Log in

View Full Version : [REL] Operation Monsun


Pages : 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16

Patchman123
08-20-09, 11:05 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.

It doesn't bother me alot. I think we at Subsim were about historical accuracy to the enth degree. I'm just saying, it would be extremely nice if he did. It would complete the mod and we are all about complete mods, aren't we?

Patchman123
08-20-09, 05:08 PM
I have a better idea,
let's include "milk cows" those U-boats that refueled other U-boats in the Mid-Atlantic so that they could reach America and the American coastline to attack American shipping. Let's include the milk cows so that we can travel across the Atlantic like the real U-boats could so that my submarine can not run out of diesel fuel in the Atlantic, for example. It would be cool.

Highbury
08-20-09, 07:22 PM
I have a better idea,
let's include "milk cows" those U-boats that refueled other U-boats in the Mid-Atlantic so that they could reach America and the American coastline to attack American shipping. Let's include the milk cows so that we can travel across the Atlantic like the real U-boats could so that my submarine can not run out of diesel fuel in the Atlantic, for example. It would be cool.


Patch 6

Added Type XIV Milch Cow Uboat. This Uboat is based on the original NSS_Uboat9b4 from HT147 by Rubini & Scirè. The actual mod work is by Sergbuto.

These ones don't work?

lurker_hlb3
08-20-09, 09:06 PM
These ones don't work?


What do you mean it doesn't work ?

ReallyDedPoet
08-20-09, 09:09 PM
That's fine, just don't do it again.



Not to get off topic, but your kidding right. Just checking.

Highbury
08-20-09, 09:21 PM
What do you mean it doesn't work ?

The post above mine was asking for "Milk cows". I then quoted you saying they were put into OM with patch 6. I then asked the original poster if those were not working for him.


It was not directed at you Lurker.

lurker_hlb3
08-20-09, 09:26 PM
The post above mine was asking for "Milk cows". I then quoted you saying they were put into OM with patch 6. I then asked the original poster if those were not working for him.


It was not directed at you Lurker.

Sorry, I mis-understood

Lurker

Patchman123
08-20-09, 10:15 PM
What do you mean it doesn't work ?

Does it work with TMO 1.7 and RSRDC? If so where are they? Which is one is patch 6?

BTW, has anyone ever thought of putting sub nets around Scapa Flow? It would be great.

Highbury
08-20-09, 11:52 PM
Patch 6 is incorporated into the install. As for TMO and RSRDC.. I don't get the question.. those are Fleet Boat Pacific mods... you want Milch cows for Fleet Boats?

green_abobo
08-21-09, 01:35 AM
noticed the damage from torpedoes changes from the normal "jagged' edges to "round" abnormal damage depending on the position of the free camera.



dont know if its the RFB ship damage model,or O.M.,or what it is. any way to fix this? sorry if already aware of this.

thanks.

Patchman123
08-21-09, 04:00 PM
Not to get off topic, but your kidding right. Just checking.

I am not kidding. I really do accept your apology. I'm sorry, my post was too long. :D I was trying to forgive you. I won't do that again, I'll stay on topic. I was trying not to kid with you. :timeout: Time out there.

Really I am not, I was not trying to.

Patchman123
08-21-09, 07:21 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.

Does it really have to be a certain size? I have a monitor that does 1680 x 1050 resolution images. Besides, it game out as a 1680 x 1050 resolution monitor on my resolution.

green_abobo
08-21-09, 07:41 PM
Does it really have to be a certain size? I have a monitor that does 1680 x 1050 resolution images. Besides, it game out as a 1680 x 1050 resolution monitor on my resolution.

just scale them down before you post them. thats all.

Admiral Von Gerlach
08-21-09, 08:57 PM
so if we want to replace the dots we just add in the right icon file from a default item? ie plane, ship, etc?

SilentAngel
08-22-09, 05:29 AM
Hmmm my game crashes on startup.

I got a stock 1.5 install and then:

OM 705
OM 705/12
OM 712 hotfix
OMEGU 200

:cry:

ReallyDedPoet
08-22-09, 04:20 PM
Does it really have to be a certain size?

Yes, the larger images take up more space here and can slow things down.
Not everybody that visits SUBSIM has a fast connection\computer.

markdenny
08-24-09, 07:07 AM
Hope somebody can help me out here since installing om and omegu i cannot seem to save any games,all the games play great fun etc but go to save the game, be it a quick mission or career,it appears to save but when i go to retrieve it computer says game has had to close due to an error, computer never gives a reason for the problem ans no solution is forth coming any ideas.I did save and retrieve a test mission a couple of days ago.So is it the game or the computer thats got the problem. :wah:

Reece
08-24-09, 08:51 AM
I just tried to download this from subsim download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1097
also tried:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1262
All I get is a screen full of jumbled characters, am I doing something wrong?:06:
I can save link as, but I will have to change the downloads.php file to an appropriate one, could someone tell me the file type used (rar, 7z etc), thanks.

Highbury
08-24-09, 03:14 PM
They are both 7z. You must have something disabled in your browser setting, I just tried on Google Chrome and IE and both downloads worked.

Patchman123
08-24-09, 03:38 PM
Yes, the larger images take up more space here and can slow things down.
Not everybody that visits SUBSIM has a fast connection\computer.

Right, I understand that.

Reece
08-24-09, 07:22 PM
Thanks Highbury, I use Firefox and have never come across this before, strange!!:hmmm: Downloading now.

Reece
08-24-09, 09:22 PM
Well I get to around 3/4 of the file and stops responding, is there a download somewhere in parts? Torrent or any other ideas?:hmmm:

Highbury
08-25-09, 01:59 AM
Well I get to around 3/4 of the file and stops responding, is there a download somewhere in parts? Torrent or any other ideas?:hmmm:

I see you have FileFront in your sig so I assume you have no trouble there.

OM v705:
http://www.filefront.com/14387721/OpsMonsun_V705.7z

And the v705_v712 patch:
http://www.filefront.com/14387149/OMv705_to_V712.7z

I just took those from the Subsim DL section and re-hosted to FileFront. Everything is the same.

Hope that works for you.

