army, Army Air Force and US Navy bases in Panama, both ends prior to 1941, or the Oil refieneries at Curacao (thats easy, tankers and Hugo Chavez wasnt around, the Low Countries (which I think owned Curacao were not so heavy there with military units after 1940)....but the RN had bases all over the Caribbean... so its your choice... maybe a few ports would be a challenge.... but I prefer to cross the Atlantic and attack in focal points of traffic, not go looking for trouble close to bases.
maybe some guy will point to you how to do it.
then you can ask Lurker`s permission to release them based on current Op Monsun databases.... (try the ones when Op Monsun is finally done in a few months, else you might have to reedit the place.)
I dont want to get into a fight, you are interested in this and yes, it could be interesting for the other guys if available, so if you get it done, you might write a doc on how to do it and we could help you out, me I dont understand enough of the databases to try, I know a bit of radio mods since I helped a bit on the news side of the TransAtlantic mod which added to two German language stations with news events, some french songs and some comedy / propaganda.
Te Kaha
01-15-09, 08:45 AM
As far as I know, there was only 1 single harbor attack by a German Uboat in WWII, and that was the sinking of the Royal Oak in Scapa Flow - correct me if I am wrong.
Lurker showed that this can be done in OM, and that's realism enough for me.
Let me add a example; in RSRD, there are plenty of ships in harbors. In my last war career, near the end of the war, there was almost no shipping around south of Tokyo Bay - or I just didn't find it...
So I sailed into Yokosuka, to the IJN base - twice. There, I sank a total of 4 CA's, 2 DD's and a Ise BB. Not very realistic either, so now when I play a US career, I restrict myself to not go into any enemy harbor at all.
urfisch
01-16-09, 06:41 AM
i have been an hour in the game with OP v600 installed yet...and found the following things, that need to be corrected:
- empty landscape
- nearly no traffic in harbours
- import of sh3 objects (like the locks, kiel ehrenmal, villages, etc.)
- trees look bad and are far to big in comparison to villages
- water looks ugly and is for the eastern see far to blue!
i will see, what i can do about this.
TDK1044
01-16-09, 07:00 AM
i have been an hour in the game with OP v600 installed yet...and found the following things, that need to be corrected:
- empty landscape
- nearly no traffic in harbours
- import of sh3 objects (like the locks, kiel ehrenmal, villages, etc.)
- trees look bad and are far to big in comparison to villages
- water looks ugly and is for the eastern see far to blue!
i will see, what i can do about this.
Most, if not all of this list has nothing to do with Operation Monsun? No traffic in the harbors is by design. The rest of your list would be resolved by using individual visual mods.
Operation Monsun is a campaign mod and it deals with the operations of Uboats under the control of the FdU Norway, 11th/13th/14th Flotillas in the Arctic during the period of Sept. 1941 to May 1945.
I am trying some detection tests, and was curious how the Walter boat would do against an elite Black swan.
Problem is there is no crew.
I posted in the first section of this forum with no luck so I was hoping people involved with OM, and it's parts (the type XXIII, and type XXI) could explain how the crew is placed on board for single missions, or just in general, eg: What files populate the boats.
I am hoping to avoid removal of OM to do this test with the XVIII so I was hoping this would be a simple cfg file fix or something like that.
Also Lurker, have you been able to work out why there is no CE in the control rooms of both the XXIII and XXI boats. It is disconcerting not getting orders called out when maneuvering these boats.
lurker_hlb3
01-17-09, 06:04 PM
I am trying some detection tests, and was curious how the Walter boat would do against an elite Black swan.
Problem is there is no crew.
I posted in the first section of this forum with no luck so I was hoping people involved with OM, and it's parts (the type XXIII, and type XXI) could explain how the crew is placed on board for single missions, or just in general, eg: What files populate the boats.
I am hoping to avoid removal of OM to do this test with the XVIII so I was hoping this would be a simple cfg file fix or something like that.
Also Lurker, have you been able to work out why there is no CE in the control rooms of both the XXIII and XXI boats. It is disconcerting not getting orders called out when maneuvering these boats.
Your going to have to deinstall OM. Putting the crew "back" requires changing a number of files.
Also Lurker, have you been able to work out why there is no CE in the control rooms of both the XXIII and XXI boats. It is disconcerting not getting orders called out when maneuvering these boats
I've corrected this
OOOO! You corrected the now CE.
Is it in a patch or was a correction to the new version of om (7.0?)
lurker_hlb3
01-17-09, 10:43 PM
OOOO! You corrected the now CE.
Is it in a patch or was a correction to the new version of om (7.0?)
It will be in the next version
DarkFish
01-18-09, 06:06 AM
I am trying some detection tests, and was curious how the Walter boat would do against an elite Black swan.
Problem is there is no crew.
I posted in the first section of this forum with no luck so I was hoping people involved with OM, and it's parts (the type XXIII, and type XXI) could explain how the crew is placed on board for single missions, or just in general, eg: What files populate the boats.
I am hoping to avoid removal of OM to do this test with the XVIII so I was hoping this would be a simple cfg file fix or something like that.
Well, it is a simple change to a cfg file, but a very big one. I've posted how to fix this problem in this thread: http://www.subsim.com/radioroom/showthread.php?t=146782
It's really a lot of work to do, if you don't want to you'll have to deinstall OM as lurker says.
On the other hand, if you only want to do some tests a skeleton crew should be enough, that'd be 5 minutes of work.
Indy676
01-18-09, 01:44 PM
tryed for the first time the type IXc and noticed there is no 20mm aa-Gun on the aa-gundeck. The IXb has the weapon but the IXc has not. Is that intended? There are no crewmemberslots for the 20mm aa-gun. In the equipmentsight there is the 20mm shown, but I cant man the weapon, so I think its a bug.
I also noticed the realy flat conning tower. In the type VII the conningtower is something like scholder high, in the type IX the tower is only a litle more then hip high. I serged some of my books and fotos, and there is no difference in the high of the conningtower. I noticed this bug in SHIII sometime ago, so I thoght its from there, but the type IXd2 from stock is as high as the other types IXs. Is it possible to change this? It is a realy bad feeling to stay on the bridge of a type IX and have so flat a bridge in front of you so you cant keep save from the waves and the strong winds of the atlantic.
I know, its only a visual appearance, but it looks not right.
Greets Indy
lurker_hlb3
01-18-09, 02:37 PM
tryed for the first time the type IXc and noticed there is no 20mm aa-Gun on the aa-gundeck. The IXb has the weapon but the IXc has not. Is that intended? There are no crewmemberslots for the 20mm aa-gun. In the equipmentsight there is the 20mm shown, but I cant man the weapon, so I think its a bug.
I also noticed the realy flat conning tower. In the type VII the conningtower is something like scholder high, in the type IX the tower is only a litle more then hip high. I serged some of my books and fotos, and there is no difference in the high of the conningtower. I noticed this bug in SHIII sometime ago, so I thoght its from there, but the type IXd2 from stock is as high as the other types IXs. Is it possible to change this? It is a realy bad feeling to stay on the bridge of a type IX and have so flat a bridge in front of you so you cant keep save from the waves and the strong winds of the atlantic.
I know, its only a visual appearance, but it looks not right.
Greets Indy
Thanks for your input, I will look into it
Paul Roberts
01-19-09, 12:23 PM
Here's the world's most minor complaint:
Except when it's raining, officers in OM are always dressed for the tropics. It's very strange to see them with their sleeves rolled up in freezing weather near the Arctic. Is there a mod that can correct this? Those men need jackets!
And here's a newbie question:
I see OM v600 presented as a campaign concerned with the Arctic convoy routes. However, does this version still contain all of the functionality of the earlier versions? In other words, can I still play (for example) a fully-modeled Med or Drumbeat campaign with OM v600?
Thanks!
Fincuan
01-19-09, 01:20 PM
I see OM v600 presented as a campaign concerned with the Arctic convoy routes. However, does this version still contain all of the functionality of the earlier versions? In other words, can I still play (for example) a fully-modeled Med or Drumbeat campaign with OM v600?
Thanks!
Yes you can, the "current" version of OM always includes the whole package. The officers will probably have their sleeves rolled up in the arctic too :lol:
cgjimeneza
01-19-09, 01:20 PM
Here's the world's most minor complaint:
Except when it's raining, officers in OM are always dressed for the tropics. It's very strange to see them with their sleeves rolled up in freezing weather near the Arctic. Is there a mod that can correct this? Those men need jackets!
And here's a newbie question:
I see OM v600 presented as a campaign concerned with the Arctic convoy routes. However, does this version still contain all of the functionality of the earlier versions? In other words, can I still play (for example) a fully-modeled Med or Drumbeat campaign with OM v600?
Thanks!
yes, all previous items are included, only the name is changed to let the players know what is new in the release
demowhc
01-19-09, 02:29 PM
great mod but I was just wondering how I can remove the sub skins included?
lurker_hlb3
01-19-09, 05:19 PM
great mod but I was just wondering how I can remove the sub skins included?
Why ? and which skin
lurker_hlb3
01-19-09, 06:40 PM
Operation Monsun V600 Patch 2 Readme
Add ZeeWolf Turm7b.dat fix
Major overhaul of the Uboat Damage Model ( UBDM ) by Observer
Changes to Uboat crew manning.
Various small fixes to the Uboat files
WARNING
The changes the Uboat Crew Manning can only be seen when you start a “NEW” career
WARNING
Known problems:
There is currently a "stock" bug that effects 'ALL" subs when it comes the underwater range in the .sim file verse what you get in game play. Right now the max range your going to get for "any" sub ( US or German ) is 100km / 55nm before the battery runs out. I've done a lot of testing to confirm this issue and I currently don't have a fix for it.
Therefore the Type XXI / XXIII will not travel the desired distance as set in the .sim files
Install instruction:
Only install this patch when you are in port.
Download link in first post
nautilus42
01-20-09, 09:08 AM
Hi lurker,
please check the Jap_Harbor_traffic.mis ( OMV600_Patch2 ), i`ve found this and they are many more Entries like this:
[Unit 7]
Name=Flensburg GE Armed Trawler#20
Class=PCTrawler
Type=0
Origin=NVOS
Side=2
Commander=0
CargoExt=-1
THX for the new Patch.:up:
regards!
nautilus42/trainer1942
demowhc
01-20-09, 12:40 PM
great mod but I was just wondering how I can remove the sub skins included?
Why ? and which skin
I'd just like to remove every exterior german sub skin as I prefer the default skins.. do I just remove all of the files related to subs under textures, or do I have to remove files from the "submarine" folder aswell? thanks
DarkFish
01-20-09, 12:57 PM
Don't go deleting files or objects might become untextured. The only way to get the default skins back is by overwriting the current skins with them.
Temporarily disable OM, and delete the sub skins from the MODS\OpsMonsun_V600\Submarine\Subname folders. Now reactivate using JSGME and the default skins should be back.:up:
Files in the textures folder are for everything exept hull textures, so tower/interior/guns etc.
demowhc
01-20-09, 01:06 PM
Don't go deleting files or objects might become untextured. The only way to get the default skins back is by overwriting the current skins with them.
Temporarily disable OM, and delete the sub skins from the MODS\OpsMonsun_V600\Submarine\Subname folders. Now reactivate using JSGME and the default skins should be back.:up:
Files in the textures folder are for everything exept hull textures, so tower/interior/guns etc.
thankyou very much, will try now :up:
demowhc
01-20-09, 01:12 PM
sorry double post, I take it I need to keep the .cfg .zon files etc located in the subfolders, but which files are the actual textures, .dds? .dat?
DarkFish
01-20-09, 01:52 PM
sorry double post, I take it I need to keep the .cfg .zon files etc located in the subfolders, but which files are the actual textures, .dds? .dat?.dds
BTW I forgot to mention this'll only work with the subs that are already in the stock game, so that's the IXD2.
For other subs you'll have to install another skin over it.
Te Kaha
01-20-09, 03:24 PM
Removing Patch1A and installing Patch 2 with JSGME... also removed some graphics in the crew management screen;
a) the pics of the crew members are gone
b) the symbols for crew, boat and torpedos (upper right of screen) are white
c) the background of the upgrade section is white
d) instead of available upgrades I see odd "TypeVIIIxyz-Name" entries
All in port while starting a new career.
Reversing the procedure and going back to 1A and everything is fine.
Something missing in Patch2?
Here's my installation order;
RFB_v1.52_102408
RFB_v1.52_Patch_18Jan09
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V600
OMV600_Patch1A
...and all is fine.
Having this;
RFB_v1.52_102408
RFB_v1.52_Patch_18Jan09
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V600
OM v600 Patch 2
...gives me the above mentioned troubles.
lurker_hlb3
01-20-09, 05:56 PM
Hi lurker,
please check the Jap_Harbor_traffic.mis ( OMV600_Patch2 ), i`ve found this and they are many more Entries like this:
[Unit 7]
Name=Flensburg GE Armed Trawler#20
Class=PCTrawler
Type=0
Origin=NVOS
Side=2
Commander=0
CargoExt=-1
THX for the new Patch.:up:
regards!
nautilus42/trainer1942
Corrected
lurker_hlb3
01-20-09, 06:16 PM
great mod but I was just wondering how I can remove the sub skins included?
Why ? and which skin
I'd just like to remove every exterior german sub skin as I prefer the default skins.. do I just remove all of the files related to subs under textures, or do I have to remove files from the "submarine" folder aswell? thanks
All skins within OM with the exception of the IXD2 & IIB are embedded within the *.dat files of the subs and can not be removed
lurker_hlb3
01-20-09, 06:46 PM
Removing Patch1A and installing Patch 2 with JSGME... also removed some graphics in the crew management screen;
a) the pics of the crew members are gone
b) the symbols for crew, boat and torpedos (upper right of screen) are white
c) the background of the upgrade section is white
d) instead of available upgrades I see odd "TypeVIIIxyz-Name" entries
All in port while starting a new career.
Reversing the procedure and going back to 1A and everything is fine.
Something missing in Patch2?
Here's my installation order;
RFB_v1.52_102408
RFB_v1.52_Patch_18Jan09
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V600
OMV600_Patch1A
...and all is fine.
Having this;
RFB_v1.52_102408
RFB_v1.52_Patch_18Jan09
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V600
OM v600 Patch 2
...gives me the above mentioned troubles.
Unable to recreate. recommend re-download Patch2 and try again
also removed some graphics in the crew management screen
This comment make it sound as if you are "hand changing" files that you shouldn't
demowhc
01-20-09, 09:41 PM
instead of available upgrades I see odd "TypeVIIIxyz-Name" entries
I also have this problem, plus I cant end patrol for some reason even though I have completed the objective.. first objective in the 1st flotilla
lurker_hlb3
01-20-09, 11:13 PM
instead of available upgrades I see odd "TypeVIIIxyz-Name" entries
I also have this problem, plus I cant end patrol for some reason even though I have completed the objective.. first objective in the 1st flotilla
You want to tell me what mods your using and "exactly" what your doing? Have you started a new career or are you using an old one?
One thing that I haven't seen yet is "details"
What Mods
What install order
What date
What Flotilla
What Sub
New Career or Old
Details
I can't put my hand to the screen an read your mind
Details
So far I haven't been able to recreate these problems
demowhc
01-21-09, 12:18 AM
no other mods, with patch 1A the upgrades menu is fine, but with patch 2 some of the items have the incorrect name and description, like the battery upgrades(?).. this is in a new career in the first flotilla
http://img49.imageshack.us/img49/9360/98284735th0.th.jpg (http://img49.imageshack.us/my.php?image=98284735th0.jpg)
as for not being able to end patrol, that was my fault :oops:
great mod, I am enjoying it :rock:
lurker_hlb3
01-21-09, 01:16 AM
no other mods, with patch 1A the upgrades menu is fine, but with patch 2 some of the items have the incorrect name and description, like the battery upgrades(?).. this is in a new career in the first flotilla
http://img49.imageshack.us/img49/9360/98284735th0.th.jpg (http://img49.imageshack.us/my.php?image=98284735th0.jpg)
as for not being able to end patrol, that was my fault :oops:
great mod, I am enjoying it :rock:
Ok this is a missing entry in the UPCLocalization.tsr file. This is a minor bug and will be corrected in the next release
Te Kaha
01-21-09, 01:41 PM
Unable to recreate. recommend re-download Patch2 and try again
"also removed some graphics in the crew management screen"
This comment make it sound as if you are "hand changing" files that you shouldn't
No files were "hand changed", i.e. edited by me except the menu.txt file (replaced COMSUBPAC with BdU and the "destination....tokyo" to "Auf Gefechtsstationen", all this before I installed OM. This txt-file got nothing to do with the graphics issue. I only edit stuff, when I know what I am doing.
The picture above by demowhc is almost the same what I get, except I'm missing more. Am just downloading the patch again and see what happens.
All this is on a fresh clean install of SH4 1.5 btw - am using a separate install for OM.
demowhc
01-23-09, 02:50 PM
Just thought I'd mention that I have sunk a few British merchants but they were not recorded.. After heavily damaging one I waited and watched it sink but it did not record the tonnage etc and there was no marker on the nav map.
fromhell
01-23-09, 04:39 PM
playing om600 with patch 2 .had a ixd sub late 42, recieved new conningtower and put 2 double barrel 20mm aa guns on. but tried a new patrol but sub would not move!!
tried submerged and surface but she wouldnt budge.
fromhell
01-23-09, 04:51 PM
hi, i am a newbie to subsim, just posted a message but it disappeared. so here we go again.
sorry if it reappeares, and i repeat myself.
anyway, playing om ver 600, with patch 2, and had a ixd sub late 42, recieved a new conning tower, put on 2 double barrel aa guns and started new patrol, but alas sub would not move, neither submerged or on sufface.
please help.
lurker_hlb3
01-23-09, 05:55 PM
hi, i am a newbie to subsim, just posted a message but it disappeared. so here we go again.
sorry if it reappeares, and i repeat myself.
anyway, playing om ver 600, with patch 2, and had a ixd sub late 42, recieved a new conning tower, put on 2 double barrel aa guns and started new patrol, but alas sub would not move, neither submerged or on sufface.
please help.
Require the following info
What Mods
What install order
What date
What Flotilla
What Sub
lurker_hlb3
01-23-09, 05:57 PM
Just thought I'd mention that I have sunk a few British merchants but they were not recorded.. After heavily damaging one I waited and watched it sink but it did not record the tonnage etc and there was no marker on the nav map.
Where ?
What date ?
fromhell
01-23-09, 09:22 PM
hi, i am a newbie to subsim, just posted a message but it disappeared. so here we go again.
sorry if it reappeares, and i repeat myself.
anyway, playing om ver 600, with patch 2, and had a ixd sub late 42, recieved a new conning tower, put on 2 double barrel aa guns and started new patrol, but alas sub would not move, neither submerged or on sufface.
please help.
Require the following info
What Mods
What install order
What date
What Flotilla
What Sub
i was with the 7 th flottila
think december 42
ixd sub
no other mods only om and patch 2
lurker_hlb3
01-23-09, 11:22 PM
hi, i am a newbie to subsim, just posted a message but it disappeared. so here we go again.
sorry if it reappeares, and i repeat myself.
anyway, playing om ver 600, with patch 2, and had a ixd sub late 42, recieved a new conning tower, put on 2 double barrel aa guns and started new patrol, but alas sub would not move, neither submerged or on sufface.
please help.
Require the following info
What Mods
What install order
What date
What Flotilla
What Sub
i was with the 7 th flottila
think december 42
ixd sub
no other mods only om and patch 2
7th Flottila has only Type VII B/C Subs
The only IXD are IXD2's and they don't come on line until Mid 1943 in the far east.
Before I can proceed to attempt to recreate the problem I'm going to have accurate details
nautilus42
01-24-09, 06:37 AM
Hi lurker,
I have no Deck_Crew_speech (WAO_Ship_Spotted) from the Watchman.
