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rcjonessnp175
03-27-09, 04:25 AM
its says in your readme in regards to snorkels, that u can edit them or something or r they set for shift-x to raise the snorkel sorry for dumb question, when i comes to german uboots im used to gwx-3 that was all intergrated and such. Thanks in advance and lovin the mod.


Jonesy:salute:

markdenny
03-27-09, 06:07 AM
Ive always found that by pressing 't' has always raised the snorkels on all my boats,hope that helps:D

rcjonessnp175
03-27-09, 06:12 AM
sweet thanks brother:salute::rock:

TorpedoMo
03-28-09, 02:20 PM
Hi all!

Seems I need a little help.
Tried to run the OPMonsun-Mod today but couldn't find any changes in the game at all.

ModEnabler works, I checked that, other mods work fine.

It's fresh installed version of sh4, patched to 1.4.
When I enable OM 700, the menu looks like the stock version, no geman career to find, no german boats, nothing.

Is OM only running on 1.5? Couldn't find that.
But strange anyway that the game is running while the mod seem to be enabled but whith no changes.

lurker_hlb3
03-28-09, 02:52 PM
Hi all!

Seems I need a little help.
Tried to run the OPMonsun-Mod today but couldn't find any changes in the game at all.

ModEnabler works, I checked that, other mods work fine.

It's fresh installed version of sh4, patched to 1.4.
When I enable OM 700, the menu looks like the stock version, no geman career to find, no german boats, nothing.

Is OM only running on 1.5? Couldn't find that.
But strange anyway that the game is running while the mod seem to be enabled but whith no changes.


OM is for SH4 v1.5 "Only"

TorpedoMo
03-28-09, 04:57 PM
Ok, thanks for that!

ccruler
04-05-09, 12:22 AM
This has probably been answered before, but what's the key to raise and lower the snorkel, I can't find it anywhere in the F1 (help) and couldn't find the readme showing keys for Operation Monsoon either, please help, want to enjoy my Type XXI as best I can.

Vikinger
04-05-09, 03:00 AM
Hi.

Just a little bug report :)

Iam trying to do a wake mod for most of the ships and during my testing i found a bug for the ship NTR= Troop Transport.

When ever i tryed to load that ship into a test mission using American rooster it emeditly started to sink by the stern. I tracked down the problem to the NTR.zon file that caused the problem and replaced it whit another previous file and then the problem was gone.

Im running severly mods but the OPM v700 + patch3 is the only mod that change this file.

Anyway, Thanks for a greate mod :)

Vikinger.

lurker_hlb3
04-05-09, 08:55 AM
Hi.

Just a little bug report :)

Iam trying to do a wake mod for most of the ships and during my testing i found a bug for the ship NTR= Troop Transport.

When ever i tryed to load that ship into a test mission using American rooster it emeditly started to sink by the stern. I tracked down the problem to the NTR.zon file that caused the problem and replaced it whit another previous file and then the problem was gone.

Im running severly mods but the OPM v700 + patch3 is the only mod that change this file.

Anyway, Thanks for a greate mod :)

Vikinger.

I just did a controlled this using OM v700+ OM v700 Patch 3 and I'm not able to recreate your problem

Sonicfire1981
04-07-09, 05:05 AM
This has probably been answered before, but what's the key to raise and lower the snorkel, I can't find it anywhere in the F1 (help) and couldn't find the readme showing keys for Operation Monsoon either, please help, want to enjoy my Type XXI as best I can.

snorkels seem not to work anyway, Co2 will continue to build up, so you propably wont need this anyway, but this can be found in the beginning post:

7.There are certain files I don't change because of mod compatibility. One of those files is command.cfg which controls the snorkel. You can make the following changes in the command.cfg to toggle the snorkel

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


As far as I understand the air-refreshment via snorkel is a serious problem noone managed to fix yet. Did it work in Stock SH1.5? never got to a XVIII before installing OM (which is gr8, btw., thx a lot)

Found couple of things that puzzled me, tho:

1. somehow i never have to spend reknown when upgrading crew/sub in port. Its all for free. this might have come up in this thread before, sorry for not reading the entire thing....
2. I have trouble knowing which nation i am allowed to attack. Ran into a convoy yesterday and managed to sink some freighters of several nations before the DDs even noticed. I got the message that i attacked a neutral nation (dunno which one, was 200m submerged), so i figure this is an issue and i would get negative reknown. Is there any way to implement a chart or something where you can look up the good and evil nations? Or at least remove neutral merchants from enemy convoys?
3. If I understand the cfg files right The stations depend heavily on mechanic-skill and almost nothing else. On fleet-boats the skills influencing the stations efficiency were very different (and more logical to some extent). Is this right this way?
4. The available seamen in port are very bad ones. A skillrating above 20 is a very rare occasion. Is this OMs "fault"? If so, what is the name of the file generating these seamen? I dont want "Ubersoldiers" but im used to keyskills of 30+ for good men and 40+ for excelent ones.

ccruler
04-07-09, 12:34 PM
Thanks Sonicfire, I hadn't seen the part of having to modify a command in the Commands.cfg file to have it work in the original post, but found it now.

Sonicfire1981
04-08-09, 06:46 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)


Same here. Loading Bar full, you expect to see ships next, but you're transfered right to desktop. (Hope this is the "more information" you were asking for).

Noticed another thing: I can use decoys on my Type VIIB (current date is December 1940) although no decoylauncher installed. these phantom-decoys work pretty well. DDs circling above it, i'm miles away.

Someone said the DDs were too easy: they find me from about 6km distance. i'm not moving, silent running, depht 50m. Something to do with OM?

My current Mods:

TMO 1.7 + Maxoptics
RSRD + Patch 2A
OM V700 + Patch P3

lurker_hlb3
04-08-09, 07:11 PM
somehow i never have to spend reknown when upgrading crew/sub in port. Its all for free. this might have come up in this thread before, sorry for not reading the entire thing....


As designed


2. I have trouble knowing which nation i am allowed to attack. Ran into a convoy yesterday and managed to sink some freighters of several nations before the DDs even noticed. I got the message that i attacked a neutral nation (dunno which one, was 200m submerged), so i figure this is an issue and i would get negative reknown. Is there any way to implement a chart or something where you can look up the good and evil nations? Or at least remove neutral merchants from enemy convoys?

As designed , you as Captain need to VID ( Visual ID ) your targets before you engage.

3. If I understand the cfg files right The stations depend heavily on mechanic-skill and almost nothing else. On fleet-boats the skills influencing the stations efficiency were very different (and more logical to some extent). Is this right this way?

As designed. Crews are designed to reflect real Uboat crews


4. The available seamen in port are very bad ones. A skillrating above 20 is a very rare occasion. Is this OMs "fault"? If so, what is the name of the file generating these seamen? I dont want "Ubersoldiers" but im used to keyskills of 30+ for good men and 40+ for excelent ones.

As designed


Same here. Loading Bar full, you expect to see ships next, but you're transfered right to desktop. (Hope this is the "more information" you were asking for).

Node ID conflict will one of the units added by TMO. No problem with RSRDC / OM loaded at the same time. Trying to fix this CTD is a very "time" consuming and I don't have the time now or in the future to resolve this

Noticed another thing: I can use decoys on my Type VIIB (current date is December 1940) although no decoylauncher installed. these phantom-decoys work pretty well. DDs circling above it, i'm miles away.

As designed

All uboats get a "basic" Bubble generator from the start of the war and are upgraded to more advance decoys later on

rubenandthejets
04-08-09, 10:56 PM
Hi!
I'm not sure if this is a bug or not.

I've done the right thing and reported contact with a task force and been ordered to "inflict heavy losses". OK, I'll try that-in huge seas with 3 torps left.

Not much luck (though I did get one hit on a Fiji class cruiser) so I sailed away, returned to base, reloaded and went out hunting again.

I aked for a new mission and got the "Proceed with current mission and maintain silence for 12 hours"....but, Uncle Karl, the taskforce is three days away, I don't think I could even find it let alone inflict heavy losses, I just fluked onto it! I completed my patrol and asked for a new assignment.....same deal.

Waited twelve hours, asked again, same result.

I might be wrong, but I think I used to get new missions when I blew an intercept mission.
I'm on TMO 1.7, RSRD and the latest patched OM.

Sonicfire1981
04-09-09, 02:21 PM
somehow i never have to spend reknown when upgrading crew/sub in port.

As designed


Somehow i thought so. May I ask what considerations made you design it that way?


Is there any way to implement a chart or something where you can look up the good and evil nations? Or at least remove neutral merchants from enemy convoys?

As designed , you as Captain need to VID ( Visual ID ) your targets before you engage.

Sure thing. I know what a swedish flag looks like, a portugesian, a greek etc. But that does not tell me wether this ship is hostile or neutral.


3. If I understand the cfg files right The stations depend heavily on mechanic-skill and almost nothing else. On fleet-boats the skills influencing the stations efficiency were very different (and more logical to some extent). Is this right this way?

As designed. Crews are designed to reflect real Uboat crews

I'll try to understand what you mean.


The available seamen in port are very bad ones. A skillrating above 20 is a very rare occasion.
As designed
Hm. okay. Youre the boss-modder. Still, since i am running my own little crew-management-tool-project: where can i find the sailors currently offered in port? (dont want to tweak that file, no sir, would just like to be able to read it out and import the data into my tool.)



Museum: Loading Bar full, you expect to see ships next, but you're transfered right to desktop. (Hope this is the "more information" you were asking for).

Node ID conflict will one of the units added by TMO. No problem with RSRDC / OM loaded at the same time. Trying to fix this CTD is a very "time" consuming and I don't have the time now or in the future to resolve this

Sorry, but i dont think so:

Originally Posted by spike12 http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1056179#post1056179)
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)

So no TM below spikes version of OM. But who needs a museum anyways. The Yamato is much more impressive in "real life".


All uboats get a "basic" Bubble generator from the start of the war and are upgraded to more advance decoys later on

Didnt know that. Thx for lession.

Just out of curiosity: what would happen if a stock UBM-savegame would be loaded with the player-sub being a XVIII?

Last, not least, i cant stress enough how much i love this mod. u did great work.

lurker_hlb3
04-09-09, 07:17 PM
Sorry, but i dont think so:

Originally Posted by spike12 http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1056179#post1056179)
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)



I guess you didn't see my response to spike12 about 5 post down from the one you quoted

http://www.subsim.com/radioroom/showpost.php?p=1056288&postcount=1186

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

My response was based on your comments:

Same here. Loading Bar full, you expect to see ships next, but you're transfered right to desktop. (Hope this is the "more information" you were asking for).Plus your list of mods

TMO 1.7 + Maxoptics
RSRD + Patch 2A
OM V700 + Patch P3By the way you should be using Patch2B with RSRDC

http://www.subsim.com/radioroom/downloads.php?do=file&id=976

FYI that CTD fixes corrects this problem, not your museum load problem

http://www.subsim.com/radioroom/showpost.php?p=1076987&postcount=1041

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

Just out of curiosity: what would happen if a stock UBM-savegame would be loaded with the player-sub being a XVIII? CTD

etheberge
04-11-09, 04:47 PM
2. I have trouble knowing which nation i am allowed to attack. Ran into a convoy yesterday and managed to sink some freighters of several nations before the DDs even noticed. I got the message that i attacked a neutral nation (dunno which one, was 200m submerged), so i figure this is an issue and i would get negative reknown. Is there any way to implement a chart or something where you can look up the good and evil nations? Or at least remove neutral merchants from enemy convoys?



Sure thing. I know what a swedish flag looks like, a portugesian, a greek etc. But that does not tell me wether this ship is hostile or neutral.


SonicFire,

I had the same question when I started playing with OM. Since then I've found the mod Enemies of Germany and it suits my needs. It shows you in the Help which countries Germany was at war with at a particular time. Check it out. http://www.subsim.com/radioroom/showthread.php?t=141862&highlight=enemies+of+germany

Sonicfire1981
04-17-09, 03:35 PM
T H A T is exactly what i meant. awesome. thanks.

Havent tried it, am on RFB right now. but JSGM knows its there.

Sailor Steve
04-22-09, 02:25 PM
WOW!

I didn't play SH4 until just recently, mainly because my crappy old computer plays it so poorly. I finally decided to go ahead anyway, because the basic platform is such an improvement on SH3. I ended up with RFB and RSRDC, but avoided OpsMonsun because the Pacific u-boat war seemed so limited to me. Then I downloaded it and found out I could run a Type II, Type VII or even a Type IX right at 1939! Awesome!

There are some things I'll miss from SH3, especially the GWX stuff in the harbors. But this is stable, hasn't crashed on me yet once (well, once, but that was because I put in a mod that didn't like another one. And with JSGME and SH4's fast loading times it's not really a problem anyway).

I was immediately turned off by the American voices, though, and since I did the DBSM conversion for SH3 I thought I'd pay Lurker and all back the favor of giving us this great mod by doing it for SH4 as well.

So if you love this mod and love the movie, here ya go!
http://www.subsim.com/radioroom/showthread.php?t=150955

captgeo
05-01-09, 12:57 PM
I just downloaded OP MONSON and the patch,.......I cant wait to play this MOD:yep:....I tried to find a copy of SH3 around town and could not, so I am looking forward to playing U-Boats with SH4..............A BIG THANK YOU to all for this contribution to an incomplete game.:salute:

Hopefully UBI will get it right with SH5.

CaptJodan
05-03-09, 11:36 AM
Ok, so here's one for you.

So for the past several days I've been enjoying this mod with great effect. (haven't had a working computer in over one and a half years now, so I'm trying to play catchup with all the new stuff) Really enjoying areas of operation that I've never seen before, like the Black Sea.

I tried to find my specific problem in this thread, but it's 64 pages and I think I got to about 10 or 12 before I decided that I must be unique.