Reece
08-25-09, 02:11 AM
Thanks again, typically now I have some sort of fault on the phone line, goes scratchy and cuts out for up to a minute then comes back on,:doh: so I may have to postpone till a service crew can fix that, probably a few months away!!:damn:

Kromus
08-25-09, 02:26 PM
Hello,

no idea if it`s just me but VIIC coning tower and equipment isn`t upgrading for me at all. I`ve started new game (at 1942-16-01) just to see if it happens. I`m using OM_705, patch to 712 and hotfix for 712.

Date of upgrade should be 16-6-1942 (or 1942-6-16) but it simply wont happen by that date. Same goes with equipment. Do I miss renown for that or something? It should be hardcoded so no idea what`s going on. Thx for any info on this matter.

One more question, if im using VIIB from the beggining of the training missions in 04-1940 (saved on february 41 now) will I get later possibility to switch to VIIC and VIIC41? Or am I bound to VII B till the end of war? Got 4 good patrols so far and still no possibility to switch to VIIC

Official date of coning towers:

Type VIIC

Turmumbau I - 1940-07-30 to 1942-06-15
Turmumbau II - 1942-06-16 to 1943-12-15
Turmumbau III- 1943-12-16 to 1945-05-15

kazooo
08-25-09, 03:19 PM
very very great mod:)

short question, how could i setup the torpedo cam again, its not avail.
grtx

lurker_hlb3
08-25-09, 05:36 PM
Hello,

no idea if it`s just me but VIIC coning tower and equipment isn`t upgrading for me at all.

From the readme in the first post of this thread:


However you will have to “earn” this upgrade, there is a condition where you have to have had at least one patrol that was considered a good patrol. IE, earn more renown then the minimum on the first patrol rating. Just so ever one understands, besides completing the primary objective of patrolling a defined area for the proscribed time, there is a “hidden” objective that requires you to sink any where from 1000 to 10000 tons pre patrol. So remember this, ever time you report in and get a new assignment you get another “hidden” objective in it.




One more question, if im using VIIB from the beggining of the training missions in 04-1940 (saved on february 41 now) will I get later possibility to switch to VIIC and VIIC41? Or am I bound to VII B till the end of war? Got 4 good patrols so far and still no possibility to switch to VIIC


You should be able to, it depends on which Flotilla your in, VIIC are available around mid 1941, but VIIC41 are not available until late 1944 with the 11th Flotilla.

lurker_hlb3
08-25-09, 05:45 PM
very very great mod:)

short question, how could i setup the torpedo cam again, its not avail.
grtx

Are you talking about the "Event Camera" ? If yes then OM doesn't make any changes to disable that option

Kromus
08-25-09, 05:49 PM
<Explanation>


Thank you, this made my day so I can continue in campaign with my VIIB (currently 7th flotilla) :)

SilentAngel
08-26-09, 03:49 AM
What exactly are the conditions be awarded a new boat?

I'm still in my VIIB around 1942.

Now my last couple of patrols wasnt very succesfull, but I'm sure I got 1 good patrol now (as I got promoted to fregattenkapitan).

-edit: nvm, the patrol after this post I indeed got a VIIC:P

kazooo
08-26-09, 07:07 AM
yes lurker, i did mean the event camera and its not there anymore since i installed the mod

Kromus
08-26-09, 11:06 AM
Just installed OMEGU_200, amazing work guys :) .
Only thing I`m missing there (from TMO) is the icon where I could see how far can I get at current speed.
If there is any mod for this, please let me know, thx :) .

kazooo
08-26-09, 04:15 PM
sorry for my wierdo english first:) played your mod a bit longer today since im having 2 days off. so i went hunting alongside the english coast. after some very quick and brutal hit of a bomber, we went off to the ground, thought its over. but no, in a time of around 4-5 realtime hours we managed to repair the sunken shark:) made a few tons then and off to kiel, all tired, but what happend next is ridiculous. right before norway ive seen the first stormy weather in this mod i eperienced myself (must have used time compression too much before), and its plain photorealism, im sitting and enjoying this a lot:))
didnt manage to setup this freaky eventcam again, but i guess they had none in 1941,too;)

thanks again for this wonderful work and keep it up
kaz

ps: ppl may ask themselves why i do write this, the answer is, cause i had to, because im that happy atm

good night

edit: eventcam working, had to remove another mod, sry for my own dumbness.

Dieselglock
08-26-09, 05:52 PM
Hello Lurker,

I am on my first patrol 7th flotilla V11B out of Kiel. I have reached patrol area BE35. Game time Sept 17 1939 03:05. Heavy seas. I am in grid BF115 at this time. Crash Dive heading East or West dive time to submerged about 2 minutes. Traveling North or South dive time to submerged over 10 meters is over 10min sometimes 15 min. Is my install correct? This is a clean install over stock 1.5

Now in second patrol area still high seas 15 k wind. Crash dive to submerged sometimes up to 25 minutes.

Posted this on the OMEGU forum too was not sure which forum would be the correct one.

OM V705
OMv705_to_V712
OM v712 HotFix 1


OMEGU V200

Wijbrandus
08-26-09, 08:44 PM
Hello Lurker,

I am on my first patrol 7th flotilla V11B out of Kiel. I have reached patrol area BE35. Game time Sept 17 1939 03:05. Heavy seas. I am in grid BF115 at this time. Crash Dive heading East or West dive time to submerged about 2 minutes. Traveling North or South dive time to submerged over 10 meters is over 10min sometimes 15 min. Is my install correct? This is a clean install over stock 1.5

Now in second patrol area still high seas 15 k wind. Crash dive to submerged sometimes up to 25 minutes.

Posted this on the OMEGU forum too was not sure which forum would be the correct one.

OM V705
OMv705_to_V712
OM v712 HotFix 1


OMEGU V200

For me, I notice drastically increased dive times in heavy seas. I just plan for it and dive early if I can. I think the men on the dive planes are too busy puking their guts out to actually turn them down. :yeah:

Dieselglock
08-26-09, 09:13 PM
For me, I notice drastically increased dive times in heavy seas. I just plan for it and dive early if I can. I think the men on the dive planes are too busy puking their guts out to actually turn them down. :yeah:

Ha I can understand the puking. It should take longer for sure but 25min seems a bit long to me.:damn:

Wijbrandus
08-26-09, 09:16 PM
On another note, how do I know what countries are valid targets? I mean, I can sink ships willy-nilly, but I like knowing who was truly at war with the Fatherland, and who was just out for a nice sail. I'm out to sink the evil ones trying to stop us, not ruin anyone's day.