Install:
Fresh Install_SH4_1.5/MultiSH4
OpsMonsun_V600
OMV600_Patch_2
no other Mods
Uboat: TypVIIB
Own_Test_Mission Kiel_18-12-1939 only with Uboat_TypeVIIB
any idea???
regards!
nautilus42
lurker_hlb3
01-24-09, 09:59 AM
Hi lurker,
I have no Deck_Crew_speech (WAO_Ship_Spotted) from the Watchman.
Install:
Fresh Install_SH4_1.5/MultiSH4
OpsMonsun_V600
OMV600_Patch_2
no other Mods
Uboat: TypVIIB
Own_Test_Mission Kiel_18-12-1939 only with Uboat_TypeVIIB
any idea???
regards!
nautilus42
Do you have a test mission to demo this problem ? Also the standard questions of:
Position
Date
Sub
nautilus42
01-24-09, 04:06 PM
Hi lurker,
I have no Deck_Crew_speech (WAO_Ship_Spotted) from the Watchman.
Install:
Fresh Install_SH4_1.5/MultiSH4
OpsMonsun_V600
OMV600_Patch_2
no other Mods
Uboat: TypVIIB
Own_Test_Mission Kiel_18-12-1939 only with Uboat_TypeVIIB
any idea???
regards!
nautilus42
Do you have a test mission to demo this problem ? Also the standard questions of:
Position
Date
Sub
I don`t know why you ask me again about Position, Data, Sub? It`s all shown in the above line.
Own_Test_Mission Kiel_18-12-1939 only with Uboat_TypeVIIB
anyway.
I always make a Test_Mission to investigate a new Mod a little bit, before I start a campaign.
Position: Kiel_Harbor
Date: 1939-12-18
Sub: Type VIIB
lurker_hlb3
01-24-09, 05:39 PM
Hi lurker,
I have no Deck_Crew_speech (WAO_Ship_Spotted) from the Watchman.
Install:
Fresh Install_SH4_1.5/MultiSH4
OpsMonsun_V600
OMV600_Patch_2
no other Mods
Uboat: TypVIIB
Own_Test_Mission Kiel_18-12-1939 only with Uboat_TypeVIIB
any idea???
regards!
nautilus42
Do you have a test mission to demo this problem ? Also the standard questions of:
Position
Date
Sub
I don`t know why you ask me again about Position, Data, Sub? It`s all shown in the above line.
Own_Test_Mission Kiel_18-12-1939 only with Uboat_TypeVIIB
anyway.
I always make a Test_Mission to investigate a new Mod a little bit, before I start a campaign.
Position: Kiel_Harbor
Date: 1939-12-18
Sub: Type VIIB
OK I'll look into it. Please note I have not made any changes to effect sound
fromhell
01-25-09, 12:55 AM
hi, i am a newbie to subsim, just posted a message but it disappeared. so here we go again.
sorry if it reappeares, and i repeat myself.
anyway, playing om ver 600, with patch 2, and had a ixd sub late 42, recieved a new conning tower, put on 2 double barrel aa guns and started new patrol, but alas sub would not move, neither submerged or on sufface.
please help.
Require the following info
What Mods
What install order
What date
What Flotilla
What Sub
i was with the 7 th flottila
think december 42
ixd sub
no other mods only om and patch 2
7th Flottila has only Type VII B/C Subs
The only IXD are IXD2's and they don't come on line until Mid 1943 in the far east.
Before I can proceed to attempt to recreate the problem I'm going to have accurate details
sorry my mistake
its an IXB sub
lorient is my base
i am pretty sure i am with 7th flottila
something noticable is that when looking into the subs screen while in port
only the new machine guns are shown, no engines or hydrophones, like before.
i am a newbie , please forgive my bad reporting:oops:
lurker_hlb3
01-25-09, 10:38 AM
hi, i am a newbie to subsim, just posted a message but it disappeared. so here we go again.
sorry if it reappeares, and i repeat myself.
anyway, playing om ver 600, with patch 2, and had a ixd sub late 42, recieved a new conning tower, put on 2 double barrel aa guns and started new patrol, but alas sub would not move, neither submerged or on sufface.
please help.
Require the following info
What Mods
What install order
What date
What Flotilla
What Sub
i was with the 7 th flottila
think december 42
ixd sub
no other mods only om and patch 2
7th Flottila has only Type VII B/C Subs
The only IXD are IXD2's and they don't come on line until Mid 1943 in the far east.
Before I can proceed to attempt to recreate the problem I'm going to have accurate details
sorry my mistake
its an IXB sub
lorient is my base
i am pretty sure i am with 7th flottila
something noticable is that when looking into the subs screen while in port
only the new machine guns are shown, no engines or hydrophones, like before.
i am a newbie , please forgive my bad reporting:oops:
I will look into this when I can, along with some other trouble reports ( see above ) when I can. Currently some real world issues require my attention
@fromhell
I gave this a look and Flotilla 7 is showing only Type VII boats for me. Flotilla 2 has the Type IX's. I loaded up a new career with 2nd Flotilla and the Type IXB and checked the equipment and all was normal, engines etc.
I tried every date for 2nd and 7th Flotillas up too the end of '42.
My install below;
Spaxs SH4 Uboat SPEECH FIX_V8
Rel_SH4_Trans-Atlantic_Radio
Setup Trans-Atlantic Radio and BBC
OpsMonsun_V600
OMV600_Patch2
OM_Plot_V100
TMO_Key_Bindings
Locks_of Holtenau_Brunsbuettel_SH4_1.5_OM_V600
Carotio_SH4-Seafloor2_256mb
fromhell
01-25-09, 04:55 PM
2nd flottila, and it is november 8th 1942.
i'll start a new career.
2nd flottila, and it is november 8th 1942.
i'll start a new career.
So this was an ongoing career and not a new career that was causing you problems?
nautilus42
01-25-09, 06:38 PM
Hi lurker,
some questions: is there any Operation i.E. "Operation Weserübung" scripted in your OM600 and when where they scripted, wich .mis_files.?
I want created some singlemission for my own in the moment, for playable Ships in OM600.
Thx in advance.
nautilus42
lurker_hlb3
01-25-09, 07:02 PM
Hi lurker,
some questions: is there any Operation i.E. "Operation Weserübung" scripted in your OM600 and when where they scripted, wich .mis_files.?
I want created some singlemission for my own in the moment, for playable Ships in OM600.
Thx in advance.
nautilus42
See Campaign Layer ALL-TaskForce.mis
Special Note:
This file is going through a major overhaul for OM v700
fromhell
01-25-09, 09:39 PM
2nd flottila, and it is november 8th 1942.
i'll start a new career.
So this was an ongoing career and not a new career that was causing you problems?
yes captain, as i have written, i had a conningtower upgrade, with 2 machineguns on it, but the boat had no power, and would not move surface or under.
Captain_Alvar
01-26-09, 04:38 PM
Hi there. Just wanted to give my thanks for a great mod. I´m using it with the RFB mod, R.u.i.m and RSRDC and have the uboat simulator moment of my time. Also great mods.
The year is 39 and I´m stationed at Kiel with my VII. I´m out on my second patrol.
Coming close to a convoy near Ireland including a lot of merchants and hunters, I attacked with my VII and launched 4 torpedoes at 2 merchantships with the bow close to 90 grades at my targets. This at a range of around 4000 meter. A bit far I know but worth a chance.
Then I dived to 120 meters, rigged for silent running and turned 180 grades running at the lowest possible speed.
The attack resulted in 1 sinked merchant and one damaged. first ship was hit with 2, other with 1. 4´th torpedo was a dummy.
They started chasing me. Pinging and launching depthcharges at me. I ordered new depth, down to 160 meter. While descending down in the dark at 130 meters a depthcharge exploded near by, damaging one of my torpedo tubes at the bow.
I commanded a damagefix at once and made a 90 course change and while I launched a decoy I rigged for full speed a few seconds. Then I ordered the slowest possible speed again coming in at my new course. Seems like I tricked them. They are way back behind and I must be out of their sonar range. I´m down at 160 meters. The damage is fixed by the way.
Gf is calling. :rotfl: It´s late....
Thanks for making such immersive experience possible!
Sledgehammer427
01-26-09, 05:38 PM
lurker, i was looking thru the OM files and i came across NSS_TypeM_XIImod...what is it?!
any historical stuff...is it playable?
lurker_hlb3
01-26-09, 06:47 PM
For nautilus42
This appear to be a stock related issue. I did a controlled test with a “stock” SH4 v15 using a IXD2 and got the same reaction, got the “ship spotted” in the printed area but no “Voice” (i.e. WAO_Ship_Spotted ). Will place this on my “investigate” list but not sure when I will be able to get to it.
============================
For fromhell
Conducted some controlled test using my “99th Flotilla Test” campaign and was able to recreate your problem under a “very narrowly” define set of circumstance. During testing, I ran in to a situation were the campaigns CTD during loading. The CTD happen to the mission that was right before the conning tower upgrade and after the upgrade I noted that the ActiveUserPlayerUnits.upc in the saved game area had been corrupted and the “engine settings” for the sub had been reset to use “US Gato Class engine files”, also all the “upgrade setting were gone. Now in the course of 5 different test runs, the CTD happen twice, and the reason for the crash is currently unknown, but when there was no CTD then after the upgrade, all worked as designed. On of the ways I worked around the problem was go to the “load game” option and loaded the “last” good inport configuration ( check the upgrade area to confirm all the data is there ) and then run the campaign. Also long as there is no CTD then the files don’t get corrupted
============================
For Sledgehammer427
The NSS_TypeM_XIImod is an “AI” Russian Sub used in RUM 410618 U149 “U149 vs M99” Single Patrol Mission. See OMv500 readme of details.
blitzhawk
01-26-09, 07:42 PM
I'm having an issue with some... extremely persistant aircraft while using environment mod 5.0.
Mods:
Spaxs SH4 Uboat SPEACH FIX
Speech Fix2
#1 E5.0 Install main
#2 Other Clouds
#3 Submarines Splash Sound
#4 Ships Reflect
EE5.0_Patch_2.0
OpsMonsun_V600
OMV600_Patch2
September 1944 campaign
Type VIIC/41, 11th flotilla out of Bergen
Enemy aircraft seem able to detect me no matter my depth. I sat down at 100m for 2 days and had a whole squadron of aircraft circling my location and strafing the water above me. After some testing, the environment mod seems to be breaking the AI detection in OM. Has anyone managed to get the two to play nice together?
fromhell
01-27-09, 05:11 AM
For nautilus42
This appear to be a stock related issue. I did a controlled test with a “stock” SH4 v15 using a IXD2 and got the same reaction, got the “ship spotted” in the printed area but no “Voice” (i.e. WAO_Ship_Spotted ). Will place this on my “investigate” list but not sure when I will be able to get to it.
============================
For fromhell
Conducted some controlled test using my “99th Flotilla Test” campaign and was able to recreate your problem under a “very narrowly” define set of circumstance. During testing, I ran in to a situation were the campaigns CTD during loading. The CTD happen to the mission that was right before the conning tower upgrade and after the upgrade I noted that the ActiveUserPlayerUnits.upc in the saved game area had been corrupted and the “engine settings” for the sub had been reset to use “US Gato Class engine files”, also all the “upgrade setting were gone. Now in the course of 5 different test runs, the CTD happen twice, and the reason for the crash is currently unknown, but when there was no CTD then after the upgrade, all worked as designed. On of the ways I worked around the problem was go to the “load game” option and loaded the “last” good inport configuration ( check the upgrade area to confirm all the data is there ) and then run the campaign. Also long as there is no CTD then the files don’t get corrupted
============================
For Sledgehammer427
The NSS_TypeM_XIImod is an “AI” Russian Sub used in RUM 410618 U149 “U149 vs M99” Single Patrol Mission. See OMv500 readme of details.
thank you for looking into the problem and for letting me find away round it, ill have a go later.
may i also say that i and many more people are very thankfull for the great effort that you have done in producing what is a very interesting and fun mod. thank you.
nautilus42
01-27-09, 10:28 AM
For nautilus42
This appear to be a stock related issue. I did a controlled test with a “stock” SH4 v15 using a IXD2 and got the same reaction, got the “ship spotted” in the printed area but no “Voice” (i.e. WAO_Ship_Spotted ). Will place this on my “investigate” list but not sure when I will be able to get to it.
============================
For fromhell
Conducted some controlled test using my “99th Flotilla Test” campaign and was able to recreate your problem under a “very narrowly” define set of circumstance. During testing, I ran in to a situation were the campaigns CTD during loading. The CTD happen to the mission that was right before the conning tower upgrade and after the upgrade I noted that the ActiveUserPlayerUnits.upc in the saved game area had been corrupted and the “engine settings” for the sub had been reset to use “US Gato Class engine files”, also all the “upgrade setting were gone. Now in the course of 5 different test runs, the CTD happen twice, and the reason for the crash is currently unknown, but when there was no CTD then after the upgrade, all worked as designed. On of the ways I worked around the problem was go to the “load game” option and loaded the “last” good inport configuration ( check the upgrade area to confirm all the data is there ) and then run the campaign. Also long as there is no CTD then the files don’t get corrupted
============================
For Sledgehammer427
The NSS_TypeM_XIImod is an “AI” Russian Sub used in RUM 410618 U149 “U149 vs M99” Single Patrol Mission. See OMv500 readme of details.
Thx lurker for investigation.
I'm having an issue with some... extremely persistant aircraft while using environment mod 5.0.
Mods:
Spaxs SH4 Uboat SPEACH FIX
Speech Fix2
#1 E5.0 Install main
#2 Other Clouds
#3 Submarines Splash Sound
#4 Ships Reflect
EE5.0_Patch_2.0
OpsMonsun_V600
OMV600_Patch2
September 1944 campaign
Type VIIC/41, 11th flotilla out of Bergen
Enemy aircraft seem able to detect me no matter my depth. I sat down at 100m for 2 days and had a whole squadron of aircraft circling my location and strafing the water above me. After some testing, the environment mod seems to be breaking the AI detection in OM. Has anyone managed to get the two to play nice together?
I have run OM with a similar install order. The aircraft are plentiful in '44 that's appropriate. As for sitting in one spot that is not the proper tactic. When I get spotted which is sometime in the morning I crash dive and immediately order a 90 degree course change and travel at 2 knots for about 4 hours then resume course till its dark then surface run at 7-9 knots while recharging batteries. Next morning rinse and repeat till you are out of patrol aircraft range. Its absolutely tedious and boring but its what we get for plying the ocean blue in a u-boat.
Happy Hunting!
SilentAngel
01-27-09, 02:16 PM
It seems that my refill option doesnt work properly.
It doesnt give me new torpedoes, and if I dock i have to manually fill my ship up.
Is this a know problem/conflict with other mods or...?
(using PE4+ROW sound option, OP and spax speechfix).
silent angel, read the read me about the mod. This is something in OP monsun more realistic. In RL torpedoes and repairs were not carried out in a split second.
blitzhawk
01-27-09, 03:14 PM
I'm having an issue with some... extremely persistant aircraft while using environment mod 5.0.
Mods:
Spaxs SH4 Uboat SPEACH FIX
Speech Fix2
#1 E5.0 Install main
#2 Other Clouds
#3 Submarines Splash Sound
#4 Ships Reflect
EE5.0_Patch_2.0
OpsMonsun_V600
OMV600_Patch2
September 1944 campaign
Type VIIC/41, 11th flotilla out of Bergen
Enemy aircraft seem able to detect me no matter my depth. I sat down at 100m for 2 days and had a whole squadron of aircraft circling my location and strafing the water above me. After some testing, the environment mod seems to be breaking the AI detection in OM. Has anyone managed to get the two to play nice together?
I have run OM with a similar install order. The aircraft are plentiful in '44 that's appropriate. As for sitting in one spot that is not the proper tactic. When I get spotted which is sometime in the morning I crash dive and immediately order a 90 degree course change and travel at 2 knots for about 4 hours then resume course till its dark then surface run at 7-9 knots while recharging batteries. Next morning rinse and repeat till you are out of patrol aircraft range. Its absolutely tedious and boring but its what we get for plying the ocean blue in a u-boat.
Happy Hunting!
Thanks for responding. I realize that sitting in one spot is not a viable tactic. I did this after juking all over the ocean at depth until my batteries ran out. I did some tweaking in the sim.cfg file to reduce their ability to see me when I'm that deep and all seems good now.
lurker_hlb3
01-27-09, 06:23 PM
It seems that my refill option doesnt work properly.
It doesnt give me new torpedoes, and if I dock i have to manually fill my ship up.
Is this a know problem/conflict with other mods or...?
(using PE4+ROW sound option, OP and spax speechfix).
from the "Readme" in the first post of this thread
7.WARNING
When you return to port your sub "WILL NOT" have it's torpedo's auto reloaded. You will have to load the torpedo yourself. This is to ensure that the "wrong" torpedoes are "not" loaded on your sub.
John_Doe_16
01-28-09, 04:11 AM
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...)
You can PM Tomi_99, the author, and tell him what you don't like about his work
Hi,
I think there's a misunderstanding: I didn't say I didn't like Tomi_099's work, there's just a problem with the skin used in OM... I think it's not the default skin by Tomi_099, so the described problems would go away if you switched to his default skin...
-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
Well, I see, but it would really enhance the interiors if you added a few more crew-members (especially in the back of type VII, IX and XXI, which feel a bit empty, and a helmsman to the type XXI (if it's possible without too many difficulties...). It's just a small suggestion, which, in my opinion, would help to improve the interiors a bit in comparison to those SH3... Maybe you could think about it? (only if you have the time, of course)
I see you added the engineer in the Control-rooms after an other member requested it again after my post, so maybe there has been a misunderstanding?
(But, then again, I don't know how difficult it is to add new Crew-members, and if it's a lot of work, I can understand that this is no primary issue for the mod, as it already is so complex)
But, as I said, these are minor problems, and I am very impressed how you managed to create the U-Boat campaigns for SH4 in such a short time :up::up:
I really like your dedication, and hope that these small observations could help finding some small things which could be enhanced. Keep up the great work :up::up:
SilentAngel
01-28-09, 11:50 AM
7.WARNING
When you return to port your sub "WILL NOT" have it's torpedo's auto reloaded. You will have to load the torpedo yourself. This is to ensure that the "wrong" torpedoes are "not" loaded on your sub.[/quote]
Looks like is shouldn't have quickly read through it all, but thoroughly:oops:
Can someone loadup some more pics or a video of operation monsun?:ping:
TDK1044
01-30-09, 08:33 AM
Running with TMO, OM plus patch 2 and this combination gives me CTDs whenever my sub reaches a waypoint. Went back to OM patch 1A and it resolved the issue.
I was on my first mission of a new career fdu Norway September 1941.
TMO 162
TMO Patch to 163
Spaxs SH4 Uboat SPEECH FIX_V8
OM V600
OM v600 Patch 2
Indy676
01-30-09, 12:40 PM
Hello fellow U-boat commanders
Yesterday I finished my first war patrol with my all new type IXc boat U 158. I left Lorient on December 17th 1941 with orders to proceed to the east coast of the United States for operation drumbeat. Through the entire transit to the east coast on the grand circle route we sighted not a single ship. But when we arrived in our ops area, there was plenty of traffic. First we where near Beaufort, than in the approaches of Charleston and lastly near Norfolk and the Chesapeake Bay. I couldn’t get much sleep during the entire time in the ops area. One ship after another came her way, unescorted, like in peacetime, only one destroyer escort was sighted near Norfolk, that was no threat at all, because we sighted it long way of, and could go around it to get to our target, a big liberty cargo, that was heading for Norfolk. The only thing that was missing was the positioning lights of the ships. The air patrol was very weak. We only sighted 3 aircraft during our entire operation, but the depth charges where very close, fortunately we received no damage during there attacks. But our success was enormously. With 26 torpedoes and nearly all our ammunition for the 10.5 main gun, only 5 rounds where left, we destroyed and sank 15 cargo ships and 3 tanker with 89.600 BRT. We only had 5 or 6 duds. One element for our success was sourly the weather. The weather stayed calm all the time, which was nearly unrealistic. During the entire time on the east coast we had no winds at all. Our only damage, that we received, was a shot away of our UZO on the bridge in the last attack against a small split freighter, that was furiously fighting back to prevent being sunk, when we attack it with the main gun, but was not successful. A curious thing was, that we received no wounded and no damage during the attack. Only the UZO was shot clean away. It was not shown on the damage screen as damaged or destroyed, and I could use it anyway, but standing on the bridge, I could not see it anymore. After this we left the coast and headed for Lorient with no torpedo left, where we arrived on February 9th 1942. We were received as heroes and decorated. I received the knight cross and one of my officers got an iron cross. Other crew members received war badges.