1. CTD when starting any campaign with a Type VIIC (normal). No option to pick the Type VIIC in the single missions, and it really only shows up in the campaign. My Submarine folder doesn't have the VIIC listed. I downloaded the mod a second time, thinking somehow some files were missed, but with the same result. Any suggestions? Or did I miss something where the VIIC just isn't avaliable? There is mention in the first page about the Type VIIC so I thought it was in.

2. Type II interior is missing. Originally, I thought maybe it was just left out because I don't expect miricles (though that torpedo room thread is making me rethink that), but the Type 23 has an interior similar to the Type II, so now I'm questioning that. If it isn't in there, that's fine (after all, it plays without it), I was just questioning my assumption what with the missing VII and all that.

lurker_hlb3
05-03-09, 02:29 PM
Ok, so here's one for you.

So for the past several days I've been enjoying this mod with great effect. (haven't had a working computer in over one and a half years now, so I'm trying to play catchup with all the new stuff) Really enjoying areas of operation that I've never seen before, like the Black Sea.

I tried to find my specific problem in this thread, but it's 64 pages and I think I got to about 10 or 12 before I decided that I must be unique.

1. CTD when starting any campaign with a Type VIIC (normal). No option to pick the Type VIIC in the single missions, and it really only shows up in the campaign. My Submarine folder doesn't have the VIIC listed. I downloaded the mod a second time, thinking somehow some files were missed, but with the same result. Any suggestions? Or did I miss something where the VIIC just isn't avaliable? There is mention in the first page about the Type VIIC so I thought it was in.

2. Type II interior is missing. Originally, I thought maybe it was just left out because I don't expect miricles (though that torpedo room thread is making me rethink that), but the Type 23 has an interior similar to the Type II, so now I'm questioning that. If it isn't in there, that's fine (after all, it plays without it), I was just questioning my assumption what with the missing VII and all that.

You have a corrupted install.

You need to follow these steps to ensure a good install

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

AVGWarhawk
05-03-09, 03:05 PM
Lurker, I tried OM for the first time today. Nice work!! Made my first attack...I think I'm the only uboat that was struck by a circle runner:damn:

Need to find that German voice pack now:hmmm:

lurker_hlb3
05-03-09, 10:39 PM
There is a new version of OM up. Go to the first post for download links and info

CaptJodan
05-03-09, 11:08 PM
You have a corrupted install.

You need to follow these steps to ensure a good install

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

That was pretty much it. More a product of the zip program not doing it's job than anything else. It's all working now. Thanks.

And NOW there's a new one. :)

salac_78
05-07-09, 07:01 AM
Im haveing problems of hiting damn ships.im useing the same procedure as in sh3,but torpedoes go there own way.is it me or there is some om specific procedure-thanx in advence:03:
Oh P.S: i cant seam to lock target unless they are at abaut 2000 meters distance

Rolf Eschke
05-09-09, 03:15 AM
I like this Mod !
Regards
Rolf

salac_78
05-09-09, 11:54 AM
i figure it out, it has nothing to to with om its just stock ubm.Has anybody heard about some tdc fix, or some workaround that might fix the problem.
Sry if i was of topic:damn:

nigelnire
05-10-09, 07:54 AM
Just bought a new Vista computer and can now run SH4 on max settings I loved SH3 and want to play in the Atlantic rather than the Pacific so this Mod looks really great and just what im looking for but im having a problem getting operation Monsun working. I have installed the JSGME and it says Operation Monsun 705 is activated but when i click on the Silent Hunter 4 icon on my desktop the standard game just runs. Can someone please advise me where im going wrong.

cgjimeneza
05-10-09, 08:22 AM
Just bought a new Vista computer and can now run SH4 on max settings I loved SH3 and want to play in the Atlantic rather than the Pacific so this Mod looks really great and just what im looking for but im having a problem getting operation Monsun working. I have installed the JSGME and it says Operation Monsun 705 is activated but when i click on the Silent Hunter 4 icon on my desktop the standard game just runs. Can someone please advise me where im going wrong.

generate a snapshot of your activated mods usiing JGSME
and a silly question, you are using sh4 patched to UBM.. (1.5) ?

nigelnire
05-10-09, 08:42 AM
Its not a silly question at all cgjimeneza Ive SH4 patched to 1.4 :oops: Ive just found out theres a UBoat missions expansion I take it i need that to play this, If so i will buy it this week.

JREX53
05-10-09, 11:41 AM
nigelnire,

Yes, you will need to get the Add-on, it has the 1.5 patch included plus it gives you the Indian Ocean U-boat campaign.

Then you can use Lurker's OM Mod.

By the way - Welcome to SUBSIM - hope you enjoy your stay!!

nigelnire
05-10-09, 11:47 AM
Thanks for the welcome JREX53. Ill buy a copy and get om working this week.

cgjimeneza
05-10-09, 07:51 PM
Thanks for the welcome JREX53. Ill buy a copy and get om working this week.

congrats on finding out the reason....

we learn things all the time

and you were right to ask, thats what we ALL are here fore.

so have a pint while the UBM downloads and think of the fun you will have with Op Monson

TDK1044
05-11-09, 05:31 AM
The latest incarnation of OM is superb, Lurker. Great job! :rock:

AVGWarhawk
05-11-09, 09:42 AM
Just bought a new Vista computer and can now run SH4 on max settings I loved SH3 and want to play in the Atlantic rather than the Pacific so this Mod looks really great and just what im looking for but im having a problem getting operation Monsun working. I have installed the JSGME and it says Operation Monsun 705 is activated but when i click on the Silent Hunter 4 icon on my desktop the standard game just runs. Can someone please advise me where im going wrong.


OM does work in Vista. I have used it. You do have the uboat 1.5 add on correct?

markdenny
05-16-09, 11:16 AM
Im running op monsun 705 im on mission 5 having just completed mission 4 im on a type 2 u boat and have been given a mission to photograph freemantle harbour im based at kiel.Now here is the problem i will never be able to make it there or back not enough fuel even if i refuel in italy and try to make it through the suez canal and if i try to go around cape town ill run out of fuel having had a fuel stop in cadiz how the hell am i supposed to do this mission and it's only march 1940.
Please help.:wah:

lurker_hlb3
05-16-09, 02:42 PM
Im running op monsun 705 im on mission 5 having just completed mission 4 im on a type 2 u boat and have been given a mission to photograph freemantle harbour im based at kiel.Now here is the problem i will never be able to make it there or back not enough fuel even if i refuel in italy and try to make it through the suez canal and if i try to go around cape town ill run out of fuel having had a fuel stop in cadiz how the hell am i supposed to do this mission and it's only march 1940.
Please help.:wah:

What it telling you is that it can't find the correct mission. Please provide the "date" of the mission start and the which Type II your using and I will provide a fix for you ASAP


Edit

Is the data between Apr 26th and Apr 30th ?

pythos
05-16-09, 03:56 PM
Could not find anything pertaining to this, but both the Type IIC and D have a non-op starboard propeller.

This is so when running on diesles and when going electric.

I searched for issues in S3d and could find nothing.

Anyone else experiencing this?

Captain von Keldunk
05-16-09, 04:36 PM
Hello
Prop problem fixed in V3 of Sh3toSh4.:salute:

lurker_hlb3
05-17-09, 12:01 AM
Could not find anything pertaining to this, but both the Type IIC and D have a non-op starboard propeller.

This is so when running on diesles and when going electric.

I searched for issues in S3d and could find nothing.

Anyone else experiencing this?

The reason for this "very old" bug ( been around since OM v301 07/2008 ) is because of an incorrect node ID that defines the left & right propellers. Specifically a missing "underscore" between the word "PROPELLER and L or R", i.e PROPELLER L should read PROPELLER_L in the .sim and .dat files. This will be fix in the next patch.

I would recommend using Captain von Keldunk mod for the time being.

P.S

I did a code review on Captain von Keldunk mod today and would recommend it to other users who use OM

Captain von Keldunk
05-17-09, 02:33 AM
The reason for this "very old" bug ( been around since OM v301 07/2008 ) is because of an incorrect node ID that defines the left & right propellers. Specifically a missing "underscore" between the word "PROPELLER and L or R", i.e PROPELLER L should read PROPELLER_L in the .sim and .dat files. This will be fix in the next patch.

I would recommend using Captain von Keldunk for the time being.

P.S

I did a code review on Captain von Keldunk today and would recommend it to other users who use OM
Thank you very much for your recommendation I value it very high.:D

markdenny
05-17-09, 02:36 AM
Hello the start date for the mission is APRIL 29 1940 and im serving on a type II B u boat U23 hope you can sort this problem out for me.
Many thanks
Mark

lurker_hlb3
05-17-09, 08:50 AM
Hello the start date for the mission is APRIL 29 1940 and im serving on a type II B u boat U23 hope you can sort this problem out for me.
Many thanks
Mark


To correct your problem do the following:

Download and install OM v705 Patch 1

Then go to

\My Documents\SH4\data\cfg\SaveGames\

find your last savegame that is giving you the problem

open the CareerTrack.upc file

look for these three entries

PlayerCurrentObjectiveCode=
PlayerDefaultObjectives=
PlayerCurrentObjectives=


the PlayerCurrentObjectiveCode should say Norway_T2 and both the PlayerDefaultObjectives and PlayerCurrentObjectives should both say ID1

Change PlayerCurrentObjectives=ID1 to Change PlayerCurrentObjectives=ID524

lurker_hlb3
05-17-09, 08:52 AM
OM v705 Patch 1

1. Corrected incorrect dates for Norway objectives

2. Corrected Type Type II C/D PROPELLERS

3. Added 3 Inch Rockets to the Swordfish and Wellington aircraft

4. Adjustments to 3Inch Rockets based on the original work of Rubini

5. Adjustments to the RWR detection probability based on the original work of Rubini

6. Added “Ruler” class CVE

7. Adjustments to the aircraft loadout of the Attacker class CVE


See first post for download links

markdenny
05-17-09, 11:03 AM
Hello LURKER
Ive downloaded the new patch i have gone to open up the careertrack.upc file and my computer is telling me i cannot open upc files so i now cannot alter anything whats the problem now?:wah:

lurker_hlb3
05-18-09, 06:38 AM
Hello LURKER
Ive downloaded the new patch i have gone to open up the careertrack.upc file and my computer is telling me i cannot open upc files so i now cannot alter anything whats the problem now?:wah:

I don't know what to tell you. It's just a text file and you should be able to edit it when the games not running.

Does your log on account have administrator privileges ?

cgjimeneza
05-18-09, 09:02 AM
I don't know what to tell you. It's just a text file and you should be able to edit it when the games not running.

Does your log on account have administrator privileges ?

Have you tried to open the files with notepad?
I know its a silly question but
open notepad
go to the directory where the .UPC files are
choose open (and select all files, not just .txt)

good luck

Sailor Steve
05-18-09, 07:18 PM
Looking forward to this one.:sunny:

walleye
05-20-09, 02:06 PM
wonderful, excellent, insert_here_the_superlative_of_your_choice, but why, oh, why, does one have to register to download it?

Highbury
05-20-09, 02:21 PM
but why, oh, why, does one have to register to download it?

Because you are downloading it off of the subsim.com host. Subsim pays for the download servers through donations and advertising. The more people are registered on the site, the more appealing the site is to potential advertisers.. seems like a fair trade for you to take 5 min to register for a free service.

walleye
05-20-09, 02:24 PM
ah, but i seem to remember downloading mods from filefront. what happened to that alternative?

and it took more than five minutes because that captcha is murder.

Highbury
05-20-09, 02:35 PM
Some modders still host on Filefront, it is really up to the person who made the file to upload it to wherever he/she chooses and provide ans many or few link as they like.

I know some only upload here because they want this site supported.

markdenny
05-22-09, 04:31 AM
LURKER & CGJIMENEZA
Many thanks for your help sorting out the problem all done and im now on my way to the SHETLANDS again many thanks LURKER op MONSUN IS SUPERB. :DL

cgjimeneza
05-22-09, 05:47 PM
LURKER & CGJIMENEZA
Many thanks for your help sorting out the problem all done and im now on my way to the SHETLANDS again many thanks LURKER op MONSUN IS SUPERB. :DL

Excellent her Kaleun... now go sink onkel Karl some ships

NefariousKoel
05-22-09, 06:43 PM
Good stuff but I'm having an issue:

Targets won't stay locked. Even up close.

It happens even when I only have Monsun loaded in. Is the environment modded enough to throw things out of whack? :-?

Nevermind, I just noticed the issue listed. Is there an easy way to yank the sensor mods out so this doesn't happen as much?

lurker_hlb3
05-22-09, 11:25 PM
Is there an easy way to yank the sensor mods out so this doesn't happen as much?

No there is not. Try to conduct your attack from the north side of the target. If the target is between 090 clockwise 270 degrees true from your boat you have the best chance to maintain lock

Webster
05-23-09, 01:17 AM
ah, but i seem to remember downloading mods from filefront. what happened to that alternative?

and it took more than five minutes because that captcha is murder.


a big part of it too is that filefront announced it was shutting down and many peoples files were deleted by filefront for unknown reasons.

filefront was saved at the last second by new ownership but the damage was done.

before they shut down strange things started happening like when all my files were deleted and they told me I did it :stare: which was BS

then they said my files were inactive for too long :stare: again pure BS because they had 1000 downloads in 3 months and the least active was downloaded 43 times during that time.

many filefront users experienced simular events with their accounts before the announced shut down date.

many filefront users moved their files to other sites and many came here to SUBSIM for the reason we were already members.

personally i cant think of a better sh4 forum anywhere anyway so joining here to get downloads often leads people to finding out other sites pale on comparison to what SUBSIM forums offer.

lurker_hlb3
05-23-09, 07:46 AM
ah, but i seem to remember downloading mods from filefront. what happened to that alternative?

and it took more than five minutes because that captcha is murder.

http://hosted.filefront.com/lurkerhlb3

NefariousKoel
05-23-09, 03:04 PM
No there is not. Try to conduct your attack from the north side of the target. If the target is between 090 clockwise 270 degrees true from your boat you have the best chance to maintain lock

Okay. Thanks for the reply.