The in-game F1 doesn't tell me dates anymore, and I'm not finding anything in the multiple read-mes included.

Thanks!

lurker_hlb3
08-26-09, 09:19 PM
Hello Lurker,

I am on my first patrol 7th flotilla V11B out of Kiel. I have reached patrol area BE35. Game time Sept 17 1939 03:05. Heavy seas. I am in grid BF115 at this time. Crash Dive heading East or West dive time to submerged about 2 minutes. Traveling North or South dive time to submerged over 10 meters is over 10min sometimes 15 min. Is my install correct? This is a clean install over stock 1.5

Now in second patrol area still high seas 15 k wind. Crash dive to submerged sometimes up to 25 minutes.

Posted this on the OMEGU forum too was not sure which forum would be the correct one.

OM V705
OMv705_to_V712
OM v712 HotFix 1


OMEGU V200

Unable to recreate your problem. Tested in heavy seas on courses 360 - 045-090-135-180-225-270-315. All dives to 70 meters in about 3.5 minutes

lurker_hlb3
08-26-09, 09:43 PM
On another note, how do I know what countries are valid targets? I mean, I can sink ships willy-nilly, but I like knowing who was truly at war with the Fatherland, and who was just out for a nice sail. I'm out to sink the evil ones trying to stop us, not ruin anyone's day.

The in-game F1 doesn't tell me dates anymore, and I'm not finding anything in the multiple read-mes included.

Thanks!

http://www.filefront.com/11732282/Csengois-EnemiesOfGermany.zip/

Wijbrandus
08-26-09, 11:35 PM
Thanks, Lurker!

I'm loving my Type IIC, and having a blast making every shot count the best I can.

green_abobo
08-27-09, 03:20 PM
anyone know if there are known issues with O.M. CTD when loading an on-patrol saved game?

i have it installed/loaded properly,and it's only happened a few times,but it is not fun when it does. installed/loaded mods are as follows and in this exact order...

OpsMonsun_V705
OMv705_to_V712
OMv712_hotfix1
Spaxs SH4 Uboat SPEECH FIX_V8
Real Clothes


it (the ctd) happened on my 3rd patrol with the type IX u-boat stationed in willhamshaven, or however you spell that. i suppose it might help if i mention it's the 2nd floatilla 1939,now 1941,while trying to load a saved game.

the saves in question for my particular ctd occured near objective areas,when large convoys were in close proximity to these objective "stars". the saves were over-written a few times over,and i assume this has something to do with it. i have since created new saves everytime,and haven't noticed the problem at all since.

if nothing else,maybe this can save someone else from going through what i'm trying to describe. and im not posting this to drive lurker crazy either. ;)

thanks.

walsh2509
08-27-09, 07:09 PM
In Omv712 ,



the other night (I play auto target) I pressed L to lock on to a merchant that was 4000y - 4500y I was at 37ft and Pscope full extent, the water-wave level was at least 3-4m below, so the waves were not washing over my pscope.

Yet the lock was only staying on 4-5 seconds, should this be happening when the pscope is well clear of the waves, and it was clear not foggy.

Another thing with this , I lock on and changed the depth of my torp , when the lock comes off and I press Lock again, the torp goes back to the default depth.

Not a great worry that part , but the 4-5second lock is more worrying.

lurker_hlb3
08-27-09, 09:34 PM
In Omv712 ,



the other night (I play auto target) I pressed L to lock on to a merchant that was 4000y - 4500y I was at 37ft and Pscope full extent, the water-wave level was at least 3-4m below, so the waves were not washing over my pscope.

Yet the lock was only staying on 4-5 seconds, should this be happening when the pscope is well clear of the waves, and it was clear not foggy.

Another thing with this , I lock on and changed the depth of my torp , when the lock comes off and I press Lock again, the torp goes back to the default depth.

Not a great worry that part , but the 4-5second lock is more worrying.


As designed

Auto lock for Attack Scopes is 3500m or less
Auto lock for Observation Scopes is 4000m or less

walsh2509
08-27-09, 09:43 PM
Cheers

Thanks for the reply ...

green_abobo
08-27-09, 11:01 PM
ahoy. first of all, could some kind soul please explain to me, what the significance of the passive ability "damage control" is exactly.

i understand they can be anywhere on the ship,but what exactly is the ability for and what does it do?

should you still have crew designated to the "damage control team" or not? should ppl w/ the passive ability "damage control" be stationed there or no?

is crew berthing or birthing just for "storage" of extra crew members? does it have any further useage other than that?

how many people are supposed to fit on a u-boat anyway?

also,the different abbreviations for crew members in the queue. what do they stand for?

i'm reading a tom clancy book (not red october,it hasnt arrived yet) right now that has alot of submarine lingo in it,heck,there's even mention of diesel powered subs too. although i would imagine that being able to ahead flank submerged at around 30 knots is pretty crazy.(nuclear)

trying to educate myself a bit more on the subject(s) so i dont have to post questions anymore and can start replying with answers instead.the thirst for answers continues on,along with my patrols. :ping:

on a side note, i was happy to pull a sneak attack @ scampa flow on a boat that i assume was supposed to be the HMS Hood,just like the real thing went down in october 1939,only i did it around december. 3 torpedoes too. that was pretty cool. not for the Hood and her crew of course,i hope you know what i'm saying. heres a neat site i stumbled across while doing a google search
for any other u-boat enthusiasts....

http://www.mikekemble.com/ww2/uboat.html

thanks again.

"fish" on!

Dieselglock
08-28-09, 06:53 PM
Unable to recreate your problem. Tested in heavy seas on courses 360 - 045-090-135-180-225-270-315. All dives to 70 meters in about 3.5 minutes

Thanks for checking

Highbury
08-28-09, 11:12 PM
is crew berthing or birthing just for "storage" of extra crew members? does it have any further useage other than that?

I was just looking for an answer to this as well. I should know, I have been playing with OM for quite some time. I think it almost every time I look at my crew screen and never remember to ask on the forum. A definite answer would be great.

how many people are supposed to fit on a u-boat anyway?