If that was a real war patrol, this would have been the success fullest patrol of the war. The real U 158 did one of the success fullest patrols of the war with 12 sunken ships, but unfortunately it was sunk with depth charges from an US airplane on that patrol.
Now I will have a holyday for some weeks before I have to go on the next war patrol.
Thank you very much for this great mod, lurker. I long to see the increasing countermeasures in mid 1942, to see if I can stand the much increased ability of the escorts to find our U-boats.
Greets Indy
My install order
- RFB_v1.52_102408
- RFB_v1.52_Patch_18Jan09
- RFB_German Audio Files
- RFB_Alternate Nomographs
- OpsMonsun_V600
- OMV600_Patch2
- Locks_of Holtenau_Brunsbuettel_SH4_1.5_OM_V600
- Some small changes of my own
Indy676
01-30-09, 04:57 PM
Hello Lurker
Here some small issues I discovered on my last patrol with a Type IXc out of Lorient in December 1941.
The 3.7 aa-gun. The crosshairs are not moving with the elevation of the gun, they are only moving left and right but not with the elevation, so you can’t point the weapon.
My bridge watch crew received no wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
And last, the weather. There were no changes for weeks on end. I don’t know if it is a feature of OM or of RFB, because I enabled the two patches at the same time, but it’s unrealistic to have the same weather all the time.
Before the installing of the two last patches the weather was changing every two to three days. That was fine for me.
Some time ago I was not satisfied with the sinkability of the ships in OM and wrote so in this threat.
Now I know it’s only a matter of hitting the right spot of the ship. Ships of up to 8.000 BRT will sink after only one hit, in 50% of the attacks, if hit in the right spot. The big large oiler, of 12.000 BRT will sink after two torpedoes, if hit in the right spot, but you need time and be patience, so I think it’s relatively realistic.
My install order
- RFB_v1.52_102408
- RFB_v1.52_Patch_18Jan09
- RFB_German Audio Files
- RFB_Alternate Nomographs
- OpsMonsun_V600
- OMV600_Patch2
- Locks_of Holtenau_Brunsbuettel_SH4_1.5_OM_V600
- Some small changes of my own. Those are not going in the direction of the discovered issues.
cgjimeneza
01-30-09, 05:28 PM
how about posting your findings on where to hit???
lurker_hlb3
01-30-09, 09:30 PM
Running with TMO, OM plus patch 2 and this combination gives me CTDs whenever my sub reaches a waypoint. Went back to OM patch 1A and it resolved the issue.
I was on my first mission of a new career fdu Norway September 1941.
TMO 162
TMO Patch to 163
Spaxs SH4 Uboat SPEECH FIX_V8
OM V600
OM v600 Patch 2
Thanks
Recreated problem, see HOTFIX below or in first post
lurker_hlb3
01-30-09, 09:33 PM
===============================================
OMV600_Patch2_Hotfix
This is a MANDATORY HOTFIX that corrects a CTD problem when conducting a campaign in Norway
Link
http://files.filefront.com/OMV600+Patch2+Hotfixrar/;13148388;/fileinfo.html
Install in port and after OMV600 Patch2
===============================================
lurker_hlb3
01-30-09, 09:47 PM
Hello Lurker
Here some small issues I discovered on my last patrol with a Type IXc out of Lorient in December 1941.
The 3.7 aa-gun. The crosshairs are not moving with the elevation of the gun, they are only moving left and right but not with the elevation, so you can’t point the weapon.
My bridge watch crew received now wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
And last, the weather. There were no changes for weeks on end. I don’t know if it is a feature of OM or of RFB, because I enabled the two patches at the same time, but it’s unrealistic to have the same weather all the time.
Before the installing of the two last patches the weather was changing every two to three days. That was fine for me.
Some time ago I was not satisfied with the sinkability of the ships in OM and wrote so in this threat.
Now I know it’s only a matter of hitting the right spot of the ship. Ships of up to 8.000 BRT will sink after only one hit, in 50% of the attacks, if hit in the right spot. The big large oiler, of 12.000 BRT will sink after two torpedoes, if hit in the right spot, but you need time and be patience, so I think it’s relatively realistic.
My install order
- RFB_v1.52_102408
- RFB_v1.52_Patch_18Jan09
- RFB_German Audio Files
- RFB_Alternate Nomographs
- OpsMonsun_V600
- OMV600_Patch2
- Locks_of Holtenau_Brunsbuettel_SH4_1.5_OM_V600
- Some small changes of my own. Those are not going in the direction of the discovered issues.
The 3.7 aa-gun. The crosshairs are not moving with the elevation of the gun, they are only moving left and right but not with the elevation, so you can’t point the weapon.
Problem noted & verified. It will be corrected in the next patch or version which ever comes first.
My bridge watch crew received now wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
This is part of the new damage model.
but it’s unrealistic to have the same weather all the time.
OM does not make changes to the weather
cgjimeneza
01-30-09, 09:53 PM
Hello Lurker
Here some small issues I discovered on my last patrol with a Type IXc out of Lorient in December 1941.
The 3.7 aa-gun. The crosshairs are not moving with the elevation of the gun, they are only moving left and right but not with the elevation, so you can’t point the weapon.
My bridge watch crew received now wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
And last, the weather. There were no changes for weeks on end. I don’t know if it is a feature of OM or of RFB, because I enabled the two patches at the same time, but it’s unrealistic to have the same weather all the time.
Before the installing of the two last patches the weather was changing every two to three days. That was fine for me.
Some time ago I was not satisfied with the sinkability of the ships in OM and wrote so in this threat.
Now I know it’s only a matter of hitting the right spot of the ship. Ships of up to 8.000 BRT will sink after only one hit, in 50% of the attacks, if hit in the right spot. The big large oiler, of 12.000 BRT will sink after two torpedoes, if hit in the right spot, but you need time and be patience, so I think it’s relatively realistic.
My install order
- RFB_v1.52_102408
- RFB_v1.52_Patch_18Jan09
- RFB_German Audio Files
- RFB_Alternate Nomographs
- OpsMonsun_V600
- OMV600_Patch2
- Locks_of Holtenau_Brunsbuettel_SH4_1.5_OM_V600
- Some small changes of my own. Those are not going in the direction of the discovered issues.
The 3.7 aa-gun. The crosshairs are not moving with the elevation of the gun, they are only moving left and right but not with the elevation, so you can’t point the weapon.
Problem noted & verified. It will be corrected in the next patch or version which ever comes first.
My bridge watch crew received now wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
This is part of the new damage model.
but it’s unrealistic to have the same weather all the time.
OM does not make changes to the weather
you went out in dec 41, Lorient... to the north sea or north atlantic...... was it stormy???? I mean, it`s the NORTH ATLANTIC surely... enjoy the storms, now you know why the Spanish called the other ocean the "pacific"...
just pulling your leg, but weather in winter is usually baaaaaaad
Indy676
01-31-09, 05:35 AM
My bridge watch crew received now wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
This is part of the new damage model.
@Lurker
But is it not unrealistic to have no wouded on the bridge if raked from small arms fire of a merchant?
Or did someone complain about that?
I would feel more realistic if there where the danger of wounded if I get the risc to attack a merchant with the main gun. I would think about it twice.
Greets Indy
lurker_hlb3
01-31-09, 08:18 AM
My bridge watch crew received now wounded during a small arms attack of a small split merchant, and there was no damage on the deck and the conning tower. The only damage, I received was the shot away of my TBT, that was not shown on the damage screen as damaged or destroyed, also I could not see, nor click it on my bridge, I could use it anyway.
This is part of the new damage model.
@Lurker
But is it not unrealistic to have no wouded on the bridge if raked from small arms fire of a merchant?
Or did someone complain about that?
I would feel more realistic if there where the danger of wounded if I get the risc to attack a merchant with the main gun. I would think about it twice.
Greets Indy
Something I don't understand here. In you first statement you say they are wounded and now in your second statement you say there "not" wounded. Which is it ? If there is a problem I will pass it along to the author of the damage mod
Indy676
01-31-09, 08:45 AM
Sorry,
My mistake.
It should mean no woundet. The "w" was a tipefailure. Sorry for that. Its my bad gramma in englich wich prevented me from seeing the failure.
I repeat "I hat not one woundet on my bridgecrew"
Greets Indy
Indy676
01-31-09, 08:57 AM
how about posting your findings on where to hit???
The ships like to sink over the stern or the bow, not with an even keel. So if hit near the bow or the stern, but not to far astern or in the front, they will sink more probably. The best is to hit the aftermost cargo compartment. The probability to shut down the engine is very high.
Greets Indy
lurker_hlb3
01-31-09, 09:59 AM
Sorry,
My mistake.
It should mean no woundet. The "w" was a tipefailure. Sorry for that. Its my bad gramma in englich wich prevented me from seeing the failure.
I repeat "I hat not one woundet on my bridgecrew"
Greets Indy
No problem I will pass it along
hi lurker could you please put hotfix somewhere else then filefront since cant seem to download it from there.thank you..great work on mods haz
Indy676
02-01-09, 05:33 AM
Hallo Lurker
One question on map notes. Sometimes I get a contact report of a neutral convoy. Unfortunately I could not find one of these convoys yet. Are they really neutral? Because of what I know, there were no neutral convoys in WWII. And there were no neutral ships in convoys to. Because if a ship was in convoy, it was considered enemy, and could be sunk without warning.
Greets Indy
lurker_hlb3
02-01-09, 09:56 AM
Hallo Lurker
One question on map notes. Sometimes I get a contact report of a neutral convoy. Unfortunately I could not find one of these convoys yet. Are they really neutral? Because of what I know, there were no neutral convoys in WWII. And there were no neutral ships in convoys to. Because if a ship was in convoy, it was considered enemy, and could be sunk without warning.
Greets Indy
It is because the leadunit for some reason has a enter of "side=0" which is neutral. The editor for some reason generates these error from time to time and it is a pain in the butt to fix. Just ignore it and attack the convoy
Hi Lurker, Thank you very much for this great mod.
Can you make a crew members archive for contract members with special abilities??? i really like this, is one option to use the renomw for that i fight. may be opcional in the support directory????
I have made a tried but... its a catastrophe.
One cuestion more, what are the diferences in the upgrades of the submarine of batteries and engines??? they dont have descripcion and my wisdom is very very limitated... i am a "novato" in the subs.
The mod is excepcional, you made a new game!!! thank you very much, i wait the new version with long teeths...
Sorry for my english :cry:
lurker_hlb3
02-01-09, 04:16 PM
Hi Lurker, Thank you very much for this great mod.
Can you make a crew members archive for contract members with special abilities??? i really like this, is one option to use the renomw for that i fight. may be opcional in the support directory????
I have made a tried but... its a catastrophe.
One cuestion more, what are the diferences in the upgrades of the submarine of batteries and engines??? they dont have descripcion and my wisdom is very very limitated... i am a "novato" in the subs.
The mod is excepcional, you made a new game!!! thank you very much, i wait the new version with long teeths...
Sorry for my english :cry:
Can you make a crew members archive for contract members with special abilities??? i really like this, is one option to use the renomw for that i fight. may be opcional in the support directory????
I have made a tried but... its a catastrophe.
adding additional special abilities have been disabled in OM
One cuestion more, what are the diferences in the upgrades of the submarine of batteries and engines??? they dont have descripcion and my wisdom is very very limitated... i am a "novato" in the subs.
This is part of the Uboat Damage Mod and are currently are place holders for changes that will be added in OMv700. These engine and battery upgrades currently don't do anything.
Der Junker
02-02-09, 02:41 AM
Hi Fellas!
I am totally unfamiliar to OM, but want to check it out! My question: Is it running with Uboat Missions? Can I install that feature as well, or will OM run without UM? Which patch do I need?
:hmmm:
Thank all of you
Der Junker
edit: Well, it works with UM. Another question: the power of german torps seem a bit to weak to me. Is there a chance to increase damage? How do I turn on the RadioStations?
And are there environment-mods for OM available?
Again thanks!
lurker_hlb3
02-02-09, 07:35 AM
Hi Fellas!
I am totally unfamiliar to OM, but want to check it out! My question: Is it running with Uboat Missions? Can I install that feature as well, or will OM run without UM? Which patch do I need?
:hmmm:
Thank all of you
Der Junker
edit: Well, it works with UM. Another question: the power of german torps seem a bit to weak to me. Is there a chance to increase damage? How do I turn on the RadioStations?
And are there environment-mods for OM available?
Again thanks!
Another question: the power of german torps seem a bit to weak to me. Is there a chance to increase damage?
The torpedo's are "as designed"
How do I turn on the RadioStations?
OM makes no changes to the RadioStations and since I have never used it, I can't answer your question.
And are there environment-mods for OM available?
None that were made just for OM
Der Junker
02-02-09, 12:15 PM
Thanks Lurker!
Hm, my question may have been "stupid" to you...
lurker_hlb3
02-02-09, 06:10 PM
Thanks Lurker!
Hm, my question may have been "stupid" to you...
The only "stupid" question is the one "not asked"
Tronics
02-02-09, 06:40 PM
How are ship nationalities generated?
I've ran across a few ships that had no flag at all, and I tend to run across an abundance of ships from Panama all over the North sectors of the AN grid.
Also I found a convoy that seems to have been duplicated, it passes through the east end of CJ and it has the HMS Warspite as the westerly escort vessel, the convoy heads N at about 6-8 kts. I first encountered it and sank the Warspite and some Oilers tankers, and then I reencountered the same convoy 5 days later further to the mid south end of CJ. The Warspite and the Oilers/Tankers have returned for round two it seems, I take it this is a bug of somesort?
lurker_hlb3
02-02-09, 07:42 PM
How are ship nationalities generated?
I've ran across a few ships that had no flag at all, and I tend to run across an abundance of ships from Panama all over the North sectors of the AN grid.
Also I found a convoy that seems to have been duplicated, it passes through the east end of CJ and it has the HMS Warspite as the westerly escort vessel, the convoy heads N at about 6-8 kts. I first encountered it and sank the Warspite and some Oilers tankers, and then I reencountered the same convoy 5 days later further to the mid south end of CJ. The Warspite and the Oilers/Tankers have returned for round two it seems, I take it this is a bug of somesort?
I've ran across a few ships that had no flag at all
As designed. There are a number of ship tracks that use the "environment" flag which has no flag. I up to you to figure out if you want to engage the ship
I tend to run across an abundance of ships from Panama all over the North sectors of the AN grid
Ships from Panama sail all over the world
Also I found a convoy that seems to have been duplicated, it passes through the east end of CJ and it has the HMS Warspite as the westerly escort vessel, the convoy heads N at about 6-8 kts. I first encountered it and sank the Warspite and some Oilers tankers, and then I reencountered the same convoy 5 days later further to the mid south end of CJ. The Warspite and the Oilers/Tankers have returned for round two it seems, I take it this is a bug of somesort?
This is no bug. The Warspite is representing the "Queen Elizabeth class battleship" and the convoy you are seeing are the "HG" series convoys that sail from the Med
Paul Roberts
02-02-09, 08:08 PM
I tend to run across an abundance of ships from Panama all over the North sectors of the AN grid
Ships from Panama sail all over the world
And this does not mean that the ships in question are manned by Panamanian nationals, right? Was it true in the 1940s (as now) that Panamanian registry was an easy way for a merchant ship's owners to evade various troublesome taxes and regulations?
lurker_hlb3
02-02-09, 08:27 PM
I tend to run across an abundance of ships from Panama all over the North sectors of the AN grid
Ships from Panama sail all over the world
And this does not mean that the ships in question are manned by Panamanian nationals, right? Was it true in the 1940s (as now) that Panamanian registry was an easy way for a merchant ship's owners to evade various troublesome taxes and regulations?
A very true statement
Quote:
Can you make a crew members archive for contract members with special abilities??? i really like this, is one option to use the renomw for that i fight. may be opcional in the support directory????
I have made a tried but... its a catastrophe.
adding additional special abilities have been disabled in OM
You refer to "buy" members with special abilities in harbor??? or add new special abilities???
Came across a CTD bug. I think it is something to do with patch 2 for 6. Date Jan 2 1944, time, cannot determine, about 2300 to 2400, grid CL 45.
this is what I have running.
REL_TriggerMaru_Overhaul_152
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch11
OpsMonsun_V600
OMV600_Patch2
Csengoi's EnemiesOfGermany
TMO_Enable_Uboat_V4
I tried this same area with patch 1a and encountered no problems. Tried two downloads of patch 2, both installs caused the CTD.
lurker_hlb3
02-03-09, 07:40 PM
Came across a CTD bug. I think it is something to do with patch 2 for 6. Date Jan 2 1944, time, cannot determine, about 2300 to 2400, grid CL 45.
this is what I have running.
REL_TriggerMaru_Overhaul_152
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch11
OpsMonsun_V600
OMV600_Patch2
Csengoi's EnemiesOfGermany
TMO_Enable_Uboat_V4
I tried this same area with patch 1a and encountered no problems. Tried two downloads of patch 2, both installs caused the CTD.
Go to the first post an down load the "Hotfix" that was posted last friday
ooops, shoulda checked that first. Sorry Lurker.
AGOSTINO
02-06-09, 11:46 AM
One question:
Operation Monsun, is compatible with SH4 1.4 (without U-Boat Missons 1.5)?? :hmmm:
Thanks in advance!! :salute:
markdenny
02-06-09, 11:56 AM
Hi LURKER
I have noticed a small problem im running op monsun wihth all latest upgrades etc im currently 1st flottilla 1st mission 2nd sept 1939 my boat a type 2 will only run with one prop turning doesnt matter if im charging the batteries or not not sure if it's me or the game thats at fault any ideas ?
Other than that what a fantastic game and brilliant mod looking forward to version v700 whats going to be different with that upgrade?:)
cgjimeneza
02-06-09, 01:41 PM
One question:
Operation Monsun, is compatible with SH4 1.4 (without U-Boat Missons 1.5)?? :hmmm:
Thanks in advance!! :salute:
you need UBM (patch 1.5)
no way around it
get it, its worth your money.
:shucks:
I have just clean installed SH4 just for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens!
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
lurker_hlb3
02-06-09, 05:49 PM
Hi LURKER
I have noticed a small problem im running op monsun wihth all latest upgrades etc im currently 1st flottilla 1st mission 2nd sept 1939 my boat a type 2 will only run with one prop turning doesnt matter if im charging the batteries or not not sure if it's me or the game thats at fault any ideas ?
Other than that what a fantastic game and brilliant mod looking forward to version v700 whats going to be different with that upgrade?:)
Your comments have been noted
lurker_hlb3
02-06-09, 05:52 PM
I have just clean installed SH4 just for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens!
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
You need to look at the first post of the TMO thread on how to fix this. OM makes no changes in this area
are CapZap1970's emblems for SH3, compatible with OM?
And are there any skins for the VIIC?
Is Webster's improved GE torpedos compatible with OM?
lurker_hlb3
02-07-09, 10:45 AM
are CapZap1970's emblems for SH3, compatible with OM?
And are there any skins for the VIIC?
Is Webster's improved GE torpedos compatible with OM?
are CapZap1970's emblems for SH3, compatible with OM
And are there any skins for the VIIC?
I'm sure if the standard SH3 skin mods will work with OM since I have never tested any of them
Is Webster's improved GE torpedos compatible with OM?