Is there any word on being able to get this fixed or perhaps a workaround of some kind in a future version? The mod is great but for this one major annoyance. :wah:

Kaleun
05-23-09, 03:47 PM
hi,

Very excellent work, as per usual, Lurker, i'm just returning to ATO after bumming around in a US sub! 1 quick question though - I'm really interested in the VIID minelaying operations and have been sent to the coast of Panama, my question is:

How are the Milkcows modelled, as i'll need the extra fuel - Does my boat already have extra fuel to "simulate" them or will they show up as a short term base in histroical locations??

Thanks in advance

Kaleun

lurker_hlb3
05-23-09, 04:29 PM
Is there any word on being able to get this fixed or perhaps a workaround of some kind in a future version?


I have no plans to make changes in this area

lurker_hlb3
05-23-09, 04:30 PM
hi,

Very excellent work, as per usual, Lurker, i'm just returning to ATO after bumming around in a US sub! 1 quick question though - I'm really interested in the VIID minelaying operations and have been sent to the coast of Panama, my question is:

How are the Milkcows modelled, as i'll need the extra fuel - Does my boat already have extra fuel to "simulate" them or will they show up as a short term base in histroical locations??

Thanks in advance

Kaleun


You will get a message when Milkcows are on station and were. You will see a German port icon and you just sail to it and refuel/refit

Hayha
05-24-09, 12:37 PM
I have 1 question
Why when i play in expert mode the game is like easy mode?
I mean that when i lock a target automaticly they give the speed, bearing and distance. It´s normal in this mod? I would like to play in expert.

THX

lurker_hlb3
05-24-09, 04:49 PM
I have 1 question
Why when i play in expert mode the game is like easy mode?
I mean that when i lock a target automaticly they give the speed, bearing and distance. It´s normal in this mod? I would like to play in expert.

THX


OM makes no changes in this area. You need to check your "realism" settings

TDK1044
05-25-09, 08:45 AM
I have 1 question
Why when i play in expert mode the game is like easy mode?
I mean that when i lock a target automaticly they give the speed, bearing and distance. It´s normal in this mod? I would like to play in expert.

THX

In the office, click on the filing cabinet to the right of the map and set your game play preferences there. To play as an 'expert', you need to set TDC to manual.

Highbury
05-25-09, 09:02 PM
In the office, click on the filing cabinet to the right of the map and set your game play preferences there. To play as an 'expert', you need to set TDC to manual.

I wish we could mod in a "happy medium". I don't like to do manual TDC. IMO it is not realistic. The game simulates me being the Captain of the boat, so I would no more be doing the TDC then I would be loading my own torps. These are tasks my crew performs on my orders. The problem is if you set your crew (ie, the computer) to do it, the results are MUCH too fast and accurate. So neither option leaves us with a realistic portrayal of a Captain in WW2.

If automatic TDC took into account the skill of your crew to vary the time it takes to crunch the numbers and the accuracy of the firing solutions they produced.. I would be a happy man indeed.

SilentOtto
05-29-09, 07:56 AM
I guess that option would be _really_ cool, but I deeply doubt any modder can do that, my guess is that's hardcoded stuff... we can only hope (or request) from the manufacturers to think of this realism issue for their next releases...

When you get to this level of detail we are getting with this sim, a too exact AI is one of the biggest enemies for a realistic sensation when playing. Getting that "fuzzy" or "human" intelligence programmed is the real deal for this kind of simulation, of course once the foundations (physics, graph stuff, historic realism, etc) have been achieved.

Highbury
05-29-09, 05:11 PM
I am having a problem with OpsMonsun where a day or two into my patrol I will get a sudden report of my Radio Room Bulkhead being destroyed. No combat, just traveling to patrol zones. This has happened about 5 times with both the IIB and VIIB.

I am of course running 1.5 and when it first happened I had OM + Patch first in JSGME, then a few graphics mods and Natural Sinking Physics. I then tried it with OM + Patch alone and same thing...

Anyone else get this?

lurker_hlb3
05-29-09, 09:33 PM
I am having a problem with OpsMonsun where a day or two into my patrol I will get a sudden report of my Radio Room Bulkhead being destroyed. No combat, just traveling to patrol zones. This has happened about 5 times with both the IIB and VIIB.

I am of course running 1.5 and when it first happened I had OM + Patch first in JSGME, then a few graphics mods and Natural Sinking Physics. I then tried it with OM + Patch alone and same thing...

Anyone else get this?


1. from the readme on the first post of this thread

WARNING

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

WARNING




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



2. Also from the first post of this thread:

DO NOT install NSM4 with OM.; it will break the “ship damage model”

Natural Sinking Physics is NSM4

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

3. What date / what location did this happen

I am having a problem with OpsMonsun where a day or two into my patrol I will get a sudden report of my Radio Room Bulkhead being destroyed.

Arcus2009
05-30-09, 10:43 AM
Hello all,

first excuse my bad english.

i play TMO 162 with patch 163 and OM V705 with patch 1

i got a new command on a II D Boat U-137 - but i cant leave the haven.
The boat stand still but all diesel working like hell - nothing happens.
When i dive the same with the electric engine.
The boat dont drive.
Some Ideas ??

Thanks a lot

George

lurker_hlb3
05-30-09, 11:17 AM
Hello all,

first excuse my bad english.

i play TMO 162 with patch 163 and OM V705 with patch 1

i got a new command on a II D Boat U-137 - but i cant leave the haven.
The boat stand still but all diesel working like hell - nothing happens.
When i dive the same with the electric engine.
The boat dont drive.
Some Ideas ??

Thanks a lot

George

There is a problem with the .sim file in the Type IID from Patch 1

To temporally fix the problem, do the following

1. deinstall Patch 1
2. go to OMv705_Patch1\Data\Submarine
3. delete the NSS_Uboat2d directory
4. reinstall Patch 1

A new patch for OM will be uploaded later

Arcus2009
05-30-09, 11:20 AM
What is the date of your mission / campaign start ?
What is your home port ?

Hello,

wow what a quick answer ! Thank you !

Date: October 27 1940

Homeport: Kiel


Many Greetings

George

lurker_hlb3
05-30-09, 11:57 AM
Hello,

wow what a quick answer ! Thank you !

Date: October 27 1940

Homeport: Kiel


Many Greetings

George

Found the problem, see the above post

Arcus2009
05-30-09, 12:11 PM
Found the problem, see the above post

Hi,

thank you very much. It works fine ! I am on the Way to the west coast of Ireland. :D

At this point let me say: Excellent Work this Mod ! Congratulations ! I love it.

Greetings from Germany

George:up:

Highbury
05-30-09, 05:02 PM
It was NSM4 breaking the damage model. That's too bad as the sinking physics were much better. Obviously you have them set how you would like in this mod so that's fine, but the ability to tweak them to the player's tastes would be nice. When I give a 4400t merchant all 5 of my torps from a IIB, all well spaced and all 5 leaving gaping holes in the hull, I don't expect it will be floating and doing 5kts 15hrs later... but it was... That was why I put NSM4 in there in the first place.

Oh and thanks for the friendly response.

lurker_hlb3
05-30-09, 07:45 PM
It was NSM4 breaking the damage model. That's too bad as the sinking physics were much better. Obviously you have them set how you would like in this mod so that's fine, but the ability to tweak them to the player's tastes would be nice. When I give a 4400t merchant all 5 of my torps from a IIB, all well spaced and all 5 leaving gaping holes in the hull, I don't expect it will be floating and doing 5kts 15hrs later... but it was... That was why I put NSM4 in there in the first place.

Oh and thanks for the friendly response.


I'm still waiting for an answer to this

What date / what location did this happen

I am having a problem with OpsMonsun where a day or two into my patrol I will get a sudden report of my Radio Room Bulkhead being destroyed.

lurker_hlb3
05-31-09, 09:59 AM
The current OM V705 Patch 1 has been re-uploaded with with the fix for the Type IID problem noted above. If you have already downloaded Patch 1 before, recommend you re-download and install.

If you have no plans to use the Type IID then you don't need this upgrade

Highbury
05-31-09, 11:40 AM
I'm still waiting for an answer to this

A day or two into the start of my career, that would make the date Sept 2 or 3rd since the date you set the career to start is on the 1st. Seemed pretty simple, but I also didn't think you would be waiting for an answer since I said it was NSM4 breaking the damage model. The issue was resolved so I didn't think a date would make it more resolved.

lurker_hlb3
05-31-09, 01:47 PM
A day or two into the start of my career, that would make the date Sept 2 or 3rd since the date you set the career to start is on the 1st. Seemed pretty simple, but I also didn't think you would be waiting for an answer since I said it was NSM4 breaking the damage model. The issue was resolved so I didn't think a date would make it more resolved.

Thank you for your reply

Husksubsky
06-01-09, 06:23 PM
I play RFB and OM. Is RFB in the bottom of OM, or is OM standalone (meaning RFB totally disregarded when playing german atlantic)
Should I remove hole RFB since I only play atlantic?
RFB use funnels on warships and upper deck on carriers as baseheight.I m not really sure what to aim for and similar ships seem to have vastly different baseheight.The best would be to have a printable manual and set height myself,(to guess a bit aswell) but thats not possible now is it?
I m sure the answer is out there but I have really been looking..:yep:
Regards
Thomas

cgjimeneza
06-01-09, 07:29 PM
if you dont play in the paficic I should suggest a clean install and then Op Monsun.

no need to keep space with RFB if you are a Kaleun.

makes room for the Trans-Atlantic Radio Mod :)

Highbury
06-01-09, 07:43 PM
I have only played OM by itself, I see in the first post there are instructions for installing it with TMO, RFB etc.. what does having these mods installed as well add to the Atlantic campaign?

lurker_hlb3
06-01-09, 08:09 PM
I have only played OM by itself, I see in the first post there are instructions for installing it with TMO, RFB etc.. what does having these mods installed as well add to the Atlantic campaign?

Those install instructions are for people who wish to play both PTO and ATO nothing more.

Highbury
06-01-09, 09:49 PM
That's what I thought, thanks!

Husksubsky
06-02-09, 08:04 PM
that clears it for me too ..thx both:)

OrangeYoshi
06-03-09, 02:41 PM
Hello.

I want to thank you Lurker on all of your hard work that you have put into this mod. I always turn to this when I want some U-Boat action.

demowhc
06-04-09, 04:41 AM
After I loaded a saved game while at sea I noticed there is no damage on ships when hit with a torpedo.. The ship will slow down and tilt to one side like it has been hit but there are no holes in the hull etc.. I dont know if this is to do with the mod or just because I loaded a save game at sea and it's a bug with the game.. any ideas?

AVGWarhawk
06-04-09, 08:32 AM
After I loaded a saved game while at sea I noticed there is no damage on ships when hit with a torpedo.. The ship will slow down and tilt to one side like it has been hit but there are no holes in the hull etc.. I dont know if this is to do with the mod or just because I loaded a save game at sea and it's a bug with the game.. any ideas?


That is a game bug and not a OM issue. Normally the vessel, sub or both will return to damaged state upon a saved reload but the actual damage textures will not be present.

Arcus2009
06-04-09, 03:43 PM
Hi all, it is the 1st November 1941 and i am back with my II D from raid. But i cant dock in Kiel (Homeport). Only refuel and postpone is activ. Cant use End Patrol. Kiel has the icon with the rope, so i dont know what happens.... Greetings George

lurker_hlb3
06-04-09, 05:14 PM
Hi all, it is the 1st November 1941 and i am back with my II D from raid. But i cant dock in Kiel (Homeport). Only refuel and postpone is activ. Cant use End Patrol. Kiel has the icon with the rope, so i dont know what happens.... Greetings George

Look for the "tilted" anchor, if your part of the 1st Flotilla, your new home port is Brest, if your part of the 3rd Flotilla, your home port is La Pallice.

A message was transmitted on June 16th 1941 telling to shift homeport if you are part of the 1st Flotilla. If your part of the 3rd, the message went out on 1 Oct 1941

lurker_hlb3
06-05-09, 08:18 PM
A new version of OM Plot is up.

The main change is the addition of FLB Sale U999 “Torpedo Dials for Attack Peri & UZO for German Boats”


http://www.subsim.com/radioroom/showpost.php?p=854208&postcount=1


along with the removal of the Sub Marker when boat is submerge.


Download Link


http://www.subsim.com/radioroom/downloads.php?do=file&id=1154

Highbury
06-05-09, 11:00 PM
Thanks for the update and continued work.

Very big job bringing this all over from SH3 alone let alone the full game's worth of content you have had to virtually re-write. It is much appreciated.

0167
06-08-09, 07:02 PM
got the mod downloaded and into GME whatever it's called and uploaded it into SH4 1.5 UBM vanilla with nothing on it. whenever i try to start SH4, the blasted thing CTD's and i'm stuck scratching my head. help me?

lurker_hlb3
06-08-09, 07:46 PM
got the mod downloaded and into GME whatever it's called and uploaded it into SH4 1.5 UBM vanilla with nothing on it. whenever i try to start SH4, the blasted thing CTD's and i'm stuck scratching my head. help me?

Make sure you real this "carefully" and try again

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

0167
06-08-09, 09:31 PM
did that bit, still crashes to desk top. even pasted it directly into the main game folders (yes, i'm THAT hardcore at times) and still crashes to desktop!

lurker_hlb3
06-08-09, 10:05 PM
Would recommend that you provide "step by step" procedures that use to install your mods.

lurker_hlb3
06-08-09, 10:08 PM
did that bit, still crashes to desk top. even pasted it directly into the main game folders (yes, i'm THAT hardcore at times) and still crashes to desktop!


Base on this statement I would recommend a "clean install" then I would recommend that you provide "step by step" procedures that use to install your mods.