Check out uboat.net (http://www.uboat.net) and you can look up specs on whatever type of U-Boat you are most interested in, including usual crew compliment. (Generally speaking it is 22 - 24 for the Type IIs, and mid 40s - low 50s for the rest.)

Bosje
08-29-09, 07:09 AM
on a side note, i was happy to pull a sneak attack @ scampa flow on a boat that i assume was supposed to be the HMS Hood,just like the real thing went down in october 1939,only i did it around december.

that would be the Royal Oak
(Hood was destroyed by Bismarck in 1941)

not to be the annoying one here but you said you were educating yourself, so there you go :salute:

lurker_hlb3
08-29-09, 09:46 AM
I was just looking for an answer to this as well. I should know, I have been playing with OM for quite some time. I think it almost every time I look at my crew screen and never remember to ask on the forum. A definite answer would be great.



Check out uboat.net (http://www.uboat.net) and you can look up specs on whatever type of U-Boat you are most interested in, including usual crew compliment. (Generally speaking it is 22 - 24 for the Type IIs, and mid 40s - low 50s for the rest.)


OM uses the crew management options that originated in RFB. The following is a modified version of the crew injure section from the RFB manual


Crew Management

You will note the crew berthing and slots in the conning tower. These slots have been introduced as part of the new submarine damage model system introduced to OM and as a workaround to the way SH4 models crew damage. In essence, when a bridge watch crewman is off-duty, he does not “leave” the bridge; rather, the game just treats him as an inactive crewman still physically located on the bridge. This applies to both surfaced and submerged travel. Thus, to avoid expos*ing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to crew berthing and the officers to the conning tower.

walsh2509
08-29-09, 07:25 PM
Was sitting playing OpMon , while I had my TV on at the same time , early hours of the morning and on comes
The Enemy Below


During World War II, an American destroyer meets a German U-Boat. Both captains are good ones, and the engagement lasts for a considerable time.


Now I love playing with SH and have since the very 1st one, but I am no expert, so that is why I ask this Q?

At one part when Mitchum the Destroyer's captain says to one of his officers about tracking the Uboat, not to do something our other as THE UBOAT CAN TURN QUICKER THAN US ?

This true ?

green_abobo
08-30-09, 09:09 PM
OM uses the crew management options that originated in RFB. The following is a modified version of the crew injure section from the RFB manual
.


thanks lurker. this would explain why my topside crew were screaming for medics even though i was submerged.

joejccva
08-30-09, 11:07 PM
Trying out this mod, and I'm also curious.

Are there any other missions besides just patrol missions? I've just started a uboat campaign and every time I finish a patrol and contact HQ through the radio..they just give me a new patrol mission instead of returning to base.

Is this going to loop forever or is there a mission where I have to complete something and then return to base to get ready for the next mission?

Confused.

walsh2509
08-30-09, 11:17 PM
I have this metal Clanking sound that will not go away and its getting to me, I have the V7.12 version of the mod and in this last mission I hear this constant clanking noise. Any ideas as to why?

thanks.

lurker_hlb3
08-31-09, 06:46 AM
Trying out this mod, and I'm also curious.

Are there any other missions besides just patrol missions? I've just started a uboat campaign and every time I finish a patrol and contact HQ through the radio..they just give me a new patrol mission instead of returning to base.

Is this going to loop forever or is there a mission where I have to complete something and then return to base to get ready for the next mission?

Confused.


This is "stock" SH4 behavior, recommend you just return to home base and move on with your career

joejccva
08-31-09, 09:27 AM
This is "stock" SH4 behavior, recommend you just return to home base and move on with your career

I thought the OM mod basically rewrote the stock SH4 U-boat campaign?

AVGWarhawk
08-31-09, 11:53 AM
I thought the OM mod basically rewrote the stock SH4 U-boat campaign?

I believe Lurker to be correct. You will be handed another mission and this is the same for the fleet boats. When I'm down to 1 or 2 torps it is time to head to port. If low on fuel I head to port. I do not call in at all. Just head on home and load up your stores again. :03:

vinceor
08-31-09, 04:43 PM
I have had patrols where after 2 or 3 missions (which were anti-shipping missions to specific quadriants) Bdu gives me the choose to hunt at my leasure or to return to port. So, this does occur.

Vince

kurfürst
09-03-09, 07:38 AM
Hi Lurker,

I found this interesting article about the sinking of the HMCS Esquimalt:

http://www.esquimalt.ca/files/PDF/Culture_and_Heritage/HMCS_Esquimalt.pdf

The HMCS Esquimalt was a Bangor Class Minesweeper and was sunk by U-190, a long range Uboat. The Esquimalt was the last Canadian warship lost during WW II. A few days later the war was over and U-190 surrendered to Canadian Forces.

I thought this might be interesting as a RUM in an upcoming version of OP Monsun?

Beste Grüße,

Kurfürst

ivank
09-05-09, 11:19 AM
Great mod, I have two campaign questions;

In one of my campaigns I went to refuel at Vigo, and was attacked by a Portuguese vessel. I am pretty sure Portugal was nuetral during the war.

And in another campaign, I sank a Norwegian vessal, and got a message I sank a freindly vessel.

Any thoughts

lurker_hlb3
09-05-09, 02:44 PM
Great mod, I have two campaign questions;

In one of my campaigns I went to refuel at Vigo, and was attacked by a Portuguese vessel. I am pretty sure Portugal was nuetral during the war.

And in another campaign, I sank a Norwegian vessal, and got a message I sank a freindly vessel.

Any thoughts


IRT

In one of my campaigns I went to refuel at Vigo, and was attacked by a Portuguese vessel. I am pretty sure Portugal was nuetral during the war.


Read item 4 in the first post of this thread about neutrals


IRT

And in another campaign, I sank a Norwegian vessal, and got a message I sank a freindly vessel.

Threre are "two" Norways in OM. The one you sink was part of "Occupied Norway" which has it's side set to Axis

green_abobo
09-05-09, 08:48 PM
Trying out this mod, and I'm also curious.

Are there any other missions besides just patrol missions? I've just started a uboat campaign and every time I finish a patrol and contact HQ through the radio..they just give me a new patrol mission instead of returning to base.

Is this going to loop forever or is there a mission where I have to complete something and then return to base to get ready for the next mission?

Confused.

f.y.i.- i'm pretty sure you can end patrol at home port anytime you wish. if you get innundated w/ objectives and feel you have already done your part,just call it quits.