His mod is not compatible with OM. The Torpedo files have been custom built to support the SDM in OM
Schroeder
02-07-09, 12:28 PM
I hope I don't point to something that has already been discussed here, but can it be that the engine sound of the Type VIIB is coming from the wrong end of the sub while beeing in the command room?:hmmm:
lurker_hlb3
02-07-09, 01:32 PM
I hope I don't point to something that has already been discussed here, but can it be that the engine sound of the Type VIIB is coming from the wrong end of the sub while beeing in the command room?:hmmm:
Since I've made no changes in that area, I can nether confirm or deny that this is an issue.
cgjimeneza
02-07-09, 04:13 PM
I have just clean installed SH4 just for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens!
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
Ivank:
I for one like to have a specific install for Op Monsun, why not try one with multish4.exe????
wont take over 4 Gb of HD space
here is my mod list for Monsun:
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
PE4_high quality bow and stern wakes (stock SH4 lower FPS)
SH4_1.5_ Uboat_freeCamFix
Rel_SH4_Trans-Atlantic_Radio
SWCs-ArcticGhost7C
OpsMonsun_V600
Locks_of Holtenau_Brunsbuettel_SH4_1.5_OM_V600
different smoke (TMO)
Kriegsmarine Chart Colour Scheme 2
Lurker: any comments on PE?
will dif smoke (TMO) become part of Op Monsun?
same for the Locks and the Kriegsmarine scheme
lurker_hlb3
02-07-09, 05:50 PM
Lurker: any comments on PE?
will dif smoke (TMO) become part of Op Monsun?
same for the Locks and the Kriegsmarine scheme
No comments on PE and currently have no plans to add the other mods you asked about.
I ran into 2 issues:
I was in a Spanish port to refuel, and a Portuguese armed tugboat, came into the port and attacked me! I know that Portugal was neutral in the war, and a tugboat in Spain? of all ships!!
I have no snorkel!
I use the 7c
where do I get SH4_1.5_ Uboat_freeCamFix?
lurker_hlb3
02-07-09, 11:26 PM
I ran into 2 issues:
I was in a Spanish port to refuel, and a Portuguese armed tugboat, came into the port and attacked me! I know that Portugal was neutral in the war, and a tugboat in Spain? of all ships!!
I have no snorkel!
I use the 7c
your comment has been noted
lurker_hlb3
02-07-09, 11:27 PM
where do I get SH4_1.5_ Uboat_freeCamFix?
I've never heard of this mod
where do I get SH4_1.5_ Uboat_freeCamFix?
I've never heard of this mod
Okay.
When you say my comments have been noted what does that mean?
lurker_hlb3
02-08-09, 01:52 AM
where do I get SH4_1.5_ Uboat_freeCamFix?
I've never heard of this mod
Okay.
When you say my comments have been noted what does that mean?
That means I understand the nature of the problem you are reporting and that I will look into and if I can do something about it, I will correct the error if it needs fixing
where do I get SH4_1.5_ Uboat_freeCamFix?
I've never heard of this mod
Okay.
When you say my comments have been noted what does that mean?
That means I understand the nature of the problem you are reporting and that I will look into and if I can do something about it, I will correct the error if it needs fixing
Okay, I am sorry if I came off rude, I just wanted to know what that meant.
Also, again sorry if I seem picky, I just started using your mod in a sufficent amount of time to care for parts of it; but in the 7c, I cant go to the captains room, move around the command room, or even click on the crew(weapons officer, diving officer, etc) where as in the IIB I can move around(clicking on different parts of the sub) and I can interact with the crew.
And is there a way to edit the realism settings?
I like, limited batttery, fuel, CO2, no event camera, and all the other stuff. But I want external camera, and I dont want to maunally target. Is there a way I can edit the settings so I can have this?
Sorry for the amounts of questions.
lurker_hlb3
02-08-09, 02:42 PM
where do I get SH4_1.5_ Uboat_freeCamFix?
I've never heard of this mod
Okay.
When you say my comments have been noted what does that mean?
That means I understand the nature of the problem you are reporting and that I will look into and if I can do something about it, I will correct the error if it needs fixing
Okay, I am sorry if I came off rude, I just wanted to know what that meant.
Also, again sorry if I seem picky, I just started using your mod in a sufficent amount of time to care for parts of it; but in the 7c, I cant go to the captains room, move around the command room, or even click on the crew(weapons officer, diving officer, etc) where as in the IIB I can move around(clicking on different parts of the sub) and I can interact with the crew.
And is there a way to edit the realism settings?
I like, limited batttery, fuel, CO2, no event camera, and all the other stuff. But I want external camera, and I dont want to maunally target. Is there a way I can edit the settings so I can have this?
Sorry for the amounts of questions.
If you run stock OM then you can have the "external camera". As far as the interior camera in the Type VIIC, it was built by Xantrokoles and I have not made any changes to it since it was added to OMv301 last July.
I would remind you I'm building a "Campaign" mod, "NOT" an "eyecandy" mod. When I finish OM as a "Campaign mod" I "may" go back and make changes to the "eyecandy"
where do I get SH4_1.5_ Uboat_freeCamFix?
I've never heard of this mod
Okay.
When you say my comments have been noted what does that mean?
That means I understand the nature of the problem you are reporting and that I will look into and if I can do something about it, I will correct the error if it needs fixing
Okay, I am sorry if I came off rude, I just wanted to know what that meant.
Also, again sorry if I seem picky, I just started using your mod in a sufficent amount of time to care for parts of it; but in the 7c, I cant go to the captains room, move around the command room, or even click on the crew(weapons officer, diving officer, etc) where as in the IIB I can move around(clicking on different parts of the sub) and I can interact with the crew.
And is there a way to edit the realism settings?
I like, limited batttery, fuel, CO2, no event camera, and all the other stuff. But I want external camera, and I dont want to maunally target. Is there a way I can edit the settings so I can have this?
Sorry for the amounts of questions.
If you run stock OM then you can have the "external camera". As far as the interior camera in the Type VIIC, it was built by Xantrokoles and I have not made any changes to it since it was added to OMv301 last July.
I would remind you I'm building a "Campaign" mod, "NOT" an "eyecandy" mod. When I finish OM as a "Campaign mod" I "may" go back and make changes to the "eyecandy"
okay, sounds good! I see your working on V700, how many versions do you plan to make?
any thoughts on the realism stuff?
xristoskaiti
02-09-09, 01:57 PM
in OMV600_Patch1A and with Silent 3ditor (v0.9.4) set from :
VIIB sim file unit_ship Submerged= set 1100. and crach dive from voice alarm =30 sec
IID sim file unit_ship Submerged=set 440 and crach dive from voice alarm =25 sec
ka :DL
in OMV600_Patch1A and with Silent 3ditor (v0.9.4) set from :
VIIB sim file unit_ship Submerged= set 1100. and crach dive from voice alarm =30 sec
IID sim file unit_ship Submerged=set 440 and crach dive from voice alarm =25 sec
ka :DL
?whats this for?
Ahoy sailors!
just wanted to know if this will work with Op monsum?
http://www.subsim.com/radioroom/showthread.php?t=140536
xristoskaiti
02-10-09, 10:48 AM
they is changes in sim for historical time crach dive.
sh4 1.5 has a damage in file sim.act with result u - boots Submerged
very fast.....me these changes you improve the situation a lot i hope.....:D
Indy676
02-10-09, 11:15 AM
Ahoy sailors!
just wanted to know if this will work with Op monsum?
http://www.subsim.com/radioroom/showthread.php?t=140536
It makes no changes to the gameplay, with me it works fine.
Greets Indy
lurker_hlb3
02-10-09, 05:58 PM
they is changes in sim for historical time crach dive.
sh4 1.5 has a damage in file sim.act with result u - boots Submerged
very fast.....me these changes you improve the situation a lot i hope.....:D
Dive times have been improved over stock
ah thats just great thanks.
Just wanted to know. i arrived back from my patrol and got the iron cross of the knights cross. A month later i arrive again and again recive the same medal i have got 2 knigts crosses already. just wanted to know why is that so.
Te Kaha
02-12-09, 03:28 PM
That's just the way SH4 is managing the awards. There's a fixed number of medals available, 20,000 tons tonnage awards you medal #1, 30,000 tons tonnage medal #2 - etc.
This way you could end up with 5 or 6 Medal of Honor in the US campaign, or the same Iron Cross all the time in the ATO campaign.
And this can't be fixed or changed.
markdenny
02-13-09, 08:20 AM
Lurker dont wish to pick holes etc but whilst sailing just of the coast of england going down towards the thames estuary there is a town marked on the map called lowescroft it's actually called lowestoft thought you might like to correct it again many thanks for an excellent mod:DL
xristoskaiti
02-13-09, 10:23 AM
I made a mission with torpedo boat elco, veteran and elite:D the other
English they did not put for my boot torpedo.:o they is right
it? it has a certain error my installation?:shifty:
elco boats they have functional torpedoes??
lurker_hlb3
02-13-09, 05:51 PM
I made a mission with torpedo boat elco, veteran and elite:D the other
English they did not put for my boot torpedo.:o they is right
it? it has a certain error my installation?:shifty:
elco boats they have functional torpedoes??
Other mods that let you have a ship vice a sub does not work with OM
bigboywooly
02-13-09, 07:15 PM
I made a mission with torpedo boat elco, veteran and elite:D the other
English they did not put for my boot torpedo.:o they is right
it? it has a certain error my installation?:shifty:
elco boats they have functional torpedoes??
Other mods that let have a ship vice a sub does not work with OM
I think he means do Elco AI units fire torpedos
claybirdd
02-14-09, 01:33 AM
Hey Lurker,
I love the mod and have really been takin my time on my patrols. I usually take about 3 weeks RT to finish a patrol due to RL. Anyways, I just docked my type VIIB out of kiel and it is Feb. 1940 and see that I have a different type of engine and battery I can choose. I had the MAN diesel and whatever the stock battery was. I figured the type VIIGW Diesel and 33Mac800battery. Currently there is no in game descripton to tell the player which one is the newer or better. Subsequintly I feel like I have just nerfed my U-48.
If possible in the next release could you provide notes on the parts upgrades?:up:
xristoskaiti
02-14-09, 06:47 AM
I thank :salute:
lurker_hlb3
02-14-09, 07:49 AM
Hey Lurker,
I love the mod and have really been takin my time on my patrols. I usually take about 3 weeks RT to finish a patrol due to RL. Anyways, I just docked my type VIIB out of kiel and it is Feb. 1940 and see that I have a different type of engine and battery I can choose. I had the MAN diesel and whatever the stock battery was. I figured the type VIIGW Diesel and 33Mac800battery. Currently there is no in game descripton to tell the player which one is the newer or better. Subsequintly I feel like I have just nerfed my U-48.
If possible in the next release could you provide notes on the parts upgrades?:up:
yes i know about the issue, it will be corrected in the next release
lurker_hlb3
02-14-09, 12:35 PM
Lurker dont wish to pick holes etc but whilst sailing just of the coast of england going down towards the thames estuary there is a town marked on the map called lowescroft it's actually called lowestoft thought you might like to correct it again many thanks for an excellent mod:DL
Corrected
Indy676
02-14-09, 01:33 PM
Hello
Since some time I can't do any sceenshots anymore.
Can it have somesing to do with vista? Because I think it is since I play it on my new notebook.
If I hit "Strg+F11" I get all the signs of making a sceenshot, but if I look into my directory, there are no sceenshots.
Maybe someone has had this same issue and has found a way around.
Many thanks in adwance.
Greets Indy
My install order
RFB
RFB patch
OM
OM patch
OM hotfix
Locks of holtenau and brunsbüttel
UberMatz
02-14-09, 08:03 PM
OK... I've got a major issue that just surfaced. I have no AA guns. I had been playing a career starting in the 2nd Flotilla and was up to my 12th patrol, I received a conning tower upgrade and my AA gun no longer existed. When trying to leave base, my officers "can not comply" to any orders. The problem however started before that though. I noticed that on my Type IXB I only had one flak gun and every time I added one it would not show up. I just did a complete reinstall from the ground up, started my first career, and guess what... no AA gun still! Where do I need to look for/fix my issue??? Any help would be greatly appreciated.
Matz:damn:
lurker_hlb3
02-14-09, 08:27 PM
OK... I've got a major issue that just surfaced. I have no AA guns. I had been playing a career starting in the 2nd Flotilla and was up to my 12th patrol, I received a conning tower upgrade and my AA gun no longer existed. When trying to leave base, my officers "can not comply" to any orders. The problem however started before that though. I noticed that on my Type IXB I only had one flak gun and every time I added one it would not show up. I just did a complete reinstall from the ground up, started my first career, and guess what... no AA gun still! Where do I need to look for/fix my issue??? Any help would be greatly appreciated.
Matz:damn:
Please provide the following:
Original start date
Date when you started having thr problem
Date when trying to leave base, my officers "can not comply" to any orders.
UberMatz
02-14-09, 08:33 PM
OK... I've got a major issue that just surfaced. I have no AA guns. I had been playing a career starting in the 2nd Flotilla and was up to my 12th patrol, I received a conning tower upgrade and my AA gun no longer existed. When trying to leave base, my officers "can not comply" to any orders. The problem however started before that though. I noticed that on my Type IXB I only had one flak gun and every time I added one it would not show up. I just did a complete reinstall from the ground up, started my first career, and guess what... no AA gun still! Where do I need to look for/fix my issue??? Any help would be greatly appreciated.
Matz:damn:
Please provide the following:
Original start date
Date when you started having thr problem
Date when trying to leave base, my officers "can not comply" to any orders.
Since the reinstall... any campaign I try to begin, my boat has no AA guns. Somehow they must not be in their appropriate folder even after reinstall. Where should the files be located? My cfg file will show an AA gun, but it does not appear on the boat or on the GUI. This is really strange, considering I just did a complete reinstall...
lurker_hlb3
02-14-09, 10:42 PM
OK... I've got a major issue that just surfaced. I have no AA guns. I had been playing a career starting in the 2nd Flotilla and was up to my 12th patrol, I received a conning tower upgrade and my AA gun no longer existed. When trying to leave base, my officers "can not comply" to any orders. The problem however started before that though. I noticed that on my Type IXB I only had one flak gun and every time I added one it would not show up. I just did a complete reinstall from the ground up, started my first career, and guess what... no AA gun still! Where do I need to look for/fix my issue??? Any help would be greatly appreciated.
Matz:damn:
Please provide the following:
Original start date
Date when you started having thr problem
Date when trying to leave base, my officers "can not comply" to any orders.
Since the reinstall... any campaign I try to begin, my boat has no AA guns. Somehow they must not be in their appropriate folder even after reinstall. Where should the files be located? My cfg file will show an AA gun, but it does not appear on the boat or on the GUI. This is really strange, considering I just did a complete reinstall...
When you did your re-install did you remove the "SH4" directory from C:\Documents and Settings\xxxxx\My Documents? if the answer is no then you should remove it and restart your game.
claybirdd
02-15-09, 12:26 AM
hey lurker any possibility of you posting the info on the diesels and battery here? Or could you at least tell me if i nerfed my boat with my decision on upgrades?
lurker_hlb3
02-15-09, 08:50 AM
hey lurker any possibility of you posting the info on the diesels and battery here? Or could you at least tell me if i nerfed my boat with my decision on upgrades?
During code review for the upcoming OMv700, I'm going to remove the battery & engine upgrade options as they are not meeting my requirements. I would recommend that players not use those options.
claybirdd
02-16-09, 05:07 PM
If I may suggest, Leave the upgrades there and Make all the VII engine and diesel upaks the same but attach a renown cost. My biggest pet peeve is that i get a ton of renown but have nothing to spend it on. When I saw that there were diesel and battery upgrades I was quite excited, it added a new immersion factor. So i suggest making all of the diesel and battery upgrades for that type of boat no diffrent than each oter with the exception of information and renown cost.
Just my two cents. Anything to up the immersion factor gets two thumbs up from me. And I really like where you were going with this idea.:up: :up:
lurker_hlb3
02-16-09, 05:33 PM
If I may suggest, Leave the upgrades there and Make all the VII engine and diesel upaks the same but attach a renown cost. My biggest pet peeve is that i get a ton of renown but have nothing to spend it on. When I saw that there were diesel and battery upgrades I was quite excited, it added a new immersion factor. So i suggest making all of the diesel and battery upgrades for that type of boat no diffrent than each oter with the exception of information and renown cost.
Just my two cents. Anything to up the immersion factor gets two thumbs up from me. And I really like where you were going with this idea.:up: :up:
The upgrade are "eye candy" only. They make no changes to the performance or range of the sub. Currently plan to remove these upgrades in v700
Capt Jack Harkness
02-18-09, 11:06 PM
Great mod so far, but I've got an unusual problem with the ASW aircraft. After leaving Lorient in August '43 en route to Penang I usually get spotted 100 or so km from the port. The problem is that after being spotted, there is no way to evade these aircraft.
After my crew sights the plane I always dive as deep as possible and stay there for 6-12hrs, yet when I come up to PD to check for contacts the plane is still circling above me raining down depth charges and machine gun fire! I do also have the ASW air layer, but Op Monsun was installed over it.
Anyone else having the same problem?
lurker_hlb3
02-19-09, 07:18 PM
Great mod so far, but I've got an unusual problem with the ASW aircraft. After leaving Lorient in August '43 en route to Penang I usually get spotted 100 or so km from the port. The problem is that after being spotted, there is no way to evade these aircraft.
After my crew sights the plane I always dive as deep as possible and stay there for 6-12hrs, yet when I come up to PD to check for contacts the plane is still circling above me raining down depth charges and machine gun fire! I do also have the ASW air layer, but Op Monsun was installed over it.
Anyone else having the same problem?
ASW air layer
This mod is not designed to work with OM
ReallyDedPoet
02-19-09, 09:55 PM
http://img14.imageshack.us/img14/3365/viic7875026ol6.jpg
Nice work on OM lurker, I have been playing mainly the PTO with SH4 with the Fleet Boats, it has taken me awhile to get to this but it has been worth it. It is kind of neat to be back behind the wheel of a VIIC, my favorite boat in SH3.
I installed this with Trigger. So now both the Pacific and Atlantic to play in :DL
Great mod so far, but I've got an unusual problem with the ASW aircraft. After leaving Lorient in August '43 en route to Penang I usually get spotted 100 or so km from the port. The problem is that after being spotted, there is no way to evade these aircraft.
After my crew sights the plane I always dive as deep as possible and stay there for 6-12hrs, yet when I come up to PD to check for contacts the plane is still circling above me raining down depth charges and machine gun fire! I do also have the ASW air layer, but Op Monsun was installed over it.
Anyone else having the same problem?
Jack,
Aside from dumping the ASW airlayer, give this a try. When you get spotted dive and at peri depth turn 90 from your course and drive along at 2 knots for about 4 hours then surface, if spotted again rinse and repeat. Sometimes I end up running submerged till dark then come up and run hard all night. Best to change course for 2 hours prior to resuming your course. I do this till I am out of patrol range of the aircraft.
Happy Hunting!
markdenny
02-21-09, 12:45 PM
Sorry about this LURKER found two more spelling mistakes on the map of the british isles ADERNEY should be ALDERNEY and FOLKSTONE should be FOLKESTONE not much else to do on night cruises.But keep up all the good work really looking forward to omv700.:)
Stealhead
02-23-09, 03:51 AM
Great job on this I really like it. The only issue I have is that I have Monsun running with TMO 163 and I see that some of the TMO added commands are gone like the weather report and max range report as well as the OOD report nearst target. Is there a way to get these back or not? Not a big deal if I cant. :cool:
lurker_hlb3
02-23-09, 07:40 AM
Great job on this I really like it. The only issue I have is that I have Monsun running with TMO 163 and I see that some of the TMO added commands are gone like the weather report and max range report as well as the OOD report nearst target. Is there a way to get these back or not? Not a big deal if I cant. :cool:
What else do you have loaded, since I don't make any changes in that area ?
lurker_hlb3
02-23-09, 06:14 PM
Operation Monsun
“Das Goetterdaemmerung”
Version 700
For “Operation Monsun” (OM) version 700, there have been major changes and additions to the campaign layers. These upgrade and changes encompass major naval operations by the Royal Navy, US Navy, Voyenno-morskoy flot SSSR (Soviet Navy) and Kriegsmarine in the North Atlantic, British Isles, North Sea, Bay of Biscay, Norway, Arctic and Black Sea. The naval operations that have been added are based on the assumption that there is a least a 50 percent chance or better that you as an Uboat commander will encounter these naval operations during one of your missions. Using “Chronology of the War at Sea, 1939-1945” as a master reference here is a list of just some of the changes:
Air Warfare:
A historical recreation of the “Battle of Biscay Bay” in 1943, you will see Operation Enclose I/II, Operation Derange, Operation Percussion, Operation Gondola and Operations Musketry and Seaslug.