0167
06-08-09, 10:36 PM
1) downloaded it
2) unziped it
3) fired up JSGME
4) went to "tasks" and imported the mod
5) activated the mod by pressing the little arrows in the middle
6) closed down JSGME
7) fired up SH4 + 1.5 UBM
8) enjoyed the opening credits
9) watched progress bar go up to circa 75% loading done
10) crashes to desktop with standard warning note (the problem promt message thingy)
11) cancled that prompt
12) fired up JSGME
13) read the readme's (about 7 times)
14) returned to JSGME
15) disabled all mods (including OM)
16) re-activated OM
17) closed down JSGME
18) fired up SH4+1.5 UBM
19) (see steps 8-11)
20) fired up again via disc
21) (see step 19)
22) launched JSGME
23) disabled OM
24) copied and pasted mod folders into main game dictionary
25) fired up SH4+1.5 UBM
26) (see step 19 or 21)
27) uninstalling SH4+ 1.5 UBM
28) re-installing SH4+1.5 UBM
29) waiting for it to be done
30) reinstall JSGME
31) reinstall mods (steps 2-6)
32) fired up SH4+1.5 UBM
33) thing shows movies then quits
34) open up JSGME
35) re-activate all deactivated mods
36) works fine without monsun :(

MODS:
Fall of the Rising Sun (with carrier upgrade)
Silent Fire 1.5.2
100meter nuclear torpedo and deck gun rounds
Spax's german crew voices

as detailed as i can get it....

Highbury
06-09-09, 12:56 AM
10) crashes to desktop with standard warning note (the problem promt message thingy)
11) cancled that prompt

as detailed as i can get it....

Not really as detailed as you can get.. the "standard warning note" is telling you the conflict, it is maybe kinda important in seeing what is going wrong. Not the greatest point in your post to skim over the details.

Also, FOTRS is not listed as one of the install options with OM so right there you are probably having conflicts. I am not sure of the effect of the Torpedo and Silent Fire mods you are using. You also did not mention the order you are installing the mods. Are they in the order you list there? Did OM go before or after that?

I suggest dumping all the mods, put in ONLY OpMonsun and latest patches. Spax's voices is ok too. Then run it and see if it works. Then you can add other stuff and see if it conflicts.

demowhc
06-09-09, 01:24 AM
1) downloaded it
2) unziped it
3) fired up JSGME
4) went to "tasks" and imported the mod
5) activated the mod by pressing the little arrows in the middle
6) closed down JSGME
7) fired up SH4 + 1.5 UBM
8) enjoyed the opening credits
9) watched progress bar go up to circa 75% loading done
10) crashes to desktop with standard warning note (the problem promt message thingy)
11) cancled that prompt
12) fired up JSGME
13) read the readme's (about 7 times)
14) returned to JSGME
15) disabled all mods (including OM)
16) re-activated OM
17) closed down JSGME
18) fired up SH4+1.5 UBM
19) (see steps 8-11)
20) fired up again via disc
21) (see step 19)
22) launched JSGME
23) disabled OM
24) copied and pasted mod folders into main game dictionary
25) fired up SH4+1.5 UBM
26) (see step 19 or 21)
27) uninstalling SH4+ 1.5 UBM
28) re-installing SH4+1.5 UBM
29) waiting for it to be done
30) reinstall JSGME
31) reinstall mods (steps 2-6)
32) fired up SH4+1.5 UBM
33) thing shows movies then quits
34) open up JSGME
35) re-activate all deactivated mods
36) works fine without monsun :(

MODS:
Fall of the Rising Sun (with carrier upgrade)
Silent Fire 1.5.2
100meter nuclear torpedo and deck gun rounds
Spax's german crew voices

as detailed as i can get it....

I also had this problem, turns out I had to delete a omv600 entry from a activated mods list.txt and JSGML.ini located in the mods folder.

0167
06-09-09, 12:31 PM
I also had this problem, turns out I had to delete a omv600 entry from a activated mods list.txt and JSGML.ini located in the mods folder.
well this is my first time installing OM, so i don't think OMversion 6.0 would have anything to do with it.....i assume

lurker_hlb3
06-09-09, 05:30 PM
Recommend you download OM again in case that the one you got was "corrupted". Do a clean install of SH4 and try again.

Highbury
06-10-09, 03:54 PM
On the Type VIIB I am getting textures that look like they are from the Deck texture applying to the Conning Tower and Periscope of the boat.

http://img36.imageshack.us/img36/9843/viib.jpg

On the conning tower the issue only seemed to be on the PORT side, just on that one "rib" and only facing forward.

The periscope is what you see.

This isn't a complaint, just a player's bug report to help the mod improve.

Husksubsky
06-11-09, 07:36 AM
Okay. Thanks for the reply.

Is there any word on being able to get this fixed or perhaps a workaround of some kind in a future version? The mod is great but for this one major annoyance. :wah:

Are you doing manual TDC? if so it s for me personally easier without the lock once I got used to it.I only use it to id it for range meassure.
(well I must add I never used notepad for determing speed and direction so I always had to enter attackplot anyways before firing and that quick shifting made it tough but, easier now that I set it all manually)

there are loads of different tactics I know, but after determing speed and course of enemy, I can set the aob for any shootangle I like in attackplot. I do range just before I go to attackplot to set the final data. I wait (not too long in advance cause of detection risk) with the periscope in attackdirection and know that when the bow comes in center I have 10-15 secs to get a good midshipfire.(time depending on speed ofc and usually I check it approxly in advance)If I can do another salvo 10-15 or20 degrees later too. The new aob will follow the new shootdirection(not sure of the name)if he maintain course.

usually only me myself understand what I write, but I hope you get something out of it. I think its more fun to turn the knobs "myself" :)

Saturnalia
06-11-09, 09:56 PM
Is it possible to receive a transfer (and a new type IXD2) from a 'normal' flotilla to the operation monsoon flotilla? As starting out quite a bit short of crew is a bit of a downer.

OrangeYoshi
06-12-09, 05:12 PM
Is it possible to receive a transfer (and a new type IXD2) from a 'normal' flotilla to the operation monsoon flotilla? As starting out quite a bit short of crew is a bit of a downer.

When you transfer flotillas, you keep whatever boat you had in the old flotilla.

AFAIK you can transfer to one of the Ops Monsoon flotillas before the trip to the Orient and you can make the trip yourself. I've never done it myself though.

<Jason>
06-15-09, 11:13 AM
Hey, thanks for this mod. Im new to subsim so i have a question. forgive for reading through 69 pages to find it :D

i am running trigger maru and the das boot german sh4 mod. if i install OM after these (and then the patch 1) and start a new game in port, i shouldnt have problems right? thanks :ahoy:

lurker_hlb3
06-15-09, 06:48 PM
Hey, thanks for this mod. Im new to subsim so i have a question. forgive for reading through 69 pages to find it :D

i am running trigger maru and the das boot german sh4 mod. if i install OM after these (and then the patch 1) and start a new game in port, i shouldnt have problems right? thanks :ahoy:

Should be no problem

<Jason>
06-15-09, 06:57 PM
thanks for the reply lurker. been playing this mod today. i really like it. it seems to work fine with TMO and DBSM. :yeah:

now i just need to figure out manual targeting with the U boats!

BadKarma1001
06-17-09, 03:27 PM
Okay i have a (maybe) dumb question, but can i use snorkels im OM?
I cant find a shortcut for snorkeldepth and deployment of the snorkel?
Maybe someone can piont me in the right direction!

DarkFish
06-17-09, 03:30 PM
Okay i have a (maybe) dumb question, but can i use snorkels im OM?
I cant find a shortcut for snorkeldepth and deployment of the snorkel?
Maybe someone can piont me in the right direction!from the first post in this thread:
7.There are certain files I don't change because of mod compatibility. One of those files is command.cfg which controls the snorkel. You can make the following changes in the command.cfg to toggle the snorkel

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

BadKarma1001
06-18-09, 12:50 AM
from the first post in this thread:

Ups didn´t see that!
Worked thx!

Sailor Steve
06-18-09, 10:51 AM
Something has been confusing me for awhile now. Every time I start a new career my officers and men all seem to be the highest rank available. The officers are all Kapitanleutnants, the POs are all Oberfeldwebels and the men are mostly matrosenobergefreiters. I get a few matrosenhauptgefrieters, but no other ranks.

It only seems to happen when I use OM, but I'm experienced enough to know that may not be the problem, especially since no one else has reported it.

Does anyone have any idea what would cause this? Or, better yet, can someone just tell me where the file is that controls the starting crew ranks?

seaplate hitman
06-18-09, 11:05 PM
dear sir ,i would like to know the passenger liner's way of England . as Queen Mary and Elizabeth .so i am urgently looking for your help

Highbury
06-19-09, 01:40 AM
With OM was an "Intel" folder, that will show you most of the traffic lanes. You will find them out there. If you just want to know exactly where they are and not hunt them, make a custom mission.

cgjimeneza
06-19-09, 07:09 AM
dear sir ,i would like to know the passenger liner's way of England . as Queen Mary and Elizabeth .so i am urgently looking for your help

Interesting... maybe Lurker recreated the fast heavily escorted troop convoys of the war...

if you happen to find one, post the posit/date!!!!

that would be interesting

DarkFish
06-19-09, 09:11 AM
I did come across one a few months ago. It had one or 2 huge liners escorted by a BB and some CLs and DDs, heading west. I chose to sink the BB 'cause it was worth more tons :O: My 1st salvo did slow it down (to about 1 kt) but didn't sink it. Luckily all the DDs and CLs went after the liner (still doing 25 kts or so) and didn't stay with the BB, so I could easily sink him in a followup-attack without any DDs patrolling the area.
I think it was late 41/early 42, and it was south of Ireland.

0167
06-27-09, 02:53 AM
hmm....sorry to say this gents, but i think my copy of SH4 is addicted to FOTRS. guess i'll have to miss out :( did a clean install btw, didn't work without the FOTRS.

lurker_hlb3
06-27-09, 12:31 PM
OM V705 to V710 Upgrade

For “OM V705 to V710 Upgrade” there have been additional changes and additions to the campaign layers that began in OM V700/V705. These additional upgrades and changes encompass major naval operations by the Royal Navy in Norway during Operation Weserübung and the English Channel during Operation Dynamo.


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


Credit:



HanSolo78

- 3d Model of Type VII / IX snorkel from WAC 4.0



Iambecomelife

-M36B CAM Merchant


JREX53

- Ship’s Acceleration Physics


Rubini

- Upgrade to the 3Inch Rockets and Uboat RWR detection probability

Vickers003

- Sonar Target Fix



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


Detail Changes (OM V710 only)

Air

Added 3Inch Rockets to Swordfish and Wellington (OM v710)


Campaign

More changes to the campaign layer to support changes in OMv710


Library


Changes to support Uboat RWR detection probability (OM v710)

Reworked 3Inch Rockets (OM v710)


Roster

Various changes to support OMv705 and OMv710

Sea

Added “Ruler” class CVE (OM v710)
Added “CAM” Merchant (OM v710)
Added RN “C” Class AA Cruisers (OM v710)
Added RN “D” Class Cruiser (OM v710)
Changed the V&W class DD into to 3 distinct sub-class that were operational during the Battle of the Atlantic: V&W Class Destroyer (Short range escort), V&W Class Destroyer (Long range escort) and V&W Class Destroyer (Fast Escort) (OM v710)
Added “Ship’s Acceleration Physics” for Escorts / Merchants only (OM v710)



Submarines

Removed Umark from all subs (OM v710)
Added improved 3d model snorkel for the Type VII / IX Uboats (OM v710)





See first post for download links

captgeo
06-29-09, 05:53 AM
can this patch be added to Op Monsun with RFB and RSRD allready installed.

lurker_hlb3
06-29-09, 06:41 AM
can this patch be added to Op Monsun with RFB and RSRD allready installed.


yes

0167
06-29-09, 06:30 PM
OM somehow is now working on my rig. it's like SHIII on SHIV....ish. i miss my cheat mods already :wah: :wah: :wah:

xristoskaiti
06-30-09, 02:26 PM
I a lot thank for your work :)

FritzRommel
07-01-09, 02:39 PM
this mod doesnt override any orginal files correct? it justs added a German Career?

lurker_hlb3
07-01-09, 04:54 PM
this mod doesnt override any orginal files correct? it justs added a German Career?

It overwrites various "original" files to support the German side of SH4

FritzRommel
07-01-09, 11:22 PM
like what? does it mess with anything on the American side of the game?

lurker_hlb3
07-02-09, 12:03 AM
like what? does it mess with anything on the American side of the game?

No it does not

abclkhan
07-04-09, 06:54 AM
Lurker,

I am getting bold decoys when starting a campaign in 1941... and that´s too early.
Awesome mod anyway:up:

lurker_hlb3
07-04-09, 09:53 AM
Lurker,

I am getting bold decoys when starting a campaign in 1941... and that´s too early.
Awesome mod anyway:up:

What version of OM ?
What other mods do you have installed and in what order ?
What Uboat are you using ?


FYI I had fixed that problems in OMv705

Doolittle81
07-05-09, 01:41 PM
I've been away for a while, need to catch up. I have "OpsMonsun_V705" installed, plus "OMv705_Patch1".
Am I correct that I should first delete patch "OMv705_Patch1", then install "OMv705_to_V710" ??

OR
should I just install the "OMv705_to_V710" upgrade file(s) after/on top of Patch1 ??

Thanks

lurker_hlb3
07-05-09, 02:13 PM
I've been away for a while, need to catch up. I have "OpsMonsun_V705" installed, plus "OMv705_Patch1".
Am I correct that I should first delete patch "OMv705_Patch1", then install "OMv705_to_V710" ??

OR
should I just install the "OMv705_to_V710" upgrade file(s) after/on top of Patch1 ??