Akula4745
09-05-09, 11:43 PM
Can someone help me understand what each dial is for? Or point me towards a tutorial I may have missed? I am trying to learn more about the German torpedo controls.

http://www.jimdeadman.com/images/germantorp.jpg

If I am correct - dial "B" sets salvo spread and dial "C" controls running depth... but I am at a loss for the others... I have some ideas, but thought I would ask. Thanks in advance.

dmlavan
09-06-09, 06:15 AM
Akula,
I'm new to OMU (less than 24hrs since I downloaded!). "D" selects an individual torpedo (T) or salvo (S). "A" lets you select which salvo spread, i.e. this jpeg is pointing to a salvo of all 4 forward tubes (I, II, III and IV). If you select Salvo w/ "D", you then use "A" to click on which tubes to use. I believe "E" selects the torpedo range for those torpedoes that have multiple range/speed settings (L would be long range - slowest speed, S would be short range - fastest speed). Not sure about "F"... in SH3 there was a switch to select impact or magentic fuse... this could be it but not sure.

lurker_hlb3
09-06-09, 09:12 AM
Akula,
Not sure about "F"... in SH3 there was a switch to select impact or magnetic fuse... this could be it but not sure.

You are correct A= contact fuse / M = magnetic

Akula4745
09-06-09, 05:43 PM
Thanks dmlavan... I really appreciate the help sir. I could not find this info documented anywhere. Hopefully this post will be searchable for future skippers with similar questions... as I could not find anything like this in my forum searches. So for others future reference:

http://www.jimdeadman.com/images/germantorp.jpg

Dial "A": lets you select which tubes will launch a salvo, i.e. the arrow in the above image is pointing to a salvo of all 4 forward tubes (I, II, III and IV).

Dial "B": sets salvo spread angle

Dial "C": controls running depth

Dial "D": selects an individual torpedo (T) or salvo (S)

Dial "E": selects the torpedo range for those torpedoes that have multiple range/speed settings (L would be long range - slowest speed, S would be short range - fastest speed)

Dial "F": select impact or magnetic fuse - A= contact fuse / M = magnetic

Reece
09-07-09, 01:21 AM
Getting some weird German speech problems:
1) For some reason ahead slow and ahead one third are reversed!
2) If I press the "P" key the boat goes to Periscope depth but speech says Ahead Standard, and if I press "S" the boat surfaces but speech once again is Ahead Standard!:-?

Mods:
OpsMonsun_V705
OMv705_to_V712
OM_V712_Hotfix1
OMEGU_v200
OMEGU_v200_Patch1

PS. tried with the following but computer reset itself a couple of times:
RSRDC_SH15_V401
RSRDC_V410_Patch2
OpsMonsun_V705
OMv705_to_V712
OM_V712_Hotfix1
Sh3toSh4.V3_RSRDC_OM

Edit: The problem (2) is with the Commands.cfg file, either OMEGA version v2 or v2 patch 1!

More info found, seems that this is the problem command:
[Cmd164]
Name=Ahead_standard
Ctxt=1
Str=1013
Key0=0x33,C,"3"
Key1=0x50,,"P"
Key2=0x53,,"S"
Key3=0xBA,,";"
I will just delete the last 3 lines, don't know if this is all that needs to be done though!

lurker_hlb3
09-07-09, 09:54 AM
Getting some weird German speech problems:
1) For some reason ahead slow and ahead one third are reversed!
2) If I press the "P" key the boat goes to Periscope depth but speech says Ahead Standard, and if I press "S" the boat surfaces but speech once again is Ahead Standard!:-?

Mods:
OpsMonsun_V705
OMv705_to_V712
OM_V712_Hotfix1
OMEGU_v200
OMEGU_v200_Patch1

PS. tried with the following but computer reset itself a couple of times:
RSRDC_SH15_V401
RSRDC_V410_Patch2
OpsMonsun_V705
OMv705_to_V712
OM_V712_Hotfix1
Sh3toSh4.V3_RSRDC_OM

Edit: The problem (2) is with the Commands.cfg file, either OMEGA version v2 or v2 patch 1!

More info found, seems that this is the problem command:
[Cmd164]
Name=Ahead_standard
Ctxt=1
Str=1013
Key0=0x33,C,"3"
Key1=0x50,,"P"
Key2=0x53,,"S"
Key3=0xBA,,";"
I will just delete the last 3 lines, don't know if this is all that needs to be done though!


That is "NOT" a problem but "as designed", I recommend that you re-read the "readme" that is in the first post of OMEGU thread


New / Modified Command Keys


“Periscope Depth” – dive to assign periscope depth, and set speed to “ahead standard”

“Surface” – return to surface, set speed to “ahead standard”, lower all periscopes, and lower snorkel.

Captain von Keldunk
09-07-09, 10:00 AM
Easy fix is:D
folder Data/Sound/speech/1 rename ChE_K_Ahead_Slow to ChE_K_Ahead_One_Third.
and ChE_K_Ahead_One_Third to ChE_K_Ahead_Slow.
also for ChE_P and for Che_S.
Why, it is some kind of SH4 thing, I have no idea why:06:
About
S. tried with the following but computer reset itself a couple of times:
RSRDC_SH15_V401
RSRDC_V410_Patch2 :Dshould be RSRDC_V401_Patch2
OpsMonsun_V705
OMv705_to_V712
OM_V712_Hotfix1
Sh3toSh4.V3_RSRDC_OM

Reece
09-07-09, 10:03 AM
@ Lurker_hlb3, Oh I see, I would prefer not to have the speeds changed by these commands, could you please tell me how to put this part back?:DL If you don't mind of course.:oops: Thanks.

Reece
09-07-09, 10:05 AM
Easy fix is:D
folder Data/Sound/speech/1 rename ChE_K_Ahead_Slow to ChE_K_Ahead_One_Third.
and ChE_K_Ahead_One_Third to ChE_K_Ahead_Slow.
also for ChE_P and for Che_S.
Why, it is some kind of SH4 thing, I have no idea why:06:
I did actually!! Just seemed weird to have to do it!:up:

Von Talon
09-07-09, 10:33 AM
:wah::wah::wah:

Crashes after the loading after the intros. I have downloaded the only 705 version, and activated it by JSGME. This might sound like dumb question, but does this reguire the U-Boat Missions Expansion?

lurker_hlb3
09-07-09, 11:26 AM
This might sound like dumb question, but does this reguire the U-Boat Missions Expansion?