RAF & USAAF Airstrikes on the German/French Uboat bases.
Naval Warfare:
To name just a few, Operation Dynamo, Operation Nordmark, Operation Wikinger, Battle of the Western Approaches, Operation Anklet, Operation Claymore, Operation Gauntlet, Operation Rheinübung, Operation RUBBLE, Operation Sommerreise, Operation Berlin, USN Neutral Patrols 1941, Operation Cerberus, Operation Chariot, Operation Polarnacht, Operation Trave, Operation Stonewall, Operation CAMERA, Operation Holder, Operation Karin, Operation Leader, Operation Paderborn, Battle of Ile D Yeu, Battle of Sables d Olonne, Operation COUNTERBLAST, and D Day
Mine Warfare:
The North Sea barrage mine field as been modified to have various section disable at different times to represent mines being sweep or deactivated. This mine field will completely deactivate in July 1944 based on historical records.
RAF air dropped mine fields around the French Uboat bases. These mine fields will be short term and last from anywhere from 7 to 14 days. The historical records show that that the RAF reseeded these minefields about once a month, so you better be heads up for minefields on entry / exit of all French ports.
During the Inshore U-Boat Campaign of 1944-45, the RN laid a number of deep channel mine fields as an anti-uboat weapon. These mine fields have been recreated in OM.
Uboat Warfare:
Inshore U-Boat Campaign of 1944-45 has been recreated in OMv700; you will note that all Type VII / XXIII missions’ objectives conform to the historical operating areas that these boats were assigned to.
D-Day: There were a number of Type VII boats from the French ports that were assigned to engage allied force in the English Channel after D-Day. Those missions have been recreated within OM.
Black Sea: In the pervious version of OM, the Black Sea operation by the 30th Flotilla was pure fantasy, however based on new information that I have obtained, the Black Sea scenario is now historically accurate for the Kriegsmarine, Romanian Naval, and Soviet Naval operations, along with accurate mission objectives for the 30th Flotilla.
Type VIID. Have added the Type VIID to the 9th Flotilla along with historically accurate mine laying objectives. Please note the correct procedures to deploy the SMA mine in the “Know problems & issues” section below.
Added the 12th Flotilla which encompasses the operations Type IXD2 Uboats, you will see mission objectives that covers this flotillas operation from 10 Oct 42 to 1 Aug 44 when Type IXD2 operations where transferred to the 33rd Flotilla.
Harbors
During my research for OMv700, I came across “Operation Neuland”, which was the simultaneous attack against the oil terminals / tankers in the ports of Aruba, Curacao and Maracaibo on 16 Feb, 1942. There were also attacks on Trinidad and Port Castries, St. Lucia later in the month. OMv700 recreates these mission objectives for units deploying to the Caribbean in early 1942. You can also run the assault on Trinidad with “RUM 420219 U161” under single missions.
----------------------------------
Will be releasing this shortly
woohoo! I've been waiting for 700. :sunny:
TDK1044
02-24-09, 07:01 AM
Outstanding, Lurker. Many thanks for all you do.:)
lurker_hlb3
02-25-09, 07:11 PM
OM v700 is up, see first post for details and download link
TDK1044
02-26-09, 07:47 AM
Got it. Cooooool. :)
AVGWarhawk
02-26-09, 12:00 PM
Nice work Lurker:DL
xristoskaiti
02-26-09, 12:06 PM
a lot thank for this big work :salute: :salute: :sunny:
TDK1044
02-27-09, 09:09 AM
Looking good, Lurker. Encountered one strange thing though. I started a new careeer using fdu Norway. On my first mission, my crew spotted an enemy submarine cruising along on the surface. I lined up a perfect shot and hit it with two torps. One was a dud and the other was a direct hit, confirmed by the call of 'torpedo impact'. The enemy submarine carried on its way as if no hit had taken place though.
TMO 163
OM V700
Deep Source
02-27-09, 10:20 AM
Whats manange crew on OM?
On deep charge attack, i take the crew on TOPSIDE romm to Conning Tower and Berthing crew room?
claybirdd
02-27-09, 02:37 PM
Most impressive. Probably the most significant version since 1.0. Thanks for all of your hard work and putting up with anoying questions and comments.:salute:
Te Kaha
02-27-09, 02:59 PM
Whats manange crew on OM?
On deep charge attack, i take the crew on TOPSIDE romm to Conning Tower and Berthing crew room?
Exactly.
Installed in port trying to retain my saved career (2nd Flotilla, Type IX, Lorient, April 41) I lost my flak gun (Flakzwilling), which forced me to abandon this one and start a new career - no big deal.
Have found some minor glitches in the recognition manual;
.) Russian Coastal Freight Merchant
.) Russian passenger-and-freight Merchant
.) Russian road-schooner
.) Russian Kirov CA
.) Russian Molotov CA
are all missing their picture to identify them.
And Spain and Portugal both display the Turkish flag in the manual - this one is carried over from V600. No big deal - unless your Spanish or Portuguese maybe ;)
Is there a list which U-Boats could carry the SMA Mine?
spike12
02-27-09, 04:43 PM
noticed a problem,the game CTDs whenever i try to access the museum. I think there's something wrong with one of the ships.But other than that no problems.(this is on "clean"with OM 700 BTW)
lurker_hlb3
02-27-09, 05:27 PM
Whats manange crew on OM?
On deep charge attack, i take the crew on TOPSIDE romm to Conning Tower and Berthing crew room?
Exactly.
Installed in port trying to retain my saved career (2nd Flotilla, Type IX, Lorient, April 41) I lost my flak gun (Flakzwilling), which forced me to abandon this one and start a new career - no big deal.
Have found some minor glitches in the recognition manual;
.) Russian Coastal Freight Merchant
.) Russian passenger-and-freight Merchant
.) Russian road-schooner
.) Russian Kirov CA
.) Russian Molotov CA
are all missing their picture to identify them.
And Spain and Portugal both display the Turkish flag in the manual - this one is carried over from V600. No big deal - unless your Spanish or Portuguese maybe ;)
Is there a list which U-Boats could carry the SMA Mine?
.) Russian Coastal Freight Merchant
.) Russian passenger-and-freight Merchant
.) Russian road-schooner
.) Russian Kirov CA
.) Russian Molotov CA
are all missing their picture to identify them.
As designed. That the way I got them
And Spain and Portugal both display the Turkish flag in the manual - this one is carried over from V600. No big deal - unless your Spanish or Portuguese maybe ;)
I'll look into it
From the "readme" no one reads
WARNING
Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of “any” Uboat
Do not load torpedoes in the aft tubes of a Type VIID
lurker_hlb3
02-27-09, 05:28 PM
noticed a problem,the game CTDs whenever i try to access the museum. I think there's something wrong with one of the ships.But other than that no problems.(this is on "clean"with OM 700 BTW)
More details ?
While it was loading, look a specific ship, etc
is there a chance that you could include improved pitching and rolling into uboats like in PE4's "caustics, pitching and rolling mod" for fleet boats..
atm uboats are much to stiff and narrow during heavy storms.:D
spike12
02-27-09, 06:38 PM
noticed a problem,the game CTDs whenever i try to access the museum. I think there's something wrong with one of the ships.But other than that no problems.(this is on "clean"with OM 700 BTW)
More details ?
While it was loading, look a specific ship, etc
during loading
lurker_hlb3
02-27-09, 07:59 PM
noticed a problem,the game CTDs whenever i try to access the museum. I think there's something wrong with one of the ships.But other than that no problems.(this is on "clean"with OM 700 BTW)
More details ?
While it was loading, look a specific ship, etc
during loading
Unable to recreate
heidelbergensis
02-28-09, 03:23 AM
noticed a problem,the game CTDs whenever i try to access the museum. I think there's something wrong with one of the ships.But other than that no problems.(this is on "clean"with OM 700 BTW)
More details ?
While it was loading, look a specific ship, etc
during loading
Unable to recreate
It happens randomly for me (but very often) ; sometimes while loading the museum; sometimes, once you`re in, if you try to see the russian subs that don´t appear if there are no crash (you see only the sea)
Also the turms of the AI boats and the type XXI turm have the transparent wall bug; probably this could be fixed by the same team that knew how to fix all other turms and sent them to you to add in "Monsun"...
Te Kaha
02-28-09, 04:38 AM
[quote=Te Kaha
Have found some minor glitches in the recognition manual;
.) Russian Coastal Freight Merchant
.) Russian passenger-and-freight Merchant
.) Russian road-schooner
.) Russian Kirov CA
.) Russian Molotov CA
are all missing their picture to identify them.
As designed. That the way I got them[/quote]
I'll see what I can do to produce some pictures for you, then.
Paul Roberts
02-28-09, 09:02 AM
I just installed Op Monsun v700 on top of the latest RFB (with patches) and the latest RSRDC (with patches), all in the correct order.
I get a repeatable CTD when I try to start a campaign in October 1943 with the Indian Ocean flotilla (12th?). The crash occurs while attempting to load the shore office screen at the start of the campaign.
Deep Source
02-28-09, 10:56 AM
What's dates of Naval Warfare on OM 700?
Operation Dynamo, Operation Nordmark, Operation Wikinger, Battle of the Western Approaches, Operation Anklet, Operation Claymore, Operation Gauntlet, Operation Rheinübung, Operation RUBBLE, Operation Sommerreise, Operation Berlin, USN Neutral Patrols 1941, Operation Cerberus, Operation Chariot, Operation Polarnacht, Operation Trave, Operation Stonewall, Operation CAMERA, Operation Holder, Operation Karin, Operation Leader, Operation Paderborn, Battle of Ile D Yeu, Battle of Sables d Olonne, Operation COUNTERBLAST, and D Day
lurker_hlb3
02-28-09, 11:17 AM
I just installed Op Monsun v700 on top of the latest RFB (with patches) and the latest RSRDC (with patches), all in the correct order.
I get a repeatable CTD when I try to start a campaign in October 1943 with the Indian Ocean flotilla (12th?). The crash occurs while attempting to load the shore office screen at the start of the campaign.
Unable to recreate.
Start date 1 Oct 1943
Attempt was made with Stock V700 load only
Attempt was made with Stock RSRDC v400, Patch 2 and OMv700
Attempt was made with RFB152. RFB 18jan09 Patch, RSRDC V420, Patch 2 and OMv700
Loaded both the Type IXC40 and IXD2
lurker_hlb3
02-28-09, 11:20 AM
What's dates of Naval Warfare on OM 700?
Operation Dynamo, Operation Nordmark, Operation Wikinger, Battle of the Western Approaches, Operation Anklet, Operation Claymore, Operation Gauntlet, Operation Rheinübung, Operation RUBBLE, Operation Sommerreise, Operation Berlin, USN Neutral Patrols 1941, Operation Cerberus, Operation Chariot, Operation Polarnacht, Operation Trave, Operation Stonewall, Operation CAMERA, Operation Holder, Operation Karin, Operation Leader, Operation Paderborn, Battle of Ile D Yeu, Battle of Sables d Olonne, Operation COUNTERBLAST, and D Day
You can do a search on Wikipedia
lurker_hlb3
02-28-09, 12:07 PM
It happens randomly for me (but very often) ; sometimes while loading the museum; sometimes, once you`re in, if you try to see the russian subs that don´t appear if there are no crash (you see only the sea)
There appear to be a node id conflict with the "K" Class Sub and some other Ships/Sub., will look into it later. also the subs are "underwater"
Also the turms of the AI boats and the type XXI turm have the transparent wall bug; probably this could be fixed by the same team that knew how to fix all other turms and sent them to you to add in "Monsun"...
Eye candy is not one of my top priorities
Paul Roberts
02-28-09, 03:06 PM
I just installed Op Monsun v700 on top of the latest RFB (with patches) and the latest RSRDC (with patches), all in the correct order.
I get a repeatable CTD when I try to start a campaign in October 1943 with the Indian Ocean flotilla (12th?). The crash occurs while attempting to load the shore office screen at the start of the campaign.
Unable to recreate.
Start date 1 Oct 1943
Attempt was made with Stock V700 load only
Attempt was made with Stock RSRDC v400, Patch 2 and OMv700
Attempt was made with RFB152. RFB 18jan09 Patch, RSRDC V420, Patch 2 and OMv700
Loaded both the Type IXC40 and IXD2
I'm sorry--I misreported the error. It actually occurs in October 1942 (not '43) when choosing the 12th Flotilla and a Type IXD2. It CTD's every time for me. The initial campaign splash screen (which gives you the message that your crew and boat are now ready) gives some odd text, as if naming empty strings where the date and base should be. Then there's a crash before the office screen appears.
Te Kaha
02-28-09, 03:37 PM
Missing Recognition Manual pictures like this;
http://i365.photobucket.com/albums/oo96/Te_Kaha/cak01.jpg
http://i365.photobucket.com/albums/oo96/Te_Kaha/cak02.jpg
http://i365.photobucket.com/albums/oo96/Te_Kaha/cak03.jpg
Russian Kirov cruiser. Just need to resize, merge them into one and apply the alpha channel.
Captain von Keldunk
02-28-09, 03:40 PM
I just installed Op Monsun v700 on top of the latest RFB (with patches) and the latest RSRDC (with patches), all in the correct order.
I get a repeatable CTD when I try to start a campaign in October 1943 with the Indian Ocean flotilla (12th?). The crash occurs while attempting to load the shore office screen at the start of the campaign.
Unable to recreate.
Start date 1 Oct 1943
Attempt was made with Stock V700 load only
Attempt was made with Stock RSRDC v400, Patch 2 and OMv700
Attempt was made with RFB152. RFB 18jan09 Patch, RSRDC V420, Patch 2 and OMv700
Loaded both the Type IXC40 and IXD2
I'm sorry--I misreported the error. It actually occurs in October 1942 (not '43) when choosing the 12th Flotilla and a Type IXD2. It CTD's every time for me. The initial campaign splash screen (which gives you the message that your crew and boat are now ready) gives some odd text, as if naming empty strings where the date and base should be. Then there's a crash before the office screen appears.
HELLO I had the same problem and fixed it . I hope it will help lurker :DL
There was two bugs, first while loading "October 1942 " ctd .
Fix changed "AvailabilityInterval= 1942-10-15" to AvailabilityInterval= 1942-10-01.
second bug, Starting "Docked at tender", ctd, starting "outside the harbor" was OK. Fix changed " DepartureDescription1= -103384.000000, 54472311.000000, 000.0000" to "DepartureDescription1= -103384.000000, 5447231.000000, 000.0000",
that is " 54472311.000000 " has one extra number (1).
ALL this in C:\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS\OpsMonsun_V700\Data\UPCDataGE\UPCCamp aignData\flotillas.upc in bottom of file.
Here is the fixed part of flotillas file:
[Flotilla 22.Base 1]
ID= F22Bordeaux
NameDisplayable= Bordeaux
Info= 12th Flotilla - Bordeaux
ExternalBaseName= Bordeaux
AvailabilityInterval= 1942-10-01, 1944-08-01
DepartureDescription1= -103384.000000, 5447231.000000, 000.0000
DepartureDescriptionOut1= -108291.000000, 5457070.000000, 300.0000
[Flotilla 22.UserPlayerUnitType 1]
ID= F22IXD2
NameDisplayable= Type IXD2 U-boat
AvailabilityInterval= 1942-10-01, 1944-08-01
IDLinkUserPlayerUnitType= IXD2
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 33Flotilla
;***************************
;***************************
[Flotilla 22.UserPlayerUnitType 1.Objective 1]
ID= F5F1OBj1
NameDisplayable= NULL
AvailabilityInterval=1942-10-01, 1944-08-01
ObjectiveCode= F12_9D2
[Flotilla 22.UserPlayerUnitType 1.Objective 2]
ID= F5F1OBj2
NameDisplayable= NULL
AvailabilityInterval=1943-08-01, 1944-02-01
ObjectiveCode= F12_9D2_RT
I really like this mod :D:D and hope this fixing helped you a bit :damn: :salute:
lurker_hlb3
02-28-09, 06:09 PM
I just installed Op Monsun v700 on top of the latest RFB (with patches) and the latest RSRDC (with patches), all in the correct order.
I get a repeatable CTD when I try to start a campaign in October 1943 with the Indian Ocean flotilla (12th?). The crash occurs while attempting to load the shore office screen at the start of the campaign.
Unable to recreate.
Start date 1 Oct 1943
Attempt was made with Stock V700 load only
Attempt was made with Stock RSRDC v400, Patch 2 and OMv700
Attempt was made with RFB152. RFB 18jan09 Patch, RSRDC V420, Patch 2 and OMv700
Loaded both the Type IXC40 and IXD2
I'm sorry--I misreported the error. It actually occurs in October 1942 (not '43) when choosing the 12th Flotilla and a Type IXD2. It CTD's every time for me. The initial campaign splash screen (which gives you the message that your crew and boat are now ready) gives some odd text, as if naming empty strings where the date and base should be. Then there's a crash before the office screen appears.
HELLO I had the same problem and fixed it . I hope it will help lurker :DL
There was two bugs, first while loading "October 1942 " ctd .
Fix changed "AvailabilityInterval= 1942-10-15" to AvailabilityInterval= 1942-10-01.
second bug, Starting "Docked at tender", ctd, starting "outside the harbor" was OK. Fix changed " DepartureDescription1= -103384.000000, 54472311.000000, 000.0000" to "DepartureDescription1= -103384.000000, 5447231.000000, 000.0000",
that is " 54472311.000000 " has one extra number (1).
ALL this in C:\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS\OpsMonsun_V700\Data\UPCDataGE\UPCCamp aignData\flotillas.upc in bottom of file.
Here is the fixed part of flotillas file:
[Flotilla 22.Base 1]
ID= F22Bordeaux
NameDisplayable= Bordeaux
Info= 12th Flotilla - Bordeaux
ExternalBaseName= Bordeaux
AvailabilityInterval= 1942-10-01, 1944-08-01
DepartureDescription1= -103384.000000, 5447231.000000, 000.0000
DepartureDescriptionOut1= -108291.000000, 5457070.000000, 300.0000
[Flotilla 22.UserPlayerUnitType 1]
ID= F22IXD2
NameDisplayable= Type IXD2 U-boat
AvailabilityInterval= 1942-10-01, 1944-08-01
IDLinkUserPlayerUnitType= IXD2
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 33Flotilla
;***************************
;***************************
[Flotilla 22.UserPlayerUnitType 1.Objective 1]
ID= F5F1OBj1
NameDisplayable= NULL
AvailabilityInterval=1942-10-01, 1944-08-01
ObjectiveCode= F12_9D2
[Flotilla 22.UserPlayerUnitType 1.Objective 2]
ID= F5F1OBj2
NameDisplayable= NULL
AvailabilityInterval=1943-08-01, 1944-02-01
ObjectiveCode= F12_9D2_RT
I really like this mod :D:D and hope this fixing helped you a bit :damn: :salute:
Thanks. I will workup a patch
lurker_hlb3
02-28-09, 07:01 PM
OM v700 Patch 1
Corrected CTD with the 12th Flotilla using 1 Oct 42 start date
Reported by Paul Roberts
Trouble shooting by Captain von Keldunk
See first post for download link
Paul Roberts
03-01-09, 07:53 AM
OM v700 Patch 1
Corrected CTD with the 12th Flotilla using 1 Oct 42 start date
Reported by Paul Roberts
Trouble shooting by Captain von Keldunk
See first post for download link
Many thanks to you and Captain von K too!
jhmace9
03-01-09, 11:01 PM
I cannot get this to start at all. Using any of the startups listed either with no mods or all of them it just CTD's on the load screen.