Thanks


Am I correct that I should first delete patch "OMv705_Patch1", then install "OMv705_to_V710"

Yes

kurfürst
07-08-09, 10:30 AM
Hi Lurker,

I especially like your single player RUM in OPM, they are great because they are historically correct. Unfortunately, I don´t have the skill to write missions by my own, so I would like to propose two missions to You which might be interesting to add in a further version of OPM.
Both had been carried out by the end of 1944 in Canadian waters, close to Halifax. The first was by U-1232, Kapt. z. See Kurt Dobratz. He sank 5 ships during that patrol. The second was undertaken by U-806, Kptl. Klaus Hornbostel. He sank one warship and destroyed a merchant. If these missions sound interesting to you, I could provide you with all the necessary historical data.

All the best, Kurfürst

Paul Roberts
07-08-09, 01:00 PM
Here's a question I've had for a long time, but am just now getting around to asking: Do other mods do anything for Operation Monsun?

That is, if I just want to play Germans for a few weeks, is there any reason to have (say) RFB or RSRDC installed at all? Do those mods add anything to SH4 (such as improved damage models, detection, or other realism changes) that would not be present in an installation of OM over stock SH4?

Thanks for any answers.

DarkFish
07-08-09, 01:23 PM
RFB and TMO do make gameplay and realism enhancements. Look in their threads to see what exactly they change/add. RSRDC is just a US campaign so AFAIK it doesn't make any changes to the German side of the game (correct me if I'm wrong, lurker)

Paul Roberts
07-08-09, 02:07 PM
RFB and TMO do make gameplay and realism enhancements. Look in their threads to see what exactly they change/add. RSRDC is just a US campaign so AFAIK it doesn't make any changes to the German side of the game (correct me if I'm wrong, lurker)

Thanks for the answer. I've studied those mods, and (from what I can tell) the changes and enhancements in those mods add a great deal to the game from the US side. On the other hand, I know that OM's creator is dedicated to realism, and that (for instance) OM already contains mods to ship damage and other "realism" factors.

So my question is, when it comes to *playing Germans only*, is there anything OM lacks that other mods provide? I want to know what I will miss if I load up OM only instead of (say) OM on top of RFB.

Sledgehammer427
07-08-09, 03:18 PM
I used MultiSH4 and Created 2 Seperate installs for SH4, BEcause I'm using the german speech fix that takes an eternity to enable in jsgme.

Both installs use RFB and RSRDC.

I have a 500 GB External Drive, so its really no big deal :D

lurker_hlb3
07-08-09, 05:02 PM
Hi Lurker,

I especially like your single player RUM in OPM, they are great because they are historically correct. Unfortunately, I don´t have the skill to write missions by my own, so I would like to propose two missions to You which might be interesting to add in a further version of OPM.
Both had been carried out by the end of 1944 in Canadian waters, close to Halifax. The first was by U-1232, Kapt. z. See Kurt Dobratz. He sank 5 ships during that patrol. The second was undertaken by U-806, Kptl. Klaus Hornbostel. He sank one warship and destroyed a merchant. If these missions sound interesting to you, I could provide you with all the necessary historical data.

All the best, Kurfürst


I will look into and see what I can do

Lurker

lurker_hlb3
07-08-09, 05:05 PM
Here's a question I've had for a long time, but am just now getting around to asking: Do other mods do anything for Operation Monsun?

That is, if I just want to play Germans for a few weeks, is there any reason to have (say) RFB or RSRDC installed at all? Do those mods add anything to SH4 (such as improved damage models, detection, or other realism changes) that would not be present in an installation of OM over stock SH4?

Thanks for any answers.

If your going to play just the ATO side, then OM is all that is required.

kurfürst
07-08-09, 11:38 PM
Hello Lurker, you can find the details to the operation of U-806 here: http://www.filefront.com/14000367/McLean%2520-%2520The%2520Loss%2520of%2520HMCS%2520Clayoquot%5B 1%5D.pdf and U-1232 here: http://www.filefront.com/14000373/tnm_3_4_19-35.pdf Best Regards, Kurfürst

lurker_hlb3
07-09-09, 06:49 PM
Hello Lurker, you can find the details to the operation of U-806 here: http://www.filefront.com/14000367/McLean%2520-%2520The%2520Loss%2520of%2520HMCS%2520Clayoquot%5B 1%5D.pdf and U-1232 here: http://www.filefront.com/14000373/tnm_3_4_19-35.pdf Best Regards, Kurfürst

Got the pdf files and will start working on them as time permits

Carotio
07-12-09, 09:54 AM
705/710 now available in SHMF (http://www.silenthuntermods.com/forum/index.php?topic=109.0) too :03:

PL_Andrev
07-12-09, 03:55 PM
I found on support "OM v400 Uboat Damage Model readme.doc" some like it:

When attacked on the surface, the players submarine will sink when damage beyond a certain point.

When submarine is sinking “blowing ballast” may not in some cases cause the submarine to surface.When I tested it in multigame mode, my submarine does not sink when the player kills. That is correct?

Installed: TMO163 + OM705 + OM710

lurker_hlb3
07-13-09, 10:45 PM
I found on support "OM v400 Uboat Damage Model readme.doc" some like it:

When I tested it in multigame mode, my submarine does not sink when the player kills. That is correct?

Installed: TMO163 + OM705 + OM710



I have never played in "multigame" mode, nor have I ever designed OM or RSRDC with "multigame" mode in mind

PL_Andrev
07-14-09, 02:36 PM
100% REAL:
* 37 ships in convoy in November 1939... ok
* 50% of all hitting torpedos (80% of all hits to the target) are dud... ok
* American ships in this convoy... ok
but Free France???
In many sources, Free French describes any French individual or unit that fought against Axis forces after the June 1940 armistice...

http://img29.imageshack.us/img29/4791/convoy.jpg (http://img29.imageshack.us/img29/4791/convoy.jpg)

lurker_hlb3
07-14-09, 06:24 PM
* American ships in this convoy... ok
but Free France???
In many sources, Free French describes any French individual or unit that fought against Axis forces after the June 1940 armistice...


Unable to recreate your problem.

Code review of all campaign files for the latest version of OM ( V705/710) and do not show any "Free French " merchant units being used in convoys in 1939.

Require the following info to proceed with trouble shooting your problem:

Current version of OM
Location of Convoy
Other mod that may be installed and in what order.

PL_Andrev
07-15-09, 12:03 AM
Require the following info to proceed with trouble shooting your problem:

Current version of OM
Location of Convoy
Other mod that may be installed and in what order.

OM ver.: 705/710
Location: AM4631 (NW from Ireland)
Other mod: TMO 162/163 (Free French units are not available in these versions of TMO)

lurker_hlb3
07-15-09, 06:51 AM
OM ver.: 705/710
Location: AM4631 (NW from Ireland)
Other mod: TMO 162/163 (Free French units are not available in these versions of TMO)

Thank you for your report, bug detected, and will be corrected in the next release of OM

lurker_hlb3
07-15-09, 08:08 PM
Operation Monsun V711 short readme


Credit:



rowi58

-Mine Sweeping Gear


Campaign

Changes to the Lant_Convoy41 file to fix incorrect shipping assigned to convoys during 1939/1940/1941 (OM V711)

Cfg

Addition Changes to Sim.cfg to provide more “historical correct” detection capability (OM V711)


Sea

Added Bangor class minesweeper (OM v711)
Changes to the “Ship’s Acceleration Physics” for Escorts / Merchants only (OM v711)


Single Missions

Added “RUM 441224 U806” (OM V711)
Added “RUM 450114 U1232” (OM V711)

The two missions add in OM V711 represent for lack of a better term “The Battle for the Halifax Approaches”. During late Dec 1944 / Jan 1945 two Type IX/C40 uboats conducted a “Inshore U-boat Campaign” against convoys off of the Halifax Approaches. Go to the OM_Readme file directory and read bx141.pdf / HMCS_Clayoquot.pdf for detailed accounts of these operations


Submarines

Changes the default weapons loadout of the Type IX/C40 (OM v711)


go to first post for download link

lurker_hlb3
07-16-09, 04:44 PM
For people who have downloaded OM_v705_to_v711, please download again. A hot fix has been added that corrects a problem with "radar" detections by RN escorts.

PL_Andrev
07-18-09, 03:28 PM
Hi, that my already :) sorry...

Look, I'm playing second (third?) patrol at 1940, and I have torpedoes icons on periscope view... It is very strange because (for me) it looks as mark for missed/dud torpedoes. But where is a problem:
At this patrol, I shot (and hit) only 3 torpedoes (on the screenshot is "torpedo impact" for 3rd torp. at currecnt patrol). Why these icons of missed/dud torpedoes from last patrols are shown on the periscope view?
That is correct?
______________
Use MODs: TMO163 + OM711 + SPAX Sound fix

http://img197.imageshack.us/img197/3298/torpedos.jpg

lurker_hlb3
07-18-09, 04:56 PM
Why these icons of missed/dud torpedoes from last patrols are shown on the periscope view?



OM does not make any changes that is causing this issue

kurfürst
07-20-09, 08:30 AM
http://i291.photobucket.com/albums/ll310/arnd278/neu-2.jpg

Hi Lurker,

U-1232 and the crew of Kapitän zur See Dobratz would like to thank you for your latest version of OP Monsun and the RUM of U-1232 and 806.

Excellent work! :yeah:

Kurfürst

TDK1044
07-20-09, 08:31 AM
Using:

TMO 170
German voices mod
OM V705
OM_v705_to_v711
Real clothes mod

Everything working perfectly! :DL

Sailor Steve
07-20-09, 11:21 AM
WOOHOO! Loaded 711, had a crash. Unloaded everything. Reloaded 705, then 711, then reinstalled all the little mods I had afterward. Works like a charm! And, best of all, my officers are no longer Kaleuns, but LzS.

Thanks Lurker!:rock:

cgjimeneza
07-20-09, 01:16 PM
Using:

TMO 170
German voices mod
OM V705
OM_v705_to_v711
Real clothes mod

Everything working perfectly! :DL

Use your setup in mine, with a little difference
have you added the different smoke mod for TMO 1.70... TRY IT!!!

othr
07-21-09, 02:12 AM
Great work, thanks for this wonderful mod.

I'm having issues with target not being visible when they're in clear view, few meters away in fact. There also seems to be an issue with locking your periscope onto a target. That pretty much makes the game unplayable.

Do you perhaps have a few hints on how to back out the NYGM sensor changes? Or have a version of your mod without the NYGM mod? I really would like to play the game with your mod but the sensor stuff just pretty much breaks it for me.

Is there a version of this NYGM sensor mod that does not break the game? If so where could I download a version of it?

Thanks in advance.


EDIT:

I'm using OM705, OM705_to_711

lurker_hlb3
07-21-09, 06:51 AM
That pretty much makes the game unplayable.


If I though that the current settings for visual detection by the Uboat made the system unplayable, I would have changed it a long time ago.

When ever possible attempt to engage the target from the North side.

othr
07-21-09, 08:32 AM
I said it's unplayable for me, it very well may be playable for many others.

Yes, I can engage the target from the north side. But that is not the only issue I'm having, disappearing lock because a wave washes over the periscope (every 2-3s), ships clearly visible and yet unable to lock onto them, destroyers engaging me when they are visible to me but the crew fails to report a visual contact. I can make the issue where I'm forced to attack from the north side go away by tweaking some of the files, I just don't know if I'm not breaking something else in the process. I'd like to enjoy your mod but still have the option of applying stuff like AI/submarine sensor mod when/if, well, they work properly. I'm not an expert modder but I can do some of the work if I can get you to give me some direction on what needs to be modified etc.

There is another issue I wanted to bring to your attention, IIB missions to patrol the Thames Estuary. The maximum depth in the area varies between 20-30m, aircraft is very common in the area and will bomb you when your keel pretty much touches the bottom, roughly every 10-15 minutes. Very, very dangerous patrols there.

Thanks in advance

rsvette12
07-21-09, 08:51 PM
Hi Guys quick question can I load this along side Atlantic Pacific created by w_clear, oh also running 1.5 would that be ok (uboat missions) thank you. ;)

Regards, Rich

lurker_hlb3
07-21-09, 10:29 PM
Hi Guys quick question can I load this along side Atlantic Pacific created by w_clear, oh also running 1.5 would that be ok (uboat missions) thank you. ;)

Regards, Rich

OM is not compatible with "Atlantic Pacific mod"

rsvette12
07-21-09, 11:00 PM
Thank you any mega mods that are ? appreciate it. :up:

Rich

lurker_hlb3
07-21-09, 11:03 PM
Thank you any mega mods that are ? appreciate it. :up:

Rich

No -

rsvette12
07-21-09, 11:06 PM
you are quick thank you, in your opinion which is the best mega mod.

Regards, Rich

Kodiak
07-23-09, 09:04 PM
Do I install this over OMv705_to_V710 or do I need to rollback to OMv705 first?

PL_Andrev
07-24-09, 11:35 AM
Do I install this over OMv705_to_V710 or do I need to rollback to OMv705 first?

OMv705 first, other are "add-ons"

Kodiak
07-24-09, 11:41 AM
Well I already have OM705, but it's patched to OM710.

I guess my question was whether I install the 711 patch over the 710 patch, or if I need to uninstall the 710 patch first.

Do I want my installation to look like:
OM705
OM705-710
OM705-711

or:
OM705
OM705-711

kurfürst
07-24-09, 11:53 AM
Hi Kodiak,

I installed OM 711 over OM 705, and everything works fine.

Gute Jagd, Kurfürst

Highbury
07-24-09, 01:40 PM
From the first post:

Install with JSGME in the following order for Stock:

OM V705
OMv705_to_V711

:up:

The naming is the key:
OMv705_to_v711

that says is goes from 705 to 711 in one step, if you needed 710 the latest patch would be named OMv710_to_v711. Lurker made it pretty self explanitory in that way.

lurker_hlb3
07-24-09, 10:38 PM
SPECIAL NOTE:


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

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

What does this mean to the user?

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

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

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

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

othr
07-25-09, 02:10 AM
Hi lurker,

I discovered an issue with OM711. Aug. 16, 1942 is when the the 11th Flotilla (Forward) switches the base of operations from Kirkenes to Hammerfest. The problem I noticed is that while the Kirkenes base disappears (no more anchor) Hammerfest doesn't appear for months and you can't dock anywhere.