Yes

hotlead
09-07-09, 12:52 PM
I just did 2 missions on my first patrol and i am unable to dock back at my homebase, the end patrol option in the middle is greyed out, postpone and refit work fine, any help?

lurker_hlb3
09-07-09, 02:56 PM
I just did 2 missions on my first patrol and i am unable to dock back at my homebase, the end patrol option in the middle is greyed out, postpone and refit work fine, any help?


All I ask of people when the have a “comment / compliant" is to provide the following information:

Date
Location
Type of sub
Flotilla assigned

lurker_hlb3
09-07-09, 03:00 PM
@ Lurker_hlb3, Oh I see, I would prefer not to have the speeds changed by these commands, could you please tell me how to put this part back?:DL If you don't mind of course.:oops: Thanks.

Just change to this

[Cmd164]
Name=Ahead_standard
Ctxt=1
Str=1013
Key0=0x33,C,"3"

hotlead
09-07-09, 03:08 PM
1939 September 3
7th Flotilla
VIIB Uboat
Wilhelmshaven


http://i30.photobucket.com/albums/c308/is300sd/Random%20Pics/th_sh42009-09-0713-00-52-83.png (http://s30.photobucket.com/albums/c308/is300sd/Random%20Pics/?action=view&current=sh42009-09-0713-00-52-83.png)

lurker_hlb3
09-07-09, 04:09 PM
1939 September 3
7th Flotilla
VIIB Uboat
Wilhelmshaven


http://i30.photobucket.com/albums/c308/is300sd/Random%20Pics/th_sh42009-09-0713-00-52-83.png (http://s30.photobucket.com/albums/c308/is300sd/Random%20Pics/?action=view&current=sh42009-09-0713-00-52-83.png)

7th Flotilla home port is "Kiel". Look for the "tilted" anchor

hotlead
09-07-09, 05:28 PM
Thanks it worked

Reece
09-07-09, 10:09 PM
Just change to this

[Cmd164]
Name=Ahead_standard
Ctxt=1
Str=1013
Key0=0x33,C,"3"Thanks, at this point I haven't actually begun a campaign yet, still setting up, typical me!!:D

Brewtality
09-08-09, 04:35 PM
WOW, you really put alot of effort into this.

I'm looking forward to this, downloading now! :D

Kromus
09-08-09, 04:38 PM
To lurker_hlb3:

I don`t know if you could help me but I at least try :)

Caustic effects seems to be a bit strong during night. Could you please tell me which chunks should I mess with in *.dat files (each sub has 2 *.dat files, one for coning tower one for hull) to make them less visible during night (subs are like glowing during night)?

I understood that removing "caustic" chunk removes them completely, but I need to know which chunk makes them less "shiny". Even when I dive to around 180m they are still nearly as strong as near the surface.

I think you know what am I talking about, so let me know which numbers should I change in which chunks in *.dat files to change this, thank you.

lurker_hlb3
09-08-09, 05:01 PM
To lurker_hlb3:

I don`t know if you could help me but I at least try :)

Caustic effects seems to be a bit strong during night. Could you please tell me which chunks should I mess with in *.dat files (each sub has 2 *.dat files, one for coning tower one for hull) to make them less visible during night (subs are like glowing during night)?

I understood that removing "caustic" chunk removes them completely, but I need to know which chunk makes them less "shiny". Even when I dive to around 180m they are still nearly as strong as near the surface.

I think you know what am I talking about, so let me know which numbers should I change in which chunks in *.dat files to change this, thank you.

To be honest with you, I general don't do this kind of thing. The values in each of the subs is "as is" when I ported them into SH4. Has far as which one does what you want, I haven't got a clue.

Kromus
09-08-09, 05:44 PM
Ok, thx anyway :)

Wijbrandus
09-09-09, 07:22 PM
This is my first time encountering it, and a quick scan of this -64 page- thread did not reveal an answer to me.

I took the U-503, a Type IXC, out of Lorient on a cruise of the US coastline. I was forced to dive repeatedly due to enemy aircraft, but still managed to sink two nice and juicy freighters.

Unfortunately, after being chased by aircraft again, I was unable to surface sufficiently to get my crew to open hatches and vent the air. My boat went down somewhere in the atlantic desperately attempting to return to base for fresh air.

What causes the game to not acknowledge a proper surfacing? Diesels were running fine, but air would not purge.

Unfortunately, like Korvettenkapitän Otto Gericke before me, my first cruise was my last for the U-503.

Edit: On a second run through, I found my boat was unable to keep a steady depth when attempting to evade enemy destroyers. October, 1939, and I am commanding a Type IX from Wilhemshaven. Engaged a large convoy off Portugal in heavy fog, sinking three large freighters. When the escorts appeared, I took her to 150m, and then 200m in desperation, and she would not keep station once I exceeded about 170m. I increased speed to give the planes more effect, to no avail. I made it to 220m before the hull cracked. Not the kind of pressure test I had envisioned.

Just out of curiousity, is the thermal layer still active in OM+Stock? I don't hear reports for it, and the enemy seems to have no trouble locking my position even at extreme depth.

ivank
09-10-09, 09:42 PM
How come there are no IX-D2's assigned to the 33th flotilla in late 44 early 45? I wanted to play as one, but there is none.

Sledgehammer427
09-10-09, 10:22 PM
:hmmm:
IIRC the 33rd flotilla is the constanza(black sea) flotilla, which only fielded type II's

lurker_hlb3
09-11-09, 06:33 AM
:hmmm:
IIRC the 33rd flotilla is the constanza(black sea) flotilla, which only fielded type II's

Your statement is incorrect

http://www.uboat.net/flotillas/30flo.htm

lurker_hlb3
09-11-09, 06:45 AM
How come there are no IX-D2's assigned to the 33th flotilla in late 44 early 45? I wanted to play as one, but there is none.