Forget about it. I just un-installed everything and started from scratch. Works fine now.
Deep Source
03-02-09, 09:51 AM
I cannot listen pressure sound, on submerged IXB type. It's normal?
xristoskaiti
03-02-09, 12:41 PM
:salute: exist the does possibility of addition of allies submarines? I believe
that in interior they existed many such which searched often for
Surface u-boots me do not occupy what dat file they will have I want
however we punish if I travel the day Surface they is
something which sure will add a lot in the realism of om v 700 :D
cgjimeneza
03-02-09, 04:25 PM
removed OP v600
was enabling v700 when the PC frooze and did not respond.
had to re-start it the hard way.
now it CTDs when enabling V700 with JGSME
tried to get it done with a new JGSME install
no joy
just my luck.
will have to get a new multish4 install done after I remove everything
hope to have it running by tomorrow
EDIT
must be a windows problem, most things make the machine re-start
bummer
rubenandthejets
03-02-09, 09:23 PM
Just wanted to say cheers for this mod-I got SH4 1.5 up and running and as I didn't play SHIII this is my first UBoot experience since "Aces of the Deep".
Thanks also for the detailed loading instructions and read me-I've got my favorite super mods running with no compatabilty issues and I'm having a ball.
Just one little thing......na, just messing with ya! It's great, I'm loving it and looking forward to patches.
Thanks again for a superb effort. :yeah:
With OM I noticed I can't move the "iron sight" of the 3.7 cm flak nor I can move at all the flakvierling. I noticed I've this problem only with this mod, as I've tried it with other mods and without; I've also reinstalled SH4, but I still have this issue.
Deep Source
03-03-09, 07:27 AM
is possible change uboat type during a campaing?
lurker_hlb3
03-03-09, 07:38 PM
Looking good, Lurker. Encountered one strange thing though. I started a new careeer using fdu Norway. On my first mission, my crew spotted an enemy submarine cruising along on the surface. I lined up a perfect shot and hit it with two torps. One was a dud and the other was a direct hit, confirmed by the call of 'torpedo impact'. The enemy submarine carried on its way as if no hit had taken place though.
TMO 163
OM V700
Where & when
lurker_hlb3
03-03-09, 07:45 PM
OM v700 Patch 2
Corrected 37mm / 20mm Vierling manual aiming
Spain and Portugal both display the Turkish flag in the manual
Adjusted airborne visual detection
See first post for download link
lurker_hlb3
03-03-09, 07:48 PM
is possible change uboat type during a campaing?
You may be offered a new boat in a campaign if you do well
I cannot listen pressure sound, on submerged IXB type. It's normal?
Not sure what your trying to ask me ?
nautilus42
03-04-09, 01:48 AM
Hallo Lurker,
maybe you can fix this two Bugs.
http://i198.photobucket.com/albums/aa272/trainer1942/Turm_TypeK_XIV_val.jpg
http://i198.photobucket.com/albums/aa272/trainer1942/NSS_TypeM_XIImod.jpg
greetz
nautilus42
Te Kaha
03-04-09, 06:11 AM
Thanks for the patch, but your Portuguese flag is incorrect;
.) the green area should be on the left instead of the right
.) the herald is upside down
Just flip and mirror the picture and it's okay.
I got the 5 missing Russian RecManual pictures done, if interested pm me with your e-mail adress - could send the corrected Portuguese flag too.
TDK1044
03-04-09, 06:40 AM
Looking good, Lurker. Encountered one strange thing though. I started a new careeer using fdu Norway. On my first mission, my crew spotted an enemy submarine cruising along on the surface. I lined up a perfect shot and hit it with two torps. One was a dud and the other was a direct hit, confirmed by the call of 'torpedo impact'. The enemy submarine carried on its way as if no hit had taken place though.
TMO 163
OM V700
Where & when
September 1941. First mission in the fdu Norway campaign.
lurker_hlb3
03-04-09, 07:40 AM
Thanks for the patch, but your Portuguese flag is incorrect;
.) the green area should be on the left instead of the right
.) the herald is upside down
Just flip and mirror the picture and it's okay.
I got the 5 missing Russian RecManual pictures done, if interested pm me with your e-mail adress - could send the corrected Portuguese flag too.
Put up at filefront
Deep Source
03-04-09, 08:52 AM
is possible change uboat type during a campaing?
You may be offered a new boat in a campaign if you do well
I cannot listen pressure sound, on submerged IXB type. It's normal?
Not sure what your trying to ask me ?
On type IX (not IXB, sorry!) I cannot listen Creaks sound's on submerged submarine.
And on december of 1939 the AI destroyes is very very easy.
Te Kaha
03-04-09, 10:14 AM
Thanks for the patch, but your Portuguese flag is incorrect;
.) the green area should be on the left instead of the right
.) the herald is upside down
Just flip and mirror the picture and it's okay.
I got the 5 missing Russian RecManual pictures done, if interested pm me with your e-mail adress - could send the corrected Portuguese flag too.
Put up at filefront
http://files.filefront.com/13408828
lurker_hlb3
03-05-09, 07:48 AM
http://files.filefront.com/13408828
Got it
September 1941. First mission in the fdu Norway campaign.
Unable to recreate your problem. All Russian Subs were sunk when attacked
On type IX (not IXB, sorry!) I cannot listen Creaks sound's on submerged submarine.
And on december of 1939 the AI destroyes is very very easy.
Your comments have been noted
Deep Source
03-06-09, 10:05 AM
On patrol after deep charge attack repairs as stop's and not work again!
The crew on compartment with damage and damange control team activity status is Watch Standing.
Silent running is off and submarine on surface. Crew rest.
This a bug of stock silent hunter IV?
http://img99.imageshack.us/img99/7176/bre.jpg
(http://img99.imageshack.us/my.php?image=bre.jpg)
I have also encountered this, and the damage was under 50 percent. Very annoying because this leads to screaming crews, and continuous water leaks. The part in question was the compressor.
Te Kaha
03-06-09, 05:23 PM
So far I haven't had a problem with repairs, but with v700 I had only damages on the conning tower stuff (periscope, antenna etc) from small gunfire when I was fighting a 497 Sub Chaser with the deck gun - and all was repaired.
Some other thing, I think the damage model of the Medium Old Split Merchant - the 5,000 tonner - needs to be checked. Three of them I sank so far, and they always exploded after the 2nd torpedo hit, with huge fire, and you immediately get the "She's going down" message. Just as it was before the new damage model of RFB.
Tomorrow I will set up a test mission with a dozen of them to see if this happens all the time.
lurker_hlb3
03-06-09, 05:49 PM
The current damage model for both Merchants & Subs is working "as designed". If you have complaints about them please feel free to contact the author of the damage model, "Observer" at http://forum.kickinbak.com/
Deep Source
03-07-09, 12:51 PM
The current damage model for both Merchants & Subs is working "as designed". If you have complaints about them please feel free to contact the author of the damage model, "Observer" at http://forum.kickinbak.com/
lurker_hlb3 (http://www.subsim.com/radioroom/member.php?u=215688) the topic off damage model on http://forum.kickinbak.com/ is U-Boat Damage Model? (http://forum.kickinbak.com/viewtopic.php?f=26&t=1114&start=0&st=0&sk=t&sd=a)
The damage model on OPM is great. The repairs off u-boat apparently not work properly.
Tomorrow i test on other subs and reply.
lurker_hlb3
03-07-09, 01:46 PM
The repairs off u-boat apparently not work properly.[/URL]
The Repair Model & the Damage model are one in the same. Again as I told you, if there is a problem you wish to complain about, do it at http://forum.kickinbak.com/ in the [URL="http://forum.kickinbak.com/viewtopic.php?f=26&t=1114&start=0&st=0&sk=t&sd=a"]U-Boat Damage Model? (http://forum.kickinbak.com/viewtopic.php?f=26&t=1114&start=0&st=0&sk=t&sd=a).
By the way you better have well documented evidence of your claim, not just your personal opinion.
xristoskaiti
03-07-09, 05:34 PM
do the British planes in the Atlantic always put against u-boat
black sea the Russian mig3 and Russian seaplanes very seldom.... are
historical right it? i do have a error? often pass from very near my
Russian other do not make nothing.....:timeout: :timeout: :timeout:
Te Kaha
03-08-09, 08:13 AM
Repair works here properly, last night I was hit twice by a airplane, tubes damaged, just about everything in the conning tower, dive planes, etc etc and everything was repaired.
My only problem now is that half my crew is near dead and I am somewhere in the Caribbean...
xristoskaiti
03-08-09, 12:16 PM
:wah: the planes in OM 700 fall from flaks too much easily.:wah: .... him it has been careful
no this? :hmmm: it will change in a new update? :D :D :oops:
Deep Source
03-08-09, 02:50 PM
Start Campaing on Setember of 1944 | 11 Flotilla | Type VIID.
Call Air Support III/KG40 base for North Sea patrol result CDT.
FIXED Patch 3
lurker_hlb3
03-08-09, 03:33 PM
Start Campaing on Setember of 1944 | 11 Flotilla | Type VIID.
Call Air Support III/KG40 base for North Sea patrol result CDT.
I will look into it
Deep Source
03-09-09, 07:47 AM
This splashs on XXI type on periscope depth is a bug?
My mods
[DEPENDANCIES]
OpsMonsun_V700="OM_V700_Patch2"
[MODS]
OpsMonsun_V700=1
Spaxs SH4 Uboat SPEECH FIX_V8=2
OM_V700_Patch2=3
OM_Plot_V200=4
GermanWWIIGramophone SH4 V1.5=5
http://img22.imageshack.us/img22/4807/splasht.jpg
FIXED Patch 3
Noriker79
03-10-09, 10:01 PM
hi @ all....
Operation Monsum is a really nice mod...:)
but i have little problems...Deep Source allready posts about the problem with the missing "Creak level" sound in the ger subs.
i tryed to find the reason..it must be somethig to do with the interior´s from the subs...like the (nss_uboat7.RR.dsd) or other files in the Interior folders.
I copyed the original hole interior folder from (SH4 1.5 UBM) U-Boat 9 an remame it to u-boat 7....ok the interior iss this from th IXD2 but the sound from the creak levels iss back...^^
what i have see is that in the stock 1.5 folder of the u-boat 9 there are other *dsd files like (U-boat9_CR.dsd)...CR = Commandroom, RR Radioroom and CT= Connigtower?
i also open the *.dat , *.dsd ; *.sim.... files with s3ditor an see
sound sources and a playlist from these creak level sampels....in the *.dsd files...but it doesnt work....
mm.....mm....now my head iss smoking^^...:damn:
i hope somebody find a solution...
bb
..äh...sry about my english.......:rotfl:
Deep Source
03-11-09, 08:19 AM
hi @ all....
Operation Monsum is a really nice mod...:)
but i have little problems...Deep Source allready posts about the problem with the missing "Creak level" sound in the ger subs.
i tryed to find the reason..it must be somethig to do with the interior´s from the subs...like the (nss_uboat7.RR.dsd) or other files in the Interior folders.
I copyed the original hole interior folder from (SH4 1.5 UBM) U-Boat 9 an remame it to u-boat 7....ok the interior iss this from th IXD2 but the sound from the creak levels iss back...^^
what i have see is that in the stock 1.5 folder of the u-boat 9 there are other *dsd files like (U-boat9_CR.dsd)...CR = Commandroom, RR Radioroom and CT= Connigtower?
i also open the *.dat , *.dsd ; *.sim.... files with s3ditor an see
sound sources and a playlist from these creak level sampels....in the *.dsd files...but it doesnt work....
mm.....mm....now my head iss smoking^^...:damn:
i hope somebody find a solution...
bb
..äh...sry about my english.......:rotfl:
Yes lurker_hlb3 is the MEN, Silent hunter IV 1.5 bugs no help the moders. UBI should release full SDK for this braves mens.
This means are responsibles for actual sales of Silent Hunter III
lurker_hlb3
03-11-09, 07:46 PM
-----------------------
OM v700 Patch 3
Corrected CTD when using III/KG40 in Sept 1944
Corrected CTD when attempting to view Russian K class sub
Added 5 missing Russian RecManual pictures by Te Kaha
Added new ship model for German K class light cruiser (based on the original work of Gerome_73 and modified to support OM)
Added Free French Battleship Richelieu (based on the original work of Gerome_73 and modified to support OM)
Added FNFL Richelieu to the appropriate campaign layer for the ship’s operation with the British Home Fleet starting in late 1943.
Various "eye candy" fixes.
Credits
rowi58 - LivingSH3
Gerome_73 - "Leipzig" Light Cruiser & French Battleship Strasbourg
Te Kaha - Russian RecManual pictures
See first post for download link
Deep Source
03-12-09, 08:50 AM
-----------------------
OM v700 Patch 3
Corrected CTD when using III/KG40 in Sept 1944
Corrected CTD when attempting to view Russian K class sub
Added 5 missing Russian RecManual pictures by Te Kaha
Added new ship model for German K class light cruiser (based on the original work of Gerome_73 and modified to support OM)
Added Free French Battleship Richelieu (based on the original work of Gerome_73 and modified to support OM)
Added FNFL Richelieu to the appropriate campaign layer for the ship’s operation with the British Home Fleet starting in late 1943.
Various "eye candy" fixes.
Credits
rowi58 - LivingSH3
Gerome_73 - "Leipzig" Light Cruiser & French Battleship Strasbourg
Te Kaha - Russian RecManual pictures
See first post for download link
The Start Campaing on Setember of 1944 | 11 Flotilla | Type VIID as removed? Remain only VIIC types?
Thanks for the patch!
lurker_hlb3
03-12-09, 07:03 PM
The Start Campaing on Setember of 1944 | 11 Flotilla | Type VIID as removed? Remain only VIIC types?
"As design"
I'm going to take the time to "explain" this for you
1. It as "nothing to do" with the CTD when using the III/KG40 Fw200 search plane. The reason for that CTD was of incorrect exit date for that aircraft for that airfield.
2. The reason for the "removal" of the Type VIID from the "1st Sept 44" start date is because the 7D will not arrival at the 11th Flotilla until "9 Sept 44". If it was left in your mission assignment would have been a recon mission to the Eastern Indian Ocean.
rubenandthejets
03-14-09, 04:10 AM
Just a quick query.
After participating in operations off Norway in Aril 1940, I asked for a new assignment and was sent to patrol off Murmansk and Archangel. Being a good German I followed orders. As it was over a year before the Russians got into the war I wasn't suprised that I found no ships at all. I was wondering if this is a mistake in the mission assignments.
Sorry I didn't get a screen shot.
lurker_hlb3
03-14-09, 08:31 AM
Just a quick query.
After participating in operations off Norway in Aril 1940, I asked for a new assignment and was sent to patrol off Murmansk and Archangel. Being a good German I followed orders. As it was over a year before the Russians got into the war I wasn't suprised that I found no ships at all. I was wondering if this is a mistake in the mission assignments.
Sorry I didn't get a screen shot.
I'll look into it, that should not be happening.
Edited: Found the problem, it appears that there was a incorrect start date in the DynamicMissGe.cfg file. Thanks for the "bug" report, will correct in the next patch.
I get the 'camera out of sectors' on most stations which are clickable, including hydrohphones, navigator, radio operator. this happened before but if memory serves, it was all pretty much corrected in the last RFB/om600 setup which I had
or perhaps my memory plays tricks on me :-?
xristoskaiti
03-14-09, 10:11 AM
can make Anti_Humming_Bird_Mod same with what has the NYGM ? :oops:
lurker_hlb3
03-14-09, 11:13 AM
can make Anti_Humming_Bird_Mod same with what has the NYGM ? :oops:
The baseline code in SH4 will not support that. If it were possible it would already be in OM
I get the 'camera out of sectors' on most stations which are clickable, including hydrohphones, navigator, radio operator. this happened before but if memory serves, it was all pretty much corrected in the last RFB/om600 setup which I had
or perhaps my memory plays tricks on me :-?
OM makes no changes to the Camera.dat file
xristoskaiti
03-14-09, 01:22 PM
I a lot thank for your work :salute:
Captain von Keldunk
03-17-09, 11:17 AM
Here is a link to U_boats in the Gulf of Finland in summer 1944
http://users.tkk.fi/jaromaa/Navygallery/Submarines/badewanne-boats.htm
looks like it would make interesting and dangerous campaign for VIIC boats.
:salute::salute:
Indy676
03-17-09, 01:24 PM
Captains Log
Second war patrol
Orders: Proceed to the east coast of the United States for second drumbeat wave and conduct anti shipping operations along the coast of cape Hatteras.
March, 02nd 1942
0430 Boat is ready for sea. High water for 10 min. Weather: clear, good visibility, no rain, wind force 5 from the north.
0435 Left Lorient with all ahead standard.
0615 submerged boat for first dive check after dockyard at 73m Water depth.
0647 surfaced Boat, all systems worked normal. Started transit to ops area.
March 3rd 1942
0000 Weather: Wind force 5 from the north, slight sea, clear sky, good vis., no rain
March 4th 1942
0000 Weather: Wind force 5 from the north, slight sea, clear sky, good vis., no rain
1424 send for air plane to recon western approaches for enemy ship traffic.
March 5th 1942
0000 Weather is getting rough, wind force 15 from the south-east, rough seas, clear sky, good visibility and no rain.
1036 contact report from airplane: enemy group near Ireland coast in KG “BF13”, speed 8, course north. To far from own ship position.
March 5th 1942
0000 Weather is getting worse. Same wind but sea state is getting up to 9.
No enemy ships near own ship position reported
March 6th 1942
0000 Weather: Wind force 15from the south-east, high seas, clear sky, good vis., no rain.
March 7th 1942
0000 Weather: Wind force 15from the south-east, high seas, clear sky, good vis., no rain.
1200 Wind is lessening to force 13 and backing to the south-east. Very rough seas, light fog, clear sky, no rain.
March 8th 1942
0000 Weather: wind force 13 from the south-east. Very rough seas, light fog, clear sky, no rain.
March 9th 1942
0000 Weather: wind force 13 from the south-east. Very rough seas, light fog, clear sky, no rain.
1800 Wind is lessening to force 6 and backing further to the south-east. Sea is declining to state 6, light fog, clear sky, no rain.
March 10th 1942
0000 Wind is backing further to the east. Force 6
March 11th 1942
0216 passed 30° west in 50°11’ north. Course 267° speed 8.5kn
March 12th 1942
0600 wind is getting up to force 15 and veering to south-south-east, overcast, light fog, sea state 9, no rain.
March 14th 1942
1230 passed 40° west in 49°16.5’ north, course 262, speed 8.5kn
1800 Wind is veering over half the compass rose to the north-north-west, force 15, sea state 10, overcast sky, light fog, no rain
March 15th 1942
0000 no change in weather
March 16th 1942
0000 no change in weather
March 17th 1942
0000 Wind is veering to the east and lessening to force 2. Sea is declining to state 5, clear sky, good visibility, no rain
2036 passed 50° west in 47°1.7’ north, course 254°, speed 8.5kn.
March 18th 1942
1825 got contact report: grand convoy in KG “BB9926”, course east, speed 8kn
Estimated distance to convoy: 157nm bearing 168°
Got orders not to engage.
March 19th 1942
0600 wind is dying on us. Glassy sea, clear sky, good vis., no rain
March 20th 1942
0000 no change in weather
March 21st 1942
0614 passed 60° west in 43°42.1’ north, course 252°, speed 8.5kn
March 22nd 1942
0000 glassy sea
March 23rd 1942
1200 wind is getting up to force 7 and backing to the north-north-west, sea state 4, clear sky, good vis., no rain.
1800 wind is backing to the south-south-west, force 7. Sea state is working up to 5
March 24th 1942
1706 ship sighted, bearing 19°, estimated range nearly 15.000yrd KG “CA6435”
1710 took boat to course 350° to get into a firing position for a submerged attack.
Estimated course 060°, to far to identify.