Please let me know if you need more information.

Carotio
07-25-09, 02:15 PM
OM711, hotfix and OMEGU now also available in
OM part of SHMF (http://www.silenthuntermods.com/forum/index.php?board=32.0)

lurker_hlb3
07-26-09, 09:38 AM
There appears to be a CTD issue with OMv711

http://www.subsim.com/radioroom/showpost.php?p=1140358&postcount=17

Therefore I wasn't planning to release a new version of OM this early, but I take CTD's "very seriously". Also in this version is the OM v711 hotfix along with the "Visual Dead Zone fix". Here is the "short readme"

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

OM v712 short readme



Detail Changes (OM V712 only)


Campaign

Revised Messages on homeport changes for 11th Flotilla (Forward) (OMv712)

Cfg

Added Changes to Sensors.cfg to remove the “Visual Detection Dead Zones” (OM v712)

Sea

Removes .dsd files that were added with “Ship’s Acceleration Physics” as they were causing SH4 to CTD (OMv712)


Single Missions

Corrections for RUM 430440 U515 and RUM 450504 U2511 (OMv712)

UPCDataGE

Changes to correct homeport assignments for 11th Flotilla (Forward) (OMv712)



Download link in the first post

rsvette12
07-26-09, 04:31 PM
Hi this is an awesome piece of work one question, can I use the Real Environment mod with this package or do you believe your graphic enhancment is not much different or better, thanks for the hard work Sir. :up:

lurker_hlb3
07-26-09, 04:48 PM
Hi this is an awesome piece of work one question, can I use the Real Environment mod with this package or do you believe your graphic enhancment is not much different or better, thanks for the hard work Sir. :up:


Use this, it has Real Environment already built into it.

http://www.subsim.com/radioroom/showthread.php?t=154136

rsvette12
07-26-09, 06:10 PM
Thanks buddy I all ready did that great job, thank you. :up:

Regards, Rich

rsvette12
07-26-09, 06:25 PM
Sorry one more question could someone tell me which missions have a very stormy night type of scenerio, thank you. :DL

Regards, Rich

captgeo
07-26-09, 08:57 PM
Great job there Lurker on keeping this MOD current:salute::yeah:

Captain Birdseye
07-27-09, 06:10 AM
Hi everyone, I installed 705 over stock and upgraded to 712(?) However, when the loading bar gets to about 90% I get messages that various sounds and GUI things are missing. Do I still need to download something for stock SHIV?

lurker_hlb3
07-27-09, 06:51 AM
Hi everyone, I installed 705 over stock and upgraded to 712(?) However, when the loading bar gets to about 90% I get messages that various sounds and GUI things are missing. Do I still need to download something for stock SHIV?

Do you have the v1.5 Uboat add on installed ?

Akula4745
07-27-09, 08:07 AM
Can someone help me understand what benefit is gained from combining TMO or RSRDC with Operation Monsoon? Does combining TMO or RSRDC contribute to the Atlantic Theater Operations in some way? My original understanding was that OM is a stand alone mod...

Thanks in advance.

Wilcke
07-27-09, 09:48 AM
OM stands alone or it can be layered over RFB and TMO. Its in the documentation. I prefer to run it standalone in its own install, but thats just me.

Captain Birdseye
07-27-09, 11:53 AM
Do you have the v1.5 Uboat add on installed ?
Certainly do :cry:

kstanb
07-27-09, 03:39 PM
Hi again, I have 2 small questions:

1) I would like to know what are the aprox. thresholds to get medals and aprox time to get a new boat

I started a campaign in 1939, with a type II boat.
I made 4 war patrols, in all I fullfill the grid area objective; my average was aprox 4K to 8K tons sunk, between 1 and 3 ships per patrol, which is good considering that type IIs have only 5 torps... and I am not re-loading when I miss or have duds

I really want to be in a type VII by the time Operation Weserubung starts

2) Are there short video explanations of what is happening in the war? Like in the US campaign?... and btw, just a question, I am not complaining if not... I mean am very happy to have a full atlantic campaign

thanks

TDK1044
07-29-09, 06:05 AM
Can someone help me understand what benefit is gained from combining TMO or RSRDC with Operation Monsoon? Does combining TMO or RSRDC contribute to the Atlantic Theater Operations in some way? My original understanding was that OM is a stand alone mod...

Thanks in advance.

TMO changes the keyboard layout closer to the way it was with SHIII. Also, Ducimus has tweaked the AI heavily in TMO so that the opponents you face are a lot tougher. There are other elements too, but I'd say those two are the major advantages of the mod.

cgjimeneza
07-29-09, 07:24 AM
The only benefit is disk space, Op ONLY affect the U boat scenarios, campaing and missions, has no effect on the IJN

TMO, RFB with or without RSRD only affect the pacific side of the world, so the only "good thing" would be to have a single SH4 install, at maybe 5 Gb....

given that todays HD are quite big, I have a separate install for the Pacific and one for the Atlantic, each with diff things and radio stations.


This is what my activated mod list is for playing Uboats:

Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Rel_SH4_Trans-Atlantic_Radio
Add_Radio_St_02-2008
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V705
SH4 Flag Replacement
SH4_1.5_ Uboat_freeCamFix
OMv705_to_V712
OMEGU_v100
OM_Arct_Env
Slightly Subnuclear U-Boat G7a Type I
OMEGU_v100_Patch1
Real Clothes V_2

Hope it helps

Can someone help me understand what benefit is gained from combining TMO or RSRDC with Operation Monsoon? Does combining TMO or RSRDC contribute to the Atlantic Theater Operations in some way? My original understanding was that OM is a stand alone mod...

Thanks in advance.

markdenny
07-29-09, 08:58 AM
Is it possible to have this new upgrade but not the new speech sounds etc i prefere the old ones that ive got if so how do i remove them so that ive got all the new bits but minus the speech anybody help:DL

Wilcke
07-29-09, 12:15 PM
Is it possible to have this new upgrade but not the new speech sounds etc i prefere the old ones that ive got if so how do i remove them so that ive got all the new bits but minus the speech anybody help:DL

You can compare the Sound folder content within OMEGU to your favorite Sound folder content and just mix and replace files to your taste. Just back up the files with an _org extension. Its quite easy to do and the results are excellent.

Or you can just delete the Sound folder from OMEGU prior to enabling with JSGME and just opt for SPAXs fix which is very popular.

lurker_hlb3
07-29-09, 04:50 PM
The only benefit is disk space, Op ONLY affect the U boat scenarios, campaing and missions, has no effect on the IJN

TMO, RFB with or without RSRD only affect the pacific side of the world, so the only "good thing" would be to have a single SH4 install, at maybe 5 Gb....

given that todays HD are quite big, I have a separate install for the Pacific and one for the Atlantic, each with diff things and radio stations.


This is what my activated mod list is for playing Uboats:

Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Rel_SH4_Trans-Atlantic_Radio
Add_Radio_St_02-2008
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V705
SH4 Flag Replacement
SH4_1.5_ Uboat_freeCamFix
OMv705_to_V712
OMEGU_v100
OM_Arct_Env
Slightly Subnuclear U-Boat G7a Type I
OMEGU_v100_Patch1
Real Clothes V_2

Hope it helps


FYI

Slightly Subnuclear U-Boat G7a Type I "Breaks" OM, I strongly recommend you remove it

see the following post

http://www.subsim.com/radioroom/showpost.php?p=1124965&postcount=8


Also there also other conflicts that I see, like Spaxs SH4 Uboat SPEECH FIX_V8 and SH4_1.5_ Uboat_freeCamFix are being overwriiten by OMEGU

Akula4745
07-29-09, 05:56 PM
The only benefit is disk space, Op ONLY affect the U boat scenarios, campaing and missions, has no effect on the IJN

TMO, RFB with or without RSRD only affect the pacific side of the world, so the only "good thing" would be to have a single SH4 install, at maybe 5 Gb....

given that todays HD are quite big, I have a separate install for the Pacific and one for the Atlantic, each with diff things and radio stations.


This is what my activated mod list is for playing Uboats:

Captain Midnights CBS NEWS Sound Mod
Captain Midnights MORE CBS NEWS! MOD v1,2
Rel_SH4_BBC_1939_to_1945
Rel_SH4_Trans-Atlantic_Radio
Add_Radio_St_02-2008
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V705
SH4 Flag Replacement
SH4_1.5_ Uboat_freeCamFix
OMv705_to_V712
OMEGU_v100
OM_Arct_Env
Slightly Subnuclear U-Boat G7a Type I
OMEGU_v100_Patch1
Real Clothes V_2

Hope it helps

Thanks for clearing it up, sir. So no benefit except saving space. I was not sure if TMO or RFB would have any effect on the ATO. No space issues for me - already have 4 installs. OM being one of them....

I had an issue with a torpedo mod in OM... it crippled my AA gun... had to dump the torp mod so I had air cover. :hmmm: Yer AA gun works ok?

I am curious tho, cgjimeneza - what is OM_Arct_Env?

cgjimeneza
07-29-09, 06:04 PM
Akula, I PM you about your last post

beware, as Lurker states, the subnuclear G7a breaks the damage model, hadnt had a CTD but its not realistic to really blow up a ship out of the water as this babies do.

Use at your own risk

Akula4745
07-30-09, 12:19 AM
Or you can just delete the Sound folder from OMEGU prior to enabling with JSGME and just opt for SPAXs fix which is very popular.

Thanks for this tip! I like the German crew voices better than English... it worked great.

Thanks again, cgjimeneza!!

nomadBLN
07-30-09, 06:01 PM
hy i have a question is it possible to make the bismarck or the other playable german surface ships in operation monsun playable???

lurker_hlb3
07-30-09, 09:26 PM
hy i have a question is it possible to make the bismarck or the other playable german surface ships in operation monsun playable???


I'm sorry but the answer is no at present

Rene
07-31-09, 04:25 AM
Is there a new modell of the viic or viic41 planed with more details?
someone has uploaded a new modell. i think it was one of the last massages in the VIIC41 thread.

nevertheless it is a great mod. keep it up!

lurker_hlb3
07-31-09, 06:06 PM
Is there a new modell of the viic or viic41 planed with more details?
someone has uploaded a new modell. i think it was one of the last massages in the VIIC41 thread.

nevertheless it is a great mod. keep it up!

No new models are planed

crisi
08-01-09, 01:59 AM
Sorry for this new post. But i will post a lot of bugs which i've found in OM 712 + OMEGU_V100_Patch1

1. Functionality bug in u-boat type IID, you canot drive forward with the boat, "Full ahead - 0 knots". Reproduced in "German Submarine school - Navigation Course".

2. Not a bug, but unbeautiful. Open Recognition manual "German - TYPE 1936A". You cannot see pictures of the ship.

3. The "Captain Class 1 frigate" has a black skin?

4. I'm not sure it's a problem by me, but i've started a new career in April 43. Mission description "Drive with u-boat to sector.....for 96h and then going to your new base in france". Well, Mission finished, no new orders received.
I've wondered, but on map i've seen my homebase is "Kiel". Ok i thought, try Kiel. "Kiel" arrived i couldn't end my mission.
After this one i've loaded a save game and tried all bases in france. Same like "Kiel".

5. Hydrophne GHG (Group Listening Apparatus) only available. What is with hydrophone "KDG" or late war "Balkongerät"?

6. Renown points for all upgrades "0". As designed?


However, OM it's a really great mod! Fantastic the reality between u-boat and planes (in 90% of cases you don't have a chance to fight against planes - Excellent), destroyers and so on. Additional with "OMEGU" you have a fantastic environment (Roll and Pitch mechanic of u-boat inside a storm it's fantastic...i think the best of all other supermods).

I'm looking forward there will comes new features and functionalities for OM.

lurker_hlb3
08-01-09, 08:37 AM
Sorry for this new post. But i will post a lot of bugs which i've found in OM 712 + OMEGU_V100_Patch1

1. Functionality bug in u-boat type IID, you canot drive forward with the boat, "Full ahead - 0 knots". Reproduced in "German Submarine school - Navigation Course".

2. Not a bug, but unbeautiful. Open Recognition manual "German - TYPE 1936A". You cannot see pictures of the ship.

3. The "Captain Class 1 frigate" has a black skin?

4. I'm not sure it's a problem by me, but i've started a new career in April 43. Mission description "Drive with u-boat to sector.....for 96h and then going to your new base in france". Well, Mission finished, no new orders received.
I've wondered, but on map i've seen my homebase is "Kiel". Ok i thought, try Kiel. "Kiel" arrived i couldn't end my mission.
After this one i've loaded a save game and tried all bases in france. Same like "Kiel".

5. Hydrophne GHG (Group Listening Apparatus) only available. What is with hydrophone "KDG" or late war "Balkongerät"?

6. Renown points for all upgrades "0". As designed?


However, OM it's a really great mod! Fantastic the reality between u-boat and planes (in 90% of cases you don't have a chance to fight against planes - Excellent), destroyers and so on. Additional with "OMEGU" you have a fantastic environment (Roll and Pitch mechanic of u-boat inside a storm it's fantastic...i think the best of all other supermods).

I'm looking forward there will comes new features and functionalities for OM.


1. Functionality bug in u-boat type IID, you canot drive forward with the boat, "Full ahead - 0 knots". Reproduced in "German Submarine school - Navigation Course".
Corrected, error was within OMEGU


2. Not a bug, but unbeautiful. Open Recognition manual "German - TYPE 1936A". You cannot see pictures of the ship.Creator of this unit did not provide a recognition manual picture. Currently on the very low priority fix list


3. The "Captain Class 1 frigate" has a black skin?Unable to recreate

4. I'm not sure it's a problem by me, but i've started a new career in April 43. Mission description "Drive with u-boat to sector.....for 96h and then going to your new base in france". Well, Mission finished, no new orders received.
I've wondered, but on map i've seen my homebase is "Kiel". Ok i thought, try Kiel. "Kiel" arrived i couldn't end my mission.
After this one i've loaded a save game and tried all bases in france. Same like "Kiel".Transfer data for that mission is 16 April 43 ( approximately ten days after mission start ) however the baseline transfer date is suppose to only 5 days. I did a code review and found there were some other like that . Created a "hotfix" do correct this issue

http://wwwnew.filefront.com/14174425/OM_V712_Hotfix1.rar


5. Hydrophne GHG (Group Listening Apparatus) only available. What is with hydrophone "KDG" or late war "Balkongerät"?This is "as designed", Type II/VII/IX get GHG and Type XXI/XXIII Balkongerät

6. Renown points for all upgrades "0". As designed?As designed

walsh2509
08-02-09, 05:01 PM
I should have posted in here , but did it in th gen-forum.