I'll fix it on the next release. However if you want to play now do the following

go to Data\UPCDataGE\UPCCampaignData
open CareerStart.upc
to to line 1356
change the following

IDLinkUserPlayerUnits= F14VIIC, 4, F14IXC, 2, F14IXC40, 2

to

IDLinkUserPlayerUnits= F14VIIC, 4, F14IXC, 2, F14IXC40, 2, F14IXD2, 2

save file

You can now start in a IXD2 on 1 Sept 44

ivank
09-11-09, 08:36 AM
Okay thanks

Kromus
09-11-09, 08:40 AM
This is my first time encountering it, and a quick scan of this -64 page- thread did not reveal an answer to me.

I took the U-503, a Type IXC, out of Lorient on a cruise of the US coastline. I was forced to dive repeatedly due to enemy aircraft, but still managed to sink two nice and juicy freighters.

Unfortunately, after being chased by aircraft again, I was unable to surface sufficiently to get my crew to open hatches and vent the air. My boat went down somewhere in the atlantic desperately attempting to return to base for fresh air.

What causes the game to not acknowledge a proper surfacing? Diesels were running fine, but air would not purge.

Unfortunately, like Korvettenkapitän Otto Gericke before me, my first cruise was my last for the U-503.

Edit: On a second run through, I found my boat was unable to keep a steady depth when attempting to evade enemy destroyers. October, 1939, and I am commanding a Type IX from Wilhemshaven. Engaged a large convoy off Portugal in heavy fog, sinking three large freighters. When the escorts appeared, I took her to 150m, and then 200m in desperation, and she would not keep station once I exceeded about 170m. I increased speed to give the planes more effect, to no avail. I made it to 220m before the hull cracked. Not the kind of pressure test I had envisioned.

Just out of curiousity, is the thermal layer still active in OM+Stock? I don't hear reports for it, and the enemy seems to have no trouble locking my position even at extreme depth.

1. It`s a bug I encountered only one time so far. Stay surfaced, save game, reload and you should get oxygen again (I encountered also bug when I couldn`t repair my sub, reloading save helped again).

2. It`s actual game mechanics that is built for about 500-550 feet (about 160m - just approx. calculation) which can hold actual depth w/o engines running. So if you run deeper you also need to run faster. And this is serious problem for VIIC 41 where you can dive down to 250m...

Wijbrandus
09-11-09, 09:02 AM
It`s actual game mechanics that is built for about 500-550 feet (about 160m - just approx. calculation) which can hold actual depth w/o engines running. So if you run deeper you also need to run faster. And this is serious problem for VIIC 41 where you can dive down to 250m...

What is the rationale for this? I'm not aware of anything that would make this happen. As far as I know, submarines don't have anything that is compressible with depth that would reduce their displacement causing a loss of bouyancy.

In other words, is this a game mechanic, or is it modeled on a real life effect?

How fast do I need to go to maintain a proper depth near my crush limit?

Kromus
09-11-09, 09:16 AM
You should ask developers why they made it like this... It`s pretty fun watching one of those modern subs (mod) falling down like a rocks (crush depth about 600m) when you dive to about 300 m :DL. I`ve fallen off rendering area few times (about 1400 or 1600 feet and your sub disappear).

Edit: I could maintain depth running about 20 knots with atomic sub at about 450m. So for a "normal" sub that can dive to 250-60 you should go at full speed, never tried that so far)

Edit2: and I also don`t know if it`s realistic or not, but definately won`t help when you are trying to escape destroyers.

Wijbrandus
09-11-09, 10:20 AM
So is the thermal layer still active in OM? Or have I lost that as an evasion tool? Or perhaps I'm just unaware of what German to listen for. :P

Captain von Keldunk
09-11-09, 11:09 AM
So is the thermal layer still active in OM? Or have I lost that as an evasion tool? Or perhaps I'm just unaware of what German to listen for. :P
Blur.wav is used as thermal layer sound, this way it works for both sides.:DL

lurker_hlb3
09-11-09, 04:36 PM
This is my first time encountering it, and a quick scan of this -64 page- thread did not reveal an answer to me.

I took the U-503, a Type IXC, out of Lorient on a cruise of the US coastline. I was forced to dive repeatedly due to enemy aircraft, but still managed to sink two nice and juicy freighters.

Unfortunately, after being chased by aircraft again, I was unable to surface sufficiently to get my crew to open hatches and vent the air. My boat went down somewhere in the atlantic desperately attempting to return to base for fresh air.

What causes the game to not acknowledge a proper surfacing? Diesels were running fine, but air would not purge.

Unfortunately, like Korvettenkapitän Otto Gericke before me, my first cruise was my last for the U-503.

Edit: On a second run through, I found my boat was unable to keep a steady depth when attempting to evade enemy destroyers. October, 1939, and I am commanding a Type IX from Wilhemshaven. Engaged a large convoy off Portugal in heavy fog, sinking three large freighters. When the escorts appeared, I took her to 150m, and then 200m in desperation, and she would not keep station once I exceeded about 170m. I increased speed to give the planes more effect, to no avail. I made it to 220m before the hull cracked. Not the kind of pressure test I had envisioned.

Just out of curiousity, is the thermal layer still active in OM+Stock? I don't hear reports for it, and the enemy seems to have no trouble locking my position even at extreme depth.

Unable to recreate your problem. Type IX max depth is set to 210 meters.

Teiwaz
09-11-09, 08:36 PM
Greetings.

I just want to ask because I'm really curious about a situation I encountered...

First of all: I'm running TM, RSRD & OM - and so far, all mods are really great! Thx to the developers!

Back to the curious situation...
Started german career in '39 (think it was September '39), 7th Flotilla (? - started with VIIb boat). Had a few patroul areas with rarely any encounter (ok so far) but then I found a REALY large convoy (about 25 merchantes guarded by only 2 destroyers). I had silent running on, engines to 0 knots (external view showed no mothing at all) and almost touched sea ground. Nevertheless first destroyer pinged me with it's sonar and those 2 destroyers droped almost everything they had on me - no chance of surviveing.
I just wanna know, if this situation is somewhat normal or if it was just bad luck - because I realy don't think it's realistic. Playing dead rock on the bottom of the sea and getting found by sonar (they hadn't seen me surfaced)? Hard to believe...
But still it's a great mod! So keep up the great work :arrgh!:

xristoskaiti
09-12-09, 02:23 AM
I have problem with the snolker in late war the allies planes me:wah:
they see always the night in-depth snolker and me they sink...........
i know that this does not happen in real life because the allied radars did
not see snolker him saw seldom.....:salute:

ivank
09-12-09, 05:00 PM
I too have the issue that I can not selet the 'weapons/senors' tab while on partrol

VIIC
Jan 4 1942
23rd
Salamis

DarkFish
09-12-09, 05:34 PM
This is my first time encountering it, and a quick scan of this -64 page- thread did not reveal an answer to me.