1715 Plot shows target speed of 10kn and course 058°
1720 dived to PD to get into firing position
1735 ship identified as old composite merchant with 3936 BRT. Draught 7.3m, torpedo depth 5.5m
Prepared tube 2.
1749 torpedo data: range 791m, aob: right 73°, speed 10kn.
Fired tube 2, prepared tube 1.
1750 after 52 sec. torpedo impact under the aft mast.
1751 Target engine stopped, stern is settling slowly.
1816 Merchant is sinking over stern. Pos: 69°43’ west, 39°14 east
1818 surfaced. Continued transit to ops area.
March 25th 1942
0000 no change in weather
March 26th 1942
0000 no change in weather
1230 reached ops area
March 27th 1942
0000 Wind is veering to the north-west and strengthening to force 9, sea state 7, good vis., clear sky, no rain.
March 28th 1942
1600 send message to HQ: No traffic in ops area.
1613 received orders to proceed to new ops area in KG “CA 7346” in the approaches of the Chesapeake Bay.
March 29th 1942
0000 Wind is backing a little bit and strengthening to force 10, sea state 8, good vis., clear sky, no rain.
1218 Ship sighted, bearing 061° distance round about 15.000yds
1219 took boat to new course 006° to head for the target.
1224 estimated target course 200°. Changed own course to 270° to get into a better firing position.
1227 plot shows target course 214°, speed 7kn
1231 dived boat to get into firing position
1259 crossed bow of target to get into a firing position for stern torpedo tubes
1303 Target identified as coastal composite freighter from Norway with draught of 5.5m
1304 prepared tubes 5 and 6 for underwater attack. Torpedo depth 4m
1305 opened outer doors torpedo tubes 5 and 6. Selected tube 5 or first shot.
1319 torpedo 5 away. Torpedo data: Range 1075m, bow right 78°, speed 7kn, time to impact 70sec
1320 Torpedo impact just aft of superstructure.
1322 new sonar contact, bearing 195°, slow speed, long distance
1325 freighter is sinking over the stern.
1327 freighter has settled on the shallow ground. The tips of both masts and the funnel are showing over the water. KG “CA 7319”
1328 took boat to new course to intercept new target.
1329 target is moving to the left. Took boat to new course 105° to intercept and changed engine setting to normal propulsion in order to get a higher speed.
1334 got to new course 035°. The tips of the mast are over the horizon. Estimated
Target course: 035° Target seems to be another coastal composite freighter.
1349 Plot shows target course 037°, speed 9kn. Took boat to new course 040°
1417 took boat to attack course 125°
1418 dived to PD
1420 prepared tubes 3 and 4 for underwater attack.
1442 opened outer doors of tubes 3 and 4.
1448 identified target as coastal composite freighter with draught of 5.5m.
Set torpedo depth to 4m. Tube 3 to 30kn, tube 4 to 44kn.
1457 target identified as American Merchant
1502 Torpedo 3 away. Target data: 485m, aob: left 75°, speed 9kn
Time to impact: 35sec.
1503 torpedo impact just aft of superstructure.
1504 target engines has stopped. Big fire around aft mast.
1506 the stern is settling fast.
1508 freighter is sunk below surface. KG “CA 7324”
March 30th 1942
0000 Weather: Wind from the north-west force 10, sea state 8, good vis., no rain, overcast sky.
0950 Ship sighted, bearing 39° long distance.
0952 Ship identified as “large old split merchant” with draught of 8.7m and 8150 tons, bow left 40° estimated distance 8.000m. took boat to new course 210° to get into firing position.
1006 prepared tubes 1 and 4 for surface attack. Torpedo depth 6.5m
1015 opened outer doors of tubes 1 and 4.
1022 torpedo 1 away. Torpedo data: distance 1474m, aob: left 76°, speed 11kn
Time to impact 54 sec.
1023 Torpedo seems to have missed the target. Torpedo 4 away. Torpedo data: distance 1474m, aob: left 100°, speed 12kn. Time to impact 74sec.
1024 Torpedo impact right under the stern.
1026 prepared tube 2 for surface attack. Flooded tube, opened outer doors.
Took boat to a parallel course to get into new firing position.
Target seems to have no way to steer or steam. Maybe rudder and screw shot away from torpedo explosion right under the stern.
1035 Merchant has stopped. Took boat into a new firing position.
1042 torpedo 2 away. Torpedo data: distance 420m, aob: left 95°, speed 0kn.
Time to impact: 26 sec.
1043 torpedo impact just in front of the aft mast.
1045 Stern is settling deeper into the water.
1245 Freighter is showing no signs of sinking. Due to weather condition no use of main gun possible. Decided to use another torpedo.
1250 Prepared tube 6 for surface attack, flooded tube 6 and opened outer doors. Torpedo depth 6.5m, speed 44kn
1252 Torpedo 6 away, torpedo data: distance 420m, aob left 90°, speed 0kn, time to impact 20 sec
1252 Torpedo impact just aft of funnel.
1300 The stern is settling fast.
1301 Freighter is down. KG: “CA 7349”
1303 Ship sighted bearing 239° long distance. Took boat to a course to heat for the new target.
1309 Plot shows course change from 207° to a more west course. Took boat to new course 280°
1315 Plot shows a target course of 273°, speed 7kn.
1339 took boat to new course 300° to get into firing position.
1358 new course 360°
1359 submerged to get into firing pos.
1458 crossed bow of target to get into position for rear tubes.
1503 opened outer doors of tubes 5 and 6. Target identified as small old oiler with 3549 tons.
Torpedo depth 3m, speed torp. 5 30kn, torp. 6 44kn.
1506 torpedo 5 away. Torpedo data: distance 607m, aob right 77°, speed 7kn, time to impact 37sec
1506 torpedo impact after 40sec right under the aft mast.
1513 tanker is sunk on an even keel. KG “CA 7344”
1556 ship sighted bearing 029° long distance. Took boat into that bearing to get target information
1603 plot shows target course 354°, speed 9kn. Took boat to new course 030°
1627 took boat to course 090° to counteract possible course change of target to the north-east.
1630 dived to PD and changed course to 160° to be in position for both possible courses of target.
1639 target changed, as expected, course to north-east.
1648 plot shows target course 037°, speed 9kn, identified as “medium modern split merchant” with draught of 6.6m and 5262tons
1655 new course 125° to get into firing position. Opened outer doors of tubes 1 and 2. Torpedo depth 4.6m, torpedo 1 44kn, torpedo 2 30kn
1701 torpedo 2 away, torpedo data: distance 457m, aob left 76°, speed 9kn, time to impact 37sec.
1702 torpedo impact under the super structure. Target engines stopped immediately after impact.
1704 one aa-gun at the front mast and one at the rear mast visible.
1706 explosion onboard the merchant, both aa-gun are manned. Three tanks are behind the funnel visible.
1712 merchant is sinking over the bow. KG “CA 7346”
1714 one live boat is pulling away from the sinking merchant.
1942 airplane sighted, bearing 158° long distance.
1943 crash dived to 25m, 37m water depth. Distance to airplane at about 8.000m.
1946 depth charges from the airplane behind the boat. Not to far away.
1947 more depth charges very near. Got some damage. Seems the airplane can see us at this depth. Decided to steer for the sea bed to lay on the ground.^
1949 The chief engineer lay the boat gently onto the sea bed in 37m depth.
Started working on the damage.
1954 secured from battle stations.
March 31st 1942
0031 finished most of damage work. Took the boat from the sea bed to PD.
0516 got new orders to proceed to new ops area in KG “CA 7366”.
April 1st 1942
0000 Weather: Wind from the north-west force 10, sea state 8, good vis., no rain, overcast sky.
April 2nd 1942
0000 Weather: Wind is backing to the west and is strengthening to force 14, sea state 10, good vis., no rain, clear sky.
0612 Got new orders to proceed to KG “DB 6127” to conduct anti shipping operations along the approaches to Charleston.
1200 Wind is backing further to the south. Force 14, sea state 10, good vis., clear sky, no rain.
April 3rd 1942
0000 Weather: Wind from the west force 14, sea state 10, good vis., no rain, clear sky.
2119 Airplane sighted bearing 001 long distance. Crash dived to 75m.
2255 Sonar contact, bearing 340° long distance, nearing.
2258 got to PD. Very feint exhaust from the bearing of the contact.
2259 surfaced, and headed to the bearing of the contact.
2300 Wind has lessened to force 6 and veered to the south-west. Sea state 7, clear sky, light fog, no rain.
2309 plot shows target course 052°, speed 11kn
2310 dived to PD to get into firing position.
2313 took boat to new course 142°, prepared aft torpedo tubes.
2321 target identified as coastal composite merchant, with 1.805 tons and a draught of 5.5m
2324 decision to attack freighter with the main gun, to spare torpedoes.
2325 surfaced boat to attack with main gun.
2326 opened fire with the gun. 20 rounds into the waterline of the stern.
2328 target is heading into my bearing. Is probably trying to ram.
2329 target is stopping due to hits in the engine compartment.
2334 stern of target is settling.
2336 freighter is slipping under the surface.
2337 returned to transit to ops area.
2340 took boat to a south-east course to get more distance to the coast for torpedo reloading from the outer tubes.
April 04th 1942
0000 Weather: Wind force 6 from the south-west, sea state 5, clear sky, good vis., no rain.
0155 took boat to a north-east due to wind conditions to load torpedoes from outer tubes.
0619 finished reloading of torpedoes and returned to transit course.
0911 ship sighted bearing 318° long distance, turned boat into that direction.
0918 plot shows target course 030°, speed 7kn.
0922 target identified as “medium old composite merchant” with 5.186 tons and a draught of 4.7m. Prepared tubes 3 and 4. Torpedo settings: depth 3.0m speed torpedo 3 with 30kn torpedo 4 with 44kn.
0923 took boat into firing position on course 120°. Opened outer doors of tubes 3 and 4. Flooded tanks to decks awash. GQ
0935 torpedo 3 away. Torpedo data: distance 955m, aob left 78° speed 7kn. Time to impact 67 sec.
0936 Torpedo impact just in front of the aft mast.
0945 The stern is slowly settling into the water.
1004 Merchant is slipping under the surface in KG “DC 1498”. Resumed transit to ops area. Secured from GQ.
April 05th 1942
0000 Weather: Wind force 6 from the south-west, sea state 5, clear sky, good vis., no rain.
1130 arrived in ops area.
April 06th 1942
0000 Weather: Wind force 6 from the south-west, sea state 5, clear sky, light fog, no rain.
0900 Incoming FT from U552 about traffic at Cap Henry/Hatteras.
April 07th 1942
0000 Weather: Wind is getting up to force 14 and backing to the west. Sea state 10 clear sky, light fog, no rain.
0600 Weather: Wind is backing further to the north, force 14, sea state 10, clear sky, light fog, no rain.
1540 ship sighted bearing 017° long distance. Took boat into that direction.
1543 target seems to be on a north-easterly course. Got to new course 090° to get into firing position.
1548 Plot shows target course 033° speed 12kn. Altered course to 060° and flank speed.
1551 Target gets clearly visible at approximately 8.000m and is identified as “medium old split merchant” with 5425 tons and a draught of 7.5m. Altered course to 040° to hold distance.
1642 altered course to 060 to get into firing position.
1704 dived boat to get into firing position. Changed course to 124°.
1710 decided to cross the bow of the target to get the rear tubes into play. All ahead full.
1720 Crossed bow of target. Prepared aft tubes. Torpedo depth: 5.5m speed 30kn, 44kn for torpedo 5 and 6. Opened outer doors of tubes.
1723 all ahead 2/3.
1728 Torpedo 5 away. Torpedo data: distance 1052m, aob 72°, speed 12kn, time to impact 64 sec.
1729 Torpedo impact just aft of superstructure.
1730 closed outer doors of tubes 5 and 6 and turned over port bow to get into firing position for bow tubes. Target slows down rapidly.
1736 Merchant is listing to starboard and is settling by the stern.
1739 Surfaced the boat. Stopped engines.
1753 Merchant is sinking over the stern. KG “DB 6137”. Returned to search pattern.
1756 transmitted success message and received new ops order. New ops area KG “CA 5466“. Set course to new ops area.
April 08th 1942
0000 Weather: Wind from the north with force 14, sea state 10, clear sky, light fog, no rain.
April 09th 1942
0000 Weather: Wind from the north with force 14, sea state 10, clear sky, light fog, no rain.
1800 Weather: Wind is backing into the west and strengthening to force 15, very rough sea, clear sky, good vis., no rain.
April 10th 1942
0000 Weather: Wind from the west with force 15, sea state 10, clear sky, good vis., no rain.
April 11th 1942
0000 Weather: Wind from the west with force 15, sea state 10, clear sky, good vis., no rain.
0700 Reached ops area. Plotted search pattern to cover ops area.
1200 Weather: Wind from the north-east force 15, sea phenomenal, cloudy, light fog, no rain.
1732 airplane sighted bearing 51°. Crash dived to 45m. water depth 56m.
No depth charges.
1859 Surfaced boat. Returned to search pattern.
April 12th 1942
0000 Weather: Wind from the north-east force 15, sea very high, cloudy, light fog, no rain.
0137 Ship sighted, bearing 003° long distance.
0139 Took boat to new course 240° and “all ahead full” to get into firing position. Target identified as “large tanker” with 12.000 tons and a draught of 10.7m.
0142 slowed down to “all ahead standard”.
0148 Plot shows target course 159° speed 10kn. Decided for a spread with an offset angle of 2°. Torpedo speed 44kn, depth 8.5m.
0149 prepared tubes 1 through 4 for surface attack. Opened outer doors.
0151 selected tube 1 and 4 for torpedo spread.
0152 flooded tanks to decks awash.
0155 Torpedo 1 and 4 away. Torpedo data: distance 898m, aob 072°, speed 10kn, time to impact 38sec.
0156 Torpedo impact of both torps. one just in front of the aft super structure and the second just aft of it.
0159 Target is zigzagging and tries to escape.
0220 Target is slowing down to approximately 5kn. The stern is lying deep in the water.
0245 Target seems to be stopped. Tanker has a list of some 20° to port, and is very low at the stern. High seas are breaking over the stern.
0249 Target is listing more and more to port, and is sinking over the stern.
0253 Tanker has vanished below surface. Resumed search pattern.
2249 Ship sighted, bearing 044°. Turned boat in that direction and took the engine to “all ahead full”.
2259 Target is moving to the right, so changed course to starboard to 045°.
2320 Target gets more visible, and is identified as “old raked bow split merchant” with 6532tons and a draught of 8.6m. Changed course to 060° to hold distance.
2345 Plot shows target course of 058°, speed 8kn.
April 13th 1942
0000 Weather: Wind from the north-east force 15, sea very high, cloudy, light fog, no rain.
0004 Changed course to 030° to get nearer the course line of the target.
0017 Changed course to 330° to get into firing position.
0025 reached firing position well ahead of target. Stopped engines and flooded tanks to decks awash.
0031 ordered all hands to battle stations, prepared tubes 3 and 4 for surface attack and opened outer doors.
0051 torpedo 3 away. Torpedo data: distance 952m, aob 75°, speed 8kn, time to impact 62sec.
0052 torpedo impact just beneath the aft mast after 67 sec.
0055 target has stopped.
0106 stern is settling deeper into the water
0117 merchant is sinking over the stern.
0120 returned to search pattern.
0400 send success message to HQ.
0421 received message from HQ with new ops area. KG “DB 3828” in the approaches of Charleston. Set course to new ops area.
0501 Received success message from U123.
April 14th 1942
0000 Weather: Wind from the north-east force 15, sea very high, cloudy, light fog, no rain.
1713 Ship sighted bearing 044° long distance. Turned boat into that direction and ordered the engines to “all ahead full”.
1718 target bearing is moving to the right, so changed course to starboard to 330°.
1725 target seems to be on an north-easterly course. Changed course to 360°.
1740 Weather: Wind is backing to the north-north-west force 8, sea is declining to very rough, cloudy, light fog, no rain.
plot shows target course 040°, speed 7kn. Distance to target course line 2000yds. Changed course to 310° and dived to PD to get into firing position.
1807 crossed bow of target to get the aft tubes into firing position. Prepared tubes 5 and 6 and opened outer doors.
1809 Identified target as “large modern oiler” with 8500 tons and a draught of 8.6m
1812 Target has changed course to the north. Has to turn the boat to the east to keep in firing position.
1815 Got into new firing position with a course of 110°.
1817 torpedo 6 away. Torpedo data: distance 745m, aob right 78°, speed 12kn, time to impact 40sec.
1818 Torpedo impact amidships. Torpedo 5 away. Torpedo data: distance 745m, aob right 90°, speed 12kn, time to impact 67sec
1823 tanker is burning amidships and is trying to escape. Speed has dropped to slow.
1824 Torpedo 5 missed the target.
1829 Range to target is increasing. Changed course to 020° to get into a position, in case the tanker returns to base course.
1832 Took boat to 25m and north course with “all ahead standard”
1940 Sonar reports possible returned to base course of target.
2030 Bearing to target is staying.
2108 Took boat to PD.
2109 Range to target at round about 3.500m, aob right 60°. Target bow is lying very low in the water.
2115 Changed course to 340°
2124 Range to target 2.300m, aob right 45°. Plot shows target course 020°, speed 4kn
2130 changed course to 300, and “all ahead 1/3”. Prepared tubes 1 and 4 for submerged attack. Opened outer doors.
2138 Torpedo 1 away. Torpedo data: range 676m, aob right 82, speed 4kn, time to impact 25sec.
2138 Torpedo impact a little aft of the front mast.
2150 Tanker is sinking over the bow. Returned to transit course.
April 15th 1942
0000 Weather: Wind has backed to the west-north-west force 8, sea is declining to rough, cloudy, light fog, no rain.
1354 Ship sighted, bearing 051°. Changed course into that direction with “all ahead full”.
1430 Plot shows target course 026°, speed 8kn
1439 Ship sighted, bearing 351°, long range.
1442 changed course to 290° to get into firing position.
1449 stopped engines to wait for the target. Plot shows course of second target as 226°, speed 9kn
1458 Ordered all hands to battle station and dived to PD.
1512 Target identified as “medium old composite merchant” with 5186 tons and a draught of 4.7m.
1515 prepared tubes 1 and 4 for submerged attack, opened outer doors. Torpedo speed 44, depth 3m.
1527 Torpedo 4 away. Torpedo data: range 479m, aob right 72°, speed 8kn, time to impact 20sec.
1527 Torpedo impact direct aft of superstructure.
1529 Merchant has two aa-guns on the bow, but seems to be sinking.
1531 turned boat to 225° with “all ahead standard” to lose not too much distance to the second target.
1556 Target one sinks over the stern.
1557 surfaced boat to hunt down the second target. Secured from battle stations, reloaded tube 4.
1750 Plot shows course change of target to 237°, speed 12kn.
1755 Changed course to 270°.
1821 Changed course to 330° and submerged boat to get into firing position.
1833 Target identified as “large modern oiler” with 8500 tons and a draught of 8.6m
Prepared tubes 3 and 4 for submerged attack, torpedo speed 30kn and 44 kn, depth 6.5m. Opened outer doors.
1834 Crossed bow of target. Prepared tube 6 for submerged attack, depth 6.5m speed 44kn. Closed outer doors of tubes 3 and 4 and opened outer doors of tube 6.
1841 Torpedo 5away. Torpedo data: range 1305m, aob right 72°, speed 12kn, time to impact 54sec.
1842 Torpedo impact just at the start of the aft superstructure.
1845 Target has slowed down, but is trying to escape to the south-east.
1846 Can’t keep distance, took boat to new course 230° in case target returns to base course.
1902 surfaced boat to get into firing position. “all ahead flank”, course 200°
1917 dived to PD to get into firing position.
1930 Prepared tubes 3 and 4 for submerged attack. Depth 6.5m, speed 30/44kn.
1935 opened outer doors of tubes 3 and 4.