Anyhoo, I was making my way back from a patrol off Lisbon, I got near the south coast of Ireland (11th Jan 1940) when I noticed that the Red ports of France were now Black (or Dark Blue). I took a closer look along the south coast of England and saw that some of the port there were now Black too orther where the same Red ports.

The other one I noticed, while Dublin was Black, Belfast which should have been Red was now Black too.


My game .. 1.5 with 705 installed and 712 added, clean install never had another Mod installed in the game before.

A few Q on 712

1. How fast should merchants turn ? stock game they were turning through the likes of 150,151,152,153 about 1pt every second, but not much slower in 712 where I counted it off at 1-2 seconds a point. Should it be slower than that?

2. How many shells to sink a merchant , coastal about 4,000tns I hit her decks with about 12 shots very close range. Her bridge,Funnel,Masts, and holds were on fire 6 -7 fires in all, from bow to stern. I also fired in about 25 shells into her water line, but still she sailed on. In fact I got that close when she dipped at the bow her prop and rudder were exposed, I fired 4-5 shot in there at point blanks range. I take it HE shells do no damage to this part of ships?

I am enjoying SH again , and like the mod very much, keep up the good work.

oh one more, on missions in 712 I sail out of WH but that is now 4 patrols in a row I have been sent to station of the coast of Portugal, Sept through Jan40 just set off again Feb40 and I have been sent back there again. I completed all the mission and so far I have sunk 60,000+tns, 11 mechants my last partol for 44,000+tns. The thing is , on my voyage to Portugal, round the North of Scotalnd and down the coast of Ireland all the merchants I have come across in 712 have been on there own, not one convoy have I came across. All the sightings that appear on the map and I plot to intercept, in all 4 missions they have been single ships.

crisi
08-03-09, 02:09 AM
Corrected, error was within OMEGU


Creator of this unit did not provide a recognition manual picture. Currently on the very low priority fix list


Unable to recreate

Transfer data for that mission is 16 April 43 ( approximately ten days after mission start ) however the baseline transfer date is suppose to only 5 days. I did a code review and found there were some other like that . Created a "hotfix" do correct this issue

http://wwwnew.filefront.com/14174425/OM_V712_Hotfix1.rar

This is "as designed", Type II/VII/IX get GHG and Type XXI/XXIII Balkongerät

As designed



@lurker_hlb3: Thanks for fast response and hotfix.

walsh2509
08-03-09, 01:48 PM
Quick Q? on OM712 , when I torp ships now there is the explosion and water plume, but no after explosions as with the stock version. Some times a little fire and the ship sails on, is that part of the mod?

OrangeYoshi
08-03-09, 02:09 PM
I also have a quick question.

I play both OM and RSRDC. However, I just downloaded OMEGU, and you reccommend that I take RSRDC out of the install for OMEGU to work properly.

I know that IN RSRDC you have many differect kinds of mission. You have the general anti-shipping missions, you have the recon missions, the spy/commando missions, and the missions which make you dock at certain places and then continue. I like the missions very much.

What I would like to know is if you have included any such missions in OM. They help to break up the boredom that can come with constant patrol missions.

PL_Andrev
08-04-09, 10:45 AM
#1
That is correct Regia Marina is not available?
Of course I think about f.e. BB Littorio class not only DD Soldati...

#2
I tried to create mission with Vichy France ships (at 1942).
Unfortunately "Vichy France" (Occupied France) is allied side and should be axis...

xristoskaiti
08-04-09, 03:36 PM
travelled outside from a harbour of France in-depth 35m roughly and I
accepted suddenly air depth with result the destruction of my
submarine......
my problem of they is not sensors planes other the force air depth....
they is historical realistic for English air depth causing destruction
submarine in this depth??

captgeo
08-04-09, 04:48 PM
I would find it realistic to a depth of 50 m.

Capt.Warner
08-04-09, 07:38 PM
I cant Wait to try out this mod:salute:Thanks Lurker

Dough13
08-06-09, 01:59 PM
This an awesome MOD...I never used MODs until about a month ago and I have been playing this series of games for years...the graphics you put in the Uboats are very well done. Quick question...

I noticed in the attack scope that the aft tubes are showing for selection, but the forward tubes aren't...did I mess something up in the install? I followed your instructions to the dot...I started a career in 1939 out of Germany...don't remember the model...

OrangeYoshi
08-06-09, 03:43 PM
I noticed in the attack scope that the aft tubes are showing for selection, but the forward tubes aren't...did I mess something up in the install? I followed your instructions to the dot...I started a career in 1939 out of Germany...don't remember the model...

IIRC one of the readmes for the OMEGU mentions that you will need to change the resolution to 1280 x 789 or better for the changes to the scopes to work properly. If you are still in the vanilla resolution, the fore tubes will be covered up in the UZO and ATK periscopes. I can't change my resolution from the default one, so I'm missing the fore tubes in the scope, but I can navigate the tubes using the W and Q keys.

Dough13
08-06-09, 03:55 PM
Thanks...yeah...didn't look at the readme file:D thanks again

walsh2509
08-06-09, 09:11 PM
This happened , I was sitting 800yrds from a 10,000 York Class Crusier , I am not playing Manual targetting , I am using the Pscope (L - lock key) I was locked on and when the icon turned Green I fired. I followed the torp in and it was heading for her midships. To my horror , It would have hit but I could not believe it when it sailed right on about 15ft below the ship.

I had the game saved before I took the shot , so I reloaded and lined up another shot. Again, I got a Green icon in my Pscope and fired. Again I followed the torp in , it was heading to strike just behind midships, and again to my horror, the torp sailed on under the ship again.

Now if I was setting up the shot manually, I could see the point of the 2 misses, but I am not skilled enough to use manual targetting.

I took this screen of the torp as it sailed under and away!



http://i149.photobucket.com/albums/s48/mefw/Torpmiss.jpg


Anyone else seeing this with Om712

Highbury
08-06-09, 09:20 PM
Even with auto targeting you have to manually set torpedo depth.

walsh2509
08-06-09, 10:48 PM
Strange , because all the other merchants I've hit I've never set the depth, its usual defaulted about 15ft or just under the draft of the ship, a ship with an 18ft the torp will be about 16.5 and so on.

I had already sunk a York Cruiser without setting depth of torp just went with the default setting.

Akula4745
08-06-09, 11:07 PM
How do you set torpedo depth in OM? I never even knew it was possible...

TDK1044
08-07-09, 06:51 AM
How do you set torpedo depth in OM? I never even knew it was possible...

Go to the attack map where you can set torpedo depth and speed, and set each torpedo for either impact or magnetic detonation.

walsh2509
08-07-09, 08:59 AM
My 2 missed shots , I went back again to it and checked the depth of the torps. I picked tube 3, a York type cruiser has a depth of *15ft7 (i take it , it is ft) anyway, when I clicked on Tube 3 for both shots the Default depth setting for the torp was *13ft4 but they till went well under the ship.

* give or take a few inches!

I tried again and set a depth of about 7ft, the hole in the ship was mostly Under the keel, the hole was from centre line out and slightly up the side of the ship.

In the default game, I would check the depth of a ship , say 15ft, I would set the torp to 15ft and a couple of inches so the torp explodes under the ship ranther into the side of it.

The shots that went well under the York Type were default set at 13ft+, the shot that hit the ship, the damage was more under than in the side and that shot was half the depth of the ships depth ??

Akula4745
08-07-09, 12:17 PM
Thanks TDK!!!

Go to the attack map where you can set torpedo depth and speed, and set each torpedo for either impact or magnetic detonation.

lurker_hlb3
08-07-09, 11:01 PM
The following is a response to a number of different posts over the last week.


I was making my way back from a patrol off Lisbon, I got near the south coast of Ireland (11th Jan 1940) when I noticed that the Red ports of France were now Black (or Dark Blue). I took a closer look along the south coast of England and saw that some of the port there were now Black too orther where the same Red ports.

The other one I noticed, while Dublin was Black, Belfast which should have been Red was now Black too..

OM makes no changes to the Campaign.LOC file other than add some additional port for Norway and the Black Sea. Your issue is a “stock” problem not OM


1. How fast should merchants turn ? stock game they were turning through the likes of 150,151,152,153 about 1pt every second, but not much slower in 712 where I counted it off at 1-2 seconds a point. Should it be slower than that?


I have no idea, I have never conducted this type of test

2. How many shells to sink a merchant , coastal about 4,000tns I hit her decks with about 12 shots very close range. Her bridge,Funnel,Masts, and holds were on fire 6 -7 fires in all, from bow to stern. I also fired in about 25 shells into her water line, but still she sailed on. In fact I got that close when she dipped at the bow her prop and rudder were exposed, I fired 4-5 shot in there at point blanks range. I take it HE shells do no damage to this part of ships?

Let the AI gunners do the shooting and tell them to aim for the water line, then it will take any where from 25 to 40 rounds on “average” to sink a merchant. FYI the damage model used is from RFB and was develop by “Observer”. If you wish to learn more about it you need to download this,

http://www.subsim.com/radioroom/downloads.php?do=file&id=429

and go to the section on the damage model and learn how it works.

oh one more, on missions in 712 I sail out of WH but that is now 4 patrols in a row I have been sent to station of the coast of Portugal, Sept through Jan40 just set off again Feb40 and I have been sent back there again. I completed all the mission and so far I have sunk 60,000+tns, 11 mechants my last partol for 44,000+tns. The thing is , on my voyage to Portugal, round the North of Scotalnd and down the coast of Ireland all the merchants I have come across in 712 have been on there own, not one convoy have I came across. All the sightings that appear on the map and I plot to intercept, in all 4 missions they have been single ships.

I assume that your using a Type IX U-boat, in which case, base on the historical records, you patrol area from war start until Operation Weserübung, is the north coast of Portugal to the Straits of Gibraltar.

Shipping levels for the areas around the UK are “as designed”

Quick Q? on OM712 , when I torp ships now there is the explosion and water plume, but no after explosions as with the stock version. Some times a little fire and the ship sails on, is that part of the mod?

As stated before the results you’re seeing are based on the damage model


I know that IN RSRDC you have many differect kinds of mission. You have the general anti-shipping missions, you have the recon missions, the spy/commando missions, and the missions which make you dock at certain places and then continue. I like the missions very much.

What I would like to know is if you have included any such missions in OM. They help to break up the boredom that can come with constant patrol missions.

First, there were a limited number of real world “SpecOps” mission conducted by U-boats, but the main reason you won’t see them is because of a “bug” that cause the system to CTD when attempting to launch spy/commando missions from a U-Boat.

#1
That is correct Regia Marina is not available?
Of course I think about f.e. BB Littorio class not only DD Soldati

There are a number of very good 3d models for all units in the “Regia Marina” (BB, CA, CL, etc) that have been created for SH3 , however for reason I do not wish to get into, I am unable to use those ships.

#1
I tried to create mission with Vichy France ships (at 1942).
Unfortunately "Vichy France" (Occupied France) is allied side and should be axis...

When you create a unit in a mission file, you most ensure that the “creation date” and the “cfg date” are within the start / end dates for the country in question. Also you “must” ensure you check the “evolve from creation date” box. Failure to do so will cause the mission editor to generate an incorrect “side” setting.

travelled outside from a harbour of France in-depth 35m roughly and I
accepted suddenly air depth with result the destruction of my
submarine......
my problem of they is not sensors planes other the force air depth....
they is historical realistic for English air depth causing destruction
submarine in this depth??

From the “readme” in the first post of this thread


Added the airborne version of the Hedgehog Depth Bomb used on “MAD” equipped PBY5A’s.

Added “MAD” airborne sensor (modified “visual” sensor)


Thanks...yeah...didn't look at the readme file:D thanks again

:nope:

This happened , I was sitting 800yrds from a 10,000 York Class Crusier , I am not playing Manual targetting , I am using the Pscope (L - lock key) I was locked on and when the icon turned Green I fired. I followed the torp in and it was heading for her midships. To my horror , It would have hit but I could not believe it when it sailed right on about 15ft below the ship.

And

My 2 missed shots , I went back again to it and checked the depth of the torps. I picked tube 3, a York type cruiser has a depth of *15ft7 (i take it , it is ft) anyway, when I clicked on Tube 3 for both shots the Default depth setting for the torp was *13ft4 but they till went well under the ship.

* give or take a few inches!

I tried again and set a depth of about 7ft, the hole in the ship was mostly Under the keel, the hole was from centre line out and slightly up the side of the ship.

In the default game, I would check the depth of a ship , say 15ft, I would set the torp to 15ft and a couple of inches so the torp explodes under the ship ranther into the side of it.

The shots that went well under the York Type were default set at 13ft+, the shot that hit the ship, the damage was more under than in the side and that shot was half the depth of the ships depth ??



First, there is no “York Class” cruiser in OM; however there are the Kent CA, and the C/D CL’s. All I ask of people when the have a “comment / compliant" is to provide the following information:

Date
Location
Type of sub
Flotilla assigned
Type of weapon used (Torpedo Type / Gun Type)

Since you have not done that, I am unable to recreate your problem, Of note if this was a Type G7a before 2/9/42 then your weapon will have a 40 percent chance of a “depth keeping” problem, which is historical accurate.

walsh2509
08-08-09, 12:03 PM
thanks for your time in replying to my Q's , when I thought about the torp depth one, in the back of my mind I thought it might be a problem with early torps.


Thanks.

Rene
08-11-09, 12:33 PM
hi together
i ask you a littel question.
how could i add flags to the submarines? i like them with flags.
or could anyone add them?
the ones in sh3 were beautiful.

csengoi
08-11-09, 03:47 PM
Hi,
I'm starting to play the game again, and have a question:
when the hydrophone is manned and I sit there myself, the crewmember is in my sight, and I can't see it normally. Is there any solution to this? (Type IIC)

lurker_hlb3
08-11-09, 05:39 PM
Hi,
I'm starting to play the game again, and have a question:
when the hydrophone is manned and I sit there myself, the crewmember is in my sight, and I can't see it normally. Is there any solution to this? (Type IIC)

Un-install OMEGU and go to OMEGU_v100\Data\Library\ and remove the cameras.dat file

csengoi
08-11-09, 06:05 PM
Thanks!

dcb
08-13-09, 05:01 PM
Hi Lurker,
In my current patrol, I was near the English west coast, 1939, type II B (latest OM & hotfix) and somehow I got caught on the surface and unprepared by a Norwegian vessel which I thought should be neutral. Well, it wasn't.:D
It raked me with machine gun fire and destroyed a number of things on the conning tower, but in the process is also killed half of my CT crew. The weird thing is that it also killed people from the other CT shifts, which were not on duty. Is this normal behavior for the game? Inactive watches shouldn't be affected by damage to CT, I think, unless the game still sees them as present in the CT.:hmmm:

lurker_hlb3
08-13-09, 05:14 PM
Hi Lurker,
In my current patrol, I was near the English west coast, 1939, type II B (latest OM & hotfix) and somehow I got caught on the surface and unprepared by a Norwegian vessel which I thought should be neutral. Well, it wasn't.:D
It raked me with machine gun fire and destroyed a number of things on the conning tower, but in the process is also killed half of my CT crew. The weird thing is that it also killed people from the other CT shifts, which were not on duty. Is this normal behavior for the game? Inactive watches shouldn't be affected by damage to CT, I think, unless the game still sees them as present in the CT.:hmmm:

I've seen that before, but it's a "stock" issue. I agree that it 'shouldn't' happen but it does

Jungmann
08-13-09, 07:03 PM
I'm playing OM v.712 with a Type XXI in 1945. For some reason I'm still being spottedand attacked by aircraft when I'm a 100m. Surely this is not accurate?

gj2020
08-13-09, 08:03 PM
Having trouble with a CTD issue. Seems to happen at the same time every time I try.

Date: August 15, 1941
Grid: AK628 Slightly after 1300 hrs
Type of U-Boat: IX
Flotilla: 2nd

Mods loaded:
TriggerMaru_Overhaul_17
TMO_Hotfix_041709
MaxOptics for TMO1.7_Binocular
MaxOptics & SCAF fix TMO1.7_41109
OpsMonsun_V705
Spaxs SH4 Uboat SPEECH FIX_V8
GermanVoiceExtra
strategic_map_symbols
Real Clothes
OMv705_to_V712
OM_Arct_Env
OMEGU_v100_Patch2

lurker_hlb3
08-13-09, 10:22 PM
Having trouble with a CTD issue. Seems to happen at the same time every time I try.

Date: August 15, 1941
Grid: AK628 Slightly after 1300 hrs
Type of U-Boat: IX
Flotilla: 2nd

Mods loaded:
TriggerMaru_Overhaul_17
TMO_Hotfix_041709
MaxOptics for TMO1.7_Binocular
MaxOptics & SCAF fix TMO1.7_41109
OpsMonsun_V705
Spaxs SH4 Uboat SPEECH FIX_V8
GermanVoiceExtra
strategic_map_symbols
Real Clothes
OMv705_to_V712
OM_Arct_Env
OMEGU_v100_Patch2

1. You have and invalid install:

From the readme for the first post of this thread and the readme of OMEGU.

“WARNING”

FAILURE TO FOLLOW THESE INSTRUCTIONS WILL CAUSE OM/OMEGU NOT TO RUN CORRECTLY & SH4 TO CTD.

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

OMEGU should ONLY be installed on a “stock” SH4 v1.5 after OM v705 and OMv705 to V711.

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


Any mod that is installed “AFTER” OMv705, OMv705_to_v711, and OMEGU and JSGME generates a “conflict” with any of the above mods and you continue to install the mod and OM/OMEGU no longer works correctly is “NOT” my problem.


“WARNING”

2. You have "OMEGU_v100_Patch2" installed without "OMEGU_v100"

3. OM_Arct_Env "doesn't" ever work correctly "without" OMEGU_v100

4. If you want to do the ATO then install these mods "ONLY" in the following order:

OpsMonsun_V705
OMv705_to_V712
OMv712_hotfix1
OMEGU_v100
OMEGU_v100_Patch2
OM_Arct_Env
Spaxs SH4 Uboat SPEECH FIX_V8
Real Clothes


FYI

Spaxs SH4 Uboat SPEECH FIX_V8 and Real Clothes are the "ONLY" two mods I recommend to be installed "after" OM.

gj2020
08-13-09, 11:56 PM
1. You have and invalid install:

From the readme for the first post of this thread and the readme of OMEGU.

“WARNING”

FAILURE TO FOLLOW THESE INSTRUCTIONS WILL CAUSE OM/OMEGU NOT TO RUN CORRECTLY & SH4 TO CTD.

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

OMEGU should ONLY be installed on a “stock” SH4 v1.5 after OM v705 and OMv705 to V711.

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


Any mod that is installed “AFTER” OMv705, OMv705_to_v711, and OMEGU and JSGME generates a “conflict” with any of the above mods and you continue to install the mod and OM/OMEGU no longer works correctly is “NOT” my problem.


“WARNING”

2. You have "OMEGU_v100_Patch2" installed without "OMEGU_v100"

3. OM_Arct_Env "doesn't" ever work correctly "without" OMEGU_v100

4. If you want to do the ATO then install these mods "ONLY" in the following order:

OpsMonsun_V705
OMv705_to_V712
OMv712_hotfix1
OMEGU_v100
OMEGU_v100_Patch2
OM_Arct_Env
Spaxs SH4 Uboat SPEECH FIX_V8
Real Clothes


FYI

Spaxs SH4 Uboat SPEECH FIX_V8 and Real Clothes are the "ONLY" two mods I recommend to be installed "after" OM.

Thanks Lurker. Much appreciated. Sorry to take up your time with my mistake. Keep up the good work.

dcb
08-14-09, 08:32 AM
I am unable to access the Museum. Regular install order: OM 705, followed by 705_to_712. With 705 alone the Museum is OK, when upgrading to 712 any attempt to enter the Museum results in CTD. Can anyone confirm this behavior, or is it just a wrong install of my game?

captgeo
08-14-09, 08:50 AM
I have the same "problem" but I dont visit the Museum anyway, so I dont care much.

markdenny
08-14-09, 01:41 PM
ive noticed that the yellow cross hairs in my binoculars has returned is there a mod to get rid of this please :)

lurker_hlb3
08-14-09, 04:25 PM
I am unable to access the Museum. Regular install order: OM 705, followed by 705_to_712. With 705 alone the Museum is OK, when upgrading to 712 any attempt to enter the Museum results in CTD. Can anyone confirm this behavior, or is it just a wrong install of my game?

I have the same "problem" but I dont visit the Museum anyway, so I dont care much.


Unable to recreate, OMv705 and OMv705_to_V712 only. Test on two different computer systems: a low end P3 1.7 with 1.5 MB memory and W2K SP4 and high end P2.8 with 2MB memory and XP Pro SP3.

Sorry but I can't fix what I can't recreate

green_abobo
08-15-09, 01:26 PM
anyone know how to change the map contacts back to "normal" like you could do w/ TMO? i really dont care for the dots at all. lol. thanks.

Highbury
08-16-09, 02:03 AM
anyone know how to change the map contacts back to "normal" like you could do w/ TMO? i really dont care for the dots at all. lol. thanks.

Yes but it is extremely labor intensive.... I am assuming you are using JSGME

(using air units as an example, they come first in your folder and work the same)
Uninstall OM and OMEGU.
Go to the OpsMonsun_V705 folder in your MODS folder.
Explore to the Data\Air folder within.
You will see a folder for every plane in the game.
Inside each folder there is a X_shp.dds file. (For example the ADB_B5N2_Kate folder contains the ADB_B5N2_Kate_shp.dds file).
These are the files you need to delete or alter.

In the Data folder, besides the Air subfolder, you will also have Sea and Submarine subfolders. Each of those contains a folder for each surface or sub unit respectively.

Now the fun part....

If a ship, sub or plane was already in your SH4 before installing OM+Patches then all you have to do is delete the X_shp.dds file in the corresponding folder. OM will not install that file and it will remain unchanged.

If it is a ship, sub or plane that OM has added to your game then you must replace the .dds with an appropriate one for the vehicle type and size or you will either get nothing on the map, or more likely a CTD. (I never actually tried, either seemed bad, but I bet on the CTD)

It is a big, annoying task. I already did it once for FOTRS, never again.. I live with the dots.

markdenny
08-16-09, 04:07 AM
Lurker this just gets better and better,with all the modding you do for us do you actually get to play the game at all ?
Is it possible or have i just never come across it in the game to have wolf packs in this game us u-boots seem to be patrolling all by ourselves ?
Keep up the good work :D

Highbury
08-16-09, 07:13 AM
Lurker this just gets better and better,with all the modding you do for us do you actually get to play the game at all ?

I have places in Vancouver and San Diego (lurker's home port). I am back down there on the 10th of Sept, I may have to offer the lad a beer or two :)

green_abobo
08-16-09, 08:55 AM
wow. does sound rough. i will live with the dots too.

i take it it's supposed to be harder than stock?

how does damage control work?

my guys arent fixing repairable damage.

i end up getting sunk even though my hull is still 100%.

thanks.

does run silent not happen in O.M.?

Highbury
08-16-09, 09:31 AM
Well all I can say for sinking with 100% hull is the game/mod isn't perfect. I have had flooding and showing a 100% hull.

As for them not repairing damage.. do you have them set to silent running? They will not fix or reload if so. If not they may be repairing the damage but it is going slow. You have no time indicator in SH4 on damage so it is hard to tell if repairs are actually being done.

That may not answer your questions but it is the best I can do early in the morning with limited info lol.

dcb
08-16-09, 11:02 AM
my guys arent fixing repairable damage.
i end up getting sunk even though my hull is still 100%.

I remember some time ago I read somewhere around these forums about this behavior. If my memory is right, this is a stock bug and the only solution is to save the game, exit to the OS then start the game again, reload the save, and the damage will start being repaired. Not 100% sure about it, but worth a try, I'd say.

xristoskaiti
08-16-09, 01:02 PM
I know well that in NYGM the boats they were not sunk with explosion
other little by little the player it did not never know what will
become in the end it exists hope him of seeing this sometimes in the
OM ? :oops:

ivank
08-18-09, 09:01 AM
yea where is this atrc env? I dled OMEGU v200 and thier were med and pac env

green_abobo
08-18-09, 11:33 AM
yea where is this atrc env? I dled OMEGU v200 and thier were med and pac env

ahoy.

i figured it out. i think.

OMEGU_v200 is the upgraded version of v100 and v100 patch 2 and has the arctic mod as its base. you use the other files (pac and med env) to change the appearance of the ocean depending on where you are in the world on patrol. (which is atlantic/arctic stock w/OMEGU_v200)

im guessing the OM_artic_env file is for use w/OMEGU v100 and v100 patch 2 and not for OMEGU_v200.

i'm guessing O.M. should be enabled by itself,and not with other mods like say TMO 1.7 at the same time right?

Highbury
08-19-09, 04:55 AM
Just had a real nice patrol in my IIB on my new PC with the latest OM and OMEGU, just wanted to say thanks Lurker!

ReallyDedPoet
08-19-09, 07:19 AM
Having a great time with this and the new environment mod lurker,
well done :yep::up:

Patchman123
08-19-09, 03:47 PM
http://img504.imageshack.us/img504/223/silenthunteriii.jpg (http://img504.imageshack.us/i/silenthunteriii.jpg/)


One question, how come you have the Indian Ocean theater of operations still highlighted there when the map should be out in the Atlantic. How come you have the wrong map? You have the wrong map. Is there a way to change it?

Why does it still say "COMSUBPAC" when we aren't even in the Atlantic under American command or under the command of American officers or even the US Navy?

ReallyDedPoet
08-19-09, 05:10 PM
Why the big picture and wording :06:

Pics should be no more than 1024 x 768. Plus I am sure lurker would still answer yours questions if they were at a 12 font, the words.

Patchman123
08-19-09, 05:30 PM
Why the big picture and wording :06:

Pics should be no more than 1024 x 768. Plus I am sure lurker would still answer yours questions if they were at a 12 font, the words.


Okay, but I have a widescreen monitor and I wanted to people to see the big picture of the wider monitor to get the idea.

Okay, I'll tone down the font.

ReallyDedPoet
08-19-09, 05:32 PM
Okay, but I have a widescreen monitor and I wanted to people to see the big picture of the wider monitor to get the idea.

Okay, I'll tone down the font.

Thanks, sorry if I sounded a little harsh :yep:

Patchman123
08-20-09, 12:27 AM
Thanks, sorry if I sounded a little harsh :yep:
That's fine, just don't do it again.

I accept your apology. I understand that you sound a little harsh, but I can sound a little harsh myself too.

Highbury
08-20-09, 03:19 AM
That is a big long complaint to lurker for a stock SH4 1.5 texture. He didn't put it there, he just hasn't changed it yet (if he even plans to, I have no idea).

If it is bothering you that much, open your SH4\data\textures\TNormal\tex folder and edit the file Captainroom_Wall.dds and paste in a North Atlantic chart or whatever you like.