1943 Torpedo 3 away. Torpedo data: range 690m, aob 72°, speed 12kn, time to impact 51sec.
1944 Torpedo is a dud, torpedo 4 away. Torpedo data: range 690m, aob105°, speed 12kn, time to impact 48 sec.
1945 Torpedo impact under the aft mast.
1946 Target engines stopped.
2007 Target is sinking with a big list over the bow.
2009 Surfaced the boat. Took boat to new course 135° to get a greater distance to the coast, to load torpedoes from the deck reserve into the boat.
April 16th 1942
0000 Weather: Wind west-north-west force 8, sea moderate to rough, cloudy, light fog, no rain.
0230 Changed course to 110° to get the wind from behind, to load torpedoes. “All stop”.
0233 Started loading of torpedoes.
0412 Loaded three torpedoes from deck reserve to the tubes. Returned to transit course.
1116 Ship sighted bearing 096°. Changed course into that direction with “all ahead full”.
1121 Target bearing is moving to the right. New course 040°
1148 Plot shows target course 035°, speed 7kn
1203 new course 030°
1219 new course 010°
1226 new course 350°
1236 new course 305° to get into firing pos.
1237 All hand to battle stations. Dived to PD.
1250 Target identified as “medium modern composite” with 4466 tons and a draught of 6.5m.
1315 prepared tubes 1 and 4 for submerged attack. Torpedo speed 44kn, depth 4.5m. Opened outer doors.
1325 torpedo 4 away. Torpedo data: range 434m, aob right 74°, speed 7kn, time to impact 24sec.
1325 Torpedo impact just aft of the superstructure.
1328 aa-guns are visible on the aft deck.
1353 target is sinking on an even keel with a little list to starboard.
1354 returned to transit course. Secured from battle stations.
April 17th 1942
0000 Weather: Wind west-north-west force 8, sea moderate to rough, cloudy, light fog, no rain.
0803 Ship sighted bearing 319° long range.
0804 turned boat into that direction with “all ahead full”.
0808 new course 160° to get into firing pos.
0809 target identified as “coastal composite freighter” with 1805 tons and a draught of 5.5m.
0810 all hands to battle stations. Prepared for artillery attack.
0814 gun crew on station.
0814 opened fire on target at range 600m. Aimed for waterline.
0818 ordered “hold fire” after 15 hits into the waterline. Target is burning over the aft deck.
0825 target is trying to escape with a zigzag course. The stern is settling deeper into the water.
0830 target engines stopped.
0834 Target is sinking over the stern with much list to port.
0840 returned to transit course. Secured from battle stations.
2045 arrived in ops area. Took boat on a search pattern to cover as much area as possible.
2202 airplane sighted. Crash dived to 30m. water depth 33m. airplane not in direct approach.
2206 laid boat in 33m depth on the bottom.
2338 Sonar contact. Merchant bearing 210°, long range, slow screws.
2342 took the boat from the bottom to PD. No surface contacts.
2345 Surfaced boat and changed course to 360° to get into contact with the sonar contact.
2359 Ship sighted bearing 004° long range.
April 18th 1942
0000 Weather: Wind west-north-west force 8, sea moderate to rough, cloudy, light fog, no rain.
0005 Target bearing is moving to the right. Changed course to 080°.
0010 Target identified as “coastal composite freighter” with 1805 tons and a draught of 5.5m
0012 decided to attack freighter with deck gun.
0038 all hands to battle stations. Man the deck gun.
0040 opened fire on the waterline.
0043 ceased fire after 15 hits into the waterline.
0049 freighter is sinking over the stern. Returned to search pattern.
1728 Airplane sighted bearing 039° long range. Crash dived to 25m, water depth 28m.
1733 laid boat on the bottom of the sea.
April 19th 1942
0000 Weather: Wind west-north-west force 8, sea moderate to rough, cloudy, light fog, no rain.
1338 Airplane sighted bearing 158° long range.
1339 crash dived to 25m, water depth 32m
1452 surfaced boat. Send message to HQ about air cover in ops area.
1459 received message from HQ with order of free movement.
1500 took boat to a transit course to the outer approaches of Beaufort.
2044 Ship sighted bearing 274° long range.
2045 turned boat into that direction with “all ahead full”
2047 bearing to target is moving to the right. Changed course to 040°
2058 plot shows target course 103°, speed 9kn. Changed course to 090°
2121 changed course to 060° to get into firing pos.
2133 changed course to 013°.
2135 slowed down to “ahead standard” and dived to PD
2137 slowed down to “ahead 1/3”.
2150 identified target as “small split freighter” with 2427 tons and a draught of 6.1m
2156 prepared torpedo 2 and 3 for submerged attack. Torpedo depth 4.0m speed 30kn.
2159 opened outer doors of tubes 2 and 3.
2203 torpedo 3 away. Torpedo data: range 572m, aob right 75°, speed 9kn, time to impact 36sec.
2204 from sonar: torpedo is a dud. Torpedo 2 away. Torpedo data: range 572m, aob right 100° speed 9kn, time to impact 24sec.
2204 Torpedo impact right under the aft mast.
2205 two heavy aa-guns on the stern visible.
2206 target engines stopped.
2211 target stern is settling into the water fast.
2217 target is sinking over the stern. Returned to transit course.
April 20th 1942
0000 Weather: Wind west-north-west force 8, sea moderate to rough, cloudy, light fog, no rain.
1401 received message from HQ with orders to estimate target data as exactly as possible.
April 21st 1942
0000 Weather: Wind west-north-west force 8, sea moderate to rough, cloudy, light fog, no rain.
0002 received op immediate traffic about Doolittle raid on Japan.
1200 weather: wind has veered into the north with force 7, sea moderate, clear sky, good vis., no rain.
April 22nd 1942
0000 weather: wind north force 7, sea moderate, clear sky, good vis., no rain.
0517 ship sighted bearing 252° long range. Turned boat into that direction.
0518 target identified as “coastal composite freighter” with 1805 tons and a draught of 5.5m.
0520 changed course to 090° to get into firing pos.
0530 decided to attack with main gun.
0536 All hands to battle station. Gun crew to there station.
0338 opened fire on target. Aimed for water line.
0340 ceased fire after 15 hits into the water line.
0341 target engines stopped.
0348 target is sinking on an even keel.
0903 ship sighted bearing 043° long range. Turned boat into that direction with “all ahead full”.
0905 target bearing is moving to the right. Changed course to 360°
0908 identified target as “small split freighter” with 2426 tons and a draught of 6.1m.
0913 second ship sighted bearing 356° long range.
0921 identified second target as “medium old composite merchant” with 5186 tons and a draught of 4.7m. Decided to take on the second target for first attack.
0922 changed course to 030°
1009 changed course to 300° to get into firing pos. prepared tube 1 for surface attack. Torpedo depth 3.0m, speed 44kn. Opened outer door.
1020 target seems to have seen us, and is now zigzagging. Crash dived to PD.
Prepared tube 1 for submerged attack.
1026 torpedo 1 away. Torpedo data: range 526m, aob right 72°, speed 6kn, time to impact 22 sec.
1026 torpedo impact just aft of the superstructure.
1028 prepared tube 5 for first target. Opened outer door.
1037 torpedo 5 away. Torpedo data: range 597m, aob left 72°, speed 8kn, time to impact 26 sec.
1038 torpedo seems to have missed the target.
1055 second target is sinking over the stern. No torpedoes left. Took boat on transit course to Lorient.
April 23rd 1942
0000 Weather: Wind north force 7, sea moderate, clear sky, good vis., no rain.
April 24th 1942
0000 Weather: no wind, glassy sea, good vis., clear sky, no rain.
April 25th 1942
0000 Weather: no wind, glassy sea, good vis., clear sky, no rain.
April 26th 1942
0000 Weather: no wind, glassy sea, good vis., clear sky, no rain.
April 27th 1942
0000 Weather: Wind south-west force 8, moderate sea, overcast, medium fog, no rain.
April 28th 1942
0000 Weather: Wind south-west force 7, moderate sea, overcast, medium fog, no rain.
0012 crossed 60° west in 43°03’ north with course 065° speed 8.5kn
0600 Weather: Wind force 15 from the south, sea very rough, heavy rain, dense fog, overcast.
1200 Weather: Wind is backing to the south-east force 15, high seas, heavy rain, dense fog, overcast.
April 29th 1942
0000 Weather: Wind is backing to the south-east force 15, high seas, heavy rain, dense fog, overcast.
1800 Weather: Wind is veering to the south and slackening to force 8. Rough seas, cloudy, light fog, no rain.
April 30th 1942
0000 Weather: Wind from the south force 8. Rough seas, cloudy, light fog, no rain.
1540 Airplane sighted bearing 238°. Crash dived to 30m, water depth 37m.
1542 Depth charges behind the boat and pretty near.
1652 surfaced boat and returned to transit course.
May 01st 1942
0000 Weather: Wind from the south force 8. Rough seas, cloudy, light fog, no rain.
1424 Airplane sighted bearing 194°. Crash dived to 40m, water depth 54m.
1423 depth charges behind the boat, but not to near.
1557 surfaced the boat and returned to transit course.
May 02nd 1942
0000 Weather: Wind from the south force 8. Rough seas, cloudy, light fog, no rain.
0600 Weather: Wind has veered to the west-north-west and strengthened to force 15, very rough sea, cloudy, good vis., no rain.
May 03rd 1942
0000 Weather: Wind west-north-west force 15, high sea, cloudy, good vis., no rain.
0600 Weather: Wind is backing to west, force 15, very high sea, cloudy, good vis., no rain.
1200 Weather: Wind is backing further to south-south-east, force 15, very high sea, cloudy, good vis., no rain.
May 04th 1942
0000 Weather: Wind south-south-east force 15, very high sea, cloudy, good vis., no rain.
1200 Weather: Wind south-south-east, is slackening to force 7, high sea, cloudy, good vis., no rain.
2052 crossed 40° west in 47°25’ north course 080° speed 8.5kn.
May 05th 1942
0000 Weather: Wind has backed further to the north-north-east force 6, rough sea, cloudy, good vis., no rain.
1800 Weather: Wind has backed to the west-north-west, force 5, moderate sea, clear sky, good vis., no rain.
May 06th 1942
0000 Weather: Wind has backed further to the west-south-west, force 6, moderate sea, clear sky, good vis., no rain.
May 07th 1942
0000 Weather: Wind backed to the south-west, force 9, rough sea, cloudy, light fog, no rain.
May 08th 1942
0000 Weather: Wind south-west, force 9, rough sea, cloudy, light fog, no rain.
0237 crossed 30° west in 48°27’ north, course 088°, speed 8.5kn.
0600 Weather: Wind veered to the north-north-west, and got up to force 15, high sea, cloudy, light fog, no rain.
May 09th 1942
0000 Weather: Wind north-north-west, force 15, very high sea, cloudy, light fog, no rain.
0600 Weather: Wind has backed to west-north-west, and decreased to force 7, rough sea, clear sky, good vis., no rain.
1200 Weather: Wind south-west, force 8, rough sea, clear sky, good vis., no rain.
May 10th 1942
0000 Weather: Wind south-west, force 8, rough sea, clear sky, good vis., no rain.
1200 Weather: Wind backed to south-east force 7, moderate sea, overcast, dense fog, light rain.
May 11th 1942
0000 Weather: Wind south-east force 7, moderate sea, overcast, dense fog, light rain.
0910 crossed 20° west in 48°28’ north, course 089°, speed 8.5kn.
1200 Weather: Wind east-south-east force 3, slight sea, cloudy, light fog, no rain.
May 12th 1942
0000 Weather: Wind east-south-east force 3, slight sea, cloudy, light fog, no rain.
1800 Weather: Wind backed to the north and strengthened to force 11, rough sea, cloudy, light fog, no rain.
May 13th 1942
0000 Weather: Wind from the north force 11, rough sea, cloudy, light fog, no rain.
1800 Weather: Wind backed to the south-west and decreased to force 3, moderate sea, clear sky, light fog, no rain.
May 14th 1942
0000 Weather: Wind south-west force 3, slight sea, clear sky, light fog, no rain.
1024 Airplane sighted bearing 343°. Crash dived to 80m.
1025 Depth charges behind the boat.
1846 Airplane sighted bearing 263°, not in direct approach. “all ahead full”
1850 lost visual contact to airplane. Resumed transit with “all ahead standard”.
May 15th 1942
0000 Weather: Wind south-west force 3, slight sea, clear sky, light fog, no rain.
1200 Weather: Wind died away to 0, calm sea, clear sky, light fog, no rain.
May 16th 1942
0000 Weather: No wind, calm sea, clear sky, light fog, no rain.
1130 passed Port Louis.
1242 In Lorient moored.
1300 Got the Iron Cross first class from Dönitz for the sinking of 20 ships with 99.800 tons on one war patrol.
End of Patrol
lurker_hlb3
03-17-09, 10:32 PM
Here is a link to U_boats in the Gulf of Finland in summer 1944
http://users.tkk.fi/jaromaa/Navygallery/Submarines/badewanne-boats.htm
looks like it would make interesting and dangerous campaign for VIIC boats.
:salute::salute:
Nice link, I'll look into it
Captain von Keldunk
03-18-09, 01:27 PM
THX :):DL:D
Here is link to main page, I think you will find all info you need and more there. maps of minefields, subnet etc
http://users.tkk.fi/jaromaa/Navygallery/ :salute:
barndog
03-19-09, 12:20 PM
Many may believe this is off topic but I just gotta say this. I have been using everything Lurker has done. Step by step one by one. I bought a BFG 8800GTX when I installed RSRD. IT held up well. Once I installed OM the graphics MUST have been overwhelming. I used enhancer, I maxed the fan speed. Nothing I could do would keep the card from overheating in the 'heat' of battle. BFG replaced the card THREE TIMES. BFG has a lifetime warranty and they stand by it. Well, finally I threw up my hands and replaced nvidea and returned to ATI. I got a HD 4870 a week ago and I have been running at MAX RES (1920X1200) With ALL in game sliders full right and have had not a single clitch. I run standard clocks with the fan at 50% and everything has been fine. FInally I get to experience 10 hours of wandering around the U.S. eastern seaboard blowing stuff up without the dreaded CTD.
Wonderful work and HIGH praise to Lurker for his continued genious.
THANKS
I have an 8800GT (1g memory) and would not trade it for an ATI any day. Why? Because I run everything (every simulator, etc.) with all settings maxed out and the cpu temp is laways bw 25-30c and the graphics card hangs around 40-50c under load. OM mod certainly doesn't "bog" it down to any extent b/c it doesn't place that much of a load on a quality card. And yes, I used an ATI 4800 series and decided to chunk it for the "old" 8800GT (with extended memory) and the benchmark tests prove the performance is better w/o overclocking. Guess everyone has a diff experience b/c ive heard just as many people complain about ATI cards (good luck having them replace a card 3 times). It sounds like your prob with the old card's temp is caused by a more serious hardware problem that you will probably experience with the ATI card soon enough. For that matter, it could be poor case circulation. I only raise this b/c ive known people who have high temps on their graphics card and immediately replace the card-only to realize a few months later that their cpu is being baked and their graphics card is failing-all b/c their prob wasnt related to the graph card in the first place.
Galanti
03-24-09, 02:01 PM
Lurker, I have what may be a bit of a silly question. Is it now possible with OMv700, to go from 1939-45 with one career? Can one transfer from different flotillas?
SilentAngel
03-24-09, 02:22 PM
Small question is the ace leaderboard based on real statistics?
lurker_hlb3
03-24-09, 05:00 PM
Lurker, I have what may be a bit of a silly question. Is it now possible with OMv700, to go from 1939-45 with one career? Can one transfer from different flotillas?
Yes and Yes
lurker_hlb3
03-24-09, 05:01 PM
Small question is the ace leaderboard based on real statistics?
Those are "stock" values, OM makes no changes to those statistics
Galanti
03-24-09, 05:49 PM
Yes and Yes
Thanks Lurker, I spent the weekend U-boatifiyng a fresh install of SH4 and am eagerly anticipating a return to the Atlantic tonight.
I stumbled across a bit of minor bug in UBM you may be interested in knowing your keen eye for detail. You may have noticed the radio messages flimsy you get has the correct letterhead at the top for a U-bootwaffen campaign, but the From field in the message below still says 'COMSUBPAC'. The fix is in the data\menu\menu.txt file. Change item # 4193 to BDu or whatever is appropriate. Unfortuntely there's only the single value for both nationalities, but many of us are running multiple installs anyway.
Te Kaha
03-24-09, 06:13 PM
I think Lurker doesn't include a edited menu.txt for compatibility reasons with other mods, so this is no bug, it's intended.
lurker_hlb3
03-24-09, 10:11 PM
Thanks Lurker, I spent the weekend U-boatifiyng a fresh install of SH4 and am eagerly anticipating a return to the Atlantic tonight.
I stumbled across a bit of minor bug in UBM you may be interested in knowing your keen eye for detail. You may have noticed the radio messages flimsy you get has the correct letterhead at the top for a U-bootwaffen campaign, but the From field in the message below still says 'COMSUBPAC'. The fix is in the data\menu\menu.txt file. Change item # 4193 to BDu or whatever is appropriate. Unfortuntely there's only the single value for both nationalities, but many of us are running multiple installs anyway.
As stated by Te Kaha, I don't change certain files ( menu.txt / menu_1024_768.ini ) how ever you may want to read the "optional mod' section in the first post and look at OM Plot v200
linerkiller
03-25-09, 02:02 AM
Encountered the Pq 17 event in Norway, 1942 Very nice the scattering of the ships in all directions. I attacked the convoy when it was still under protection succeeding in sinking only two ships and damaging one more...Then I encountered the protection force and I fired 4 fishes at an american 9000-ton heavy cruiser ( I first mistaken it for an old refitted battleship:nope: scoring two hits and sinking her:yeah:! Then the convoy was reported scatteringand I made a run and I managed to sink 4 ships with my last 5 torpedoes. It was the first time I triggered such an iportant event in sh4:woot:
very good! thank you for that wonderful mod
PS: I enabled Real Environment from w-clear and kriller2...It seems to work well:rock:...just enabling only the main body of it
linerkiller,
Not that I am a technical know it all when it comes to OMV700, but I also loaded RE and then OMV700 into my dedicated install.
I have only run a cursory single mission in the training school just to get an idea and feel for the sensors. The visuals are of course beautiful and the ocean is very realistic in its action.
It remains to be seen if it is compatible. I have yet to do an initial file compare.
Without Lurkers input and opinion again its buyer beware.
I applaud the attention to historical detail this mod has. Kudos :rock:!
At the beginning of the war, I hope to catch a battleship in Scapa Flow and manage to sink the Repulse. I head back to base thinking a 40,000 ton battlecruiser wasn't bad for a night's work. Even got the Knight's Cross for that.
Fastfoward to November, no more than two weeks after Prien made the actual raid into Scapa, I think to myself why not make a good start to this patrol and see if I can nab another major warship in Scapa. I approach through Holm Sound, wary of the blockships when...
*crash*
The sound of bulkheads screeching fill my ears as my boat comes to a complete halt and I think to myself: "Hey! What the hell?!"
I come up to the bridge and confirm that I didn't crash into a blockship. It was until I go to the free camera where I discover:
Anti-submarine nets :har::nope:
Again, kudos. The attention to detail rivals that of GWX and its awesome to see the desperate struggle of the Kriegsmarine recreated with today's extra-shiny graphics
rcjonessnp175
03-25-09, 07:40 PM
I concur this is an awesome mod, theirs nothing like playing a campaign u know ur going to lose and the desperation and and intensity of every torpedo hit knowing it may be ur last in the late years hahaha. Seriously very good mod, im trying to get the ultimate german sound mod for this going to try some sh3 sound mods and see what happens, i love the poul sound mod but has to much english in it so i just downloded the other version that was for gwx 2 see if she floats, oh and big credits go out to poul for awesome sound mods.
U modders rock
Jonesy:up:
Ok guys heres what i have going i have spaxs awesome german speach mod installed and on top of that i have poul's poul sound mod for gwx 2... awesome im now in deutche sprechen heaven woohoo!!!!!!!!!!!!!!
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