I took the U-503, a Type IXC, out of Lorient on a cruise of the US coastline. I was forced to dive repeatedly due to enemy aircraft, but still managed to sink two nice and juicy freighters.

Unfortunately, after being chased by aircraft again, I was unable to surface sufficiently to get my crew to open hatches and vent the air. My boat went down somewhere in the atlantic desperately attempting to return to base for fresh air.

What causes the game to not acknowledge a proper surfacing? Diesels were running fine, but air would not purge.

Unfortunately, like Korvettenkapitän Otto Gericke before me, my first cruise was my last for the U-503.This sounds to me like the well known air replenishment bug introduced with v1.5. Save and reload and it should be fine.
It seems like these kind of problems appear mainly when you alt-tab out of the game, at least for me.

DarkFish
09-12-09, 05:36 PM
I too have the issue that I can not selet the 'weapons/senors' tab while on partrolyeah me too, I always thought it was supposed to be like that for some reason. (That tab isn't of much use anyway when you aren't in port)

walsh2509
09-13-09, 07:43 PM
Watching the History Ch about U480 the stealth boat. It sunk a Corvett with 1 torp and the ship was gone in 30seconds.

I hit a destroyer with 1 torp , stern shot into her bow it took something like 5mins and it went down like a uboat diving, bow first, as it steamed foward.

But with other with one the exact same shot this time it went on for 20-30mins steaming foward at 18knt and its bow never move down an inch. I went deep and lost it , as far as I could tell it just went sailing on as I never got it was a kill.

Same destroyer type , same hole in both ships bows and 1 goes down in 5 mins the other sails on at speed and her bow does not dip any lower in the water ?

Reece
09-13-09, 08:57 PM
Hi Lurker, it's that pest again!!:yep: I don't know if you picked this up but I'm not alone here, I noticed in the Nav training academy that right clicking the rear hatch at the rear of the control room the screen goes green, right click again and your back to control room, is this a problem only within the Nav training academy in the type IID?:hmmm:
Thanks.

Captain von Keldunk
09-13-09, 09:39 PM
Hi Lurker, it's that pest again!!:yep: I don't know if you picked this up but I'm not alone here, I noticed in the Nav training academy that right clicking the rear hatch at the rear of the control room the screen goes green, right click again and your back to control room, is this a problem only within the Nav training academy in the type IID?:hmmm:
Thanks.
If I remember right, this rear hatch bug been there always, One do not click rear hatch
in control room in SH4. also have volumetric fog on but environmental effects off. otherwise
you may have transparent deck crew in some situations.:DL

Reece
09-13-09, 09:45 PM
Thanks for that, will ignore it, yes I leave the volumetric fog off, I found, on my system anyway, that early morning fog looks terrible, can't describe it, if you don't move it looks ok but if you pan around yuck!!:DL

gutted
09-14-09, 02:06 AM
umm.. how far away should merchants be spotting me?

Im having problems with being spotted way too early.

On the surface at dusk, i was spotted 10km away by a single merchant as i was manuevering into an intercept position.

happens quite often.

Now i've been away from SH4 for quite some time now.. but I dont ever remember the visual detection range of merchants being that far.

markdenny
09-14-09, 05:27 AM
Ive just finished watching a program about u-480 the stealth boat operating in the english channel in aug 44 this would make an excellent RUM operating against the supply convoys off the coast of normandy,can this be done ? and who can we get one of those rubber coated u-boats in the game is this poss?

renthewog
09-15-09, 07:11 AM
Hi, quick question..whats up with the damage model in this mod? i was doing the training flotilla in the career mode, in 1940 in a VIIB u-boat. and when you have to sink the drone ship (which is a small merchant) i fired ALL my torpedoes at this little thing had holes in it like a swiss cheese and didnt sink! didnt even explode or blow up..is there a bug here, cos this wouldnt be very realistically acurate. I know you're not supposed to install Natural_Sinking_Mechanics mod on top of OP Monsoon, but i thought just to try and see if it makes a difference, and it does, the ships actually sink now. But i dont want to use the NSM mod, i want to use the damage model intended in OP Monsoon..is there a fix for this or something? Any help would be great, i can explain details better for you if you need me too. :DL thanks

Kromus
09-15-09, 08:45 AM
One torpedo is enough for small and medium ships set to impact detonation (2 for large ships). Mechanics of sinking is slower like in TMO 1.7 for example, so you should wait about half an hour (in most cases) until it sinks .
But I`m also using deck gun 5-15 shells (5 for small 15 for large ships) just to be sure.

renthewog
09-15-09, 12:18 PM
Lol..yeah i had my deck gun crew, and myself fire about 50 shells at the merchant, plus all the torpedoes hitting in different spots, at different depths and with different detonators...didnt sink...i even advanced time compression for 24 hours and still nothing. Ive encountered the same problem in career mode, when found a convoy on a patrol, and torpedoed a ship like 10 times, never sank..:wah:

renthewog
09-15-09, 12:45 PM
Okay just to get things set straight here,

Can someone please tell me if i have this order installed correctly on JSGME..:06:

*Stock SH4 v1.5 + U-Boat Missions addon
*OpsMonsun_V705
*OMv705_to_v712
*OM_v712_Hotfix1
*OMEGU_v200
*OMEGU_v200_Patch1

Is that correct? I also have Carotio_IntercontinentalRadioPack and RUIM_v1.0_for_SH4v1.5 HI-RES...(i don't think these mods will affect it)

Any help? sorry for all the questions, just want to get this awesome mod to work properly. Thanks guys, :cool:

Kromus
09-15-09, 01:51 PM
Okay just to get things set straight here,

*Stock SH4 v1.5 + U-Boat Missions addon
*OpsMonsun_V705
*OMv705_to_v712
*OM_v712_Hotfix1
*OMEGU_v200
*OMEGU_v200_Patch1



You`ve activated mods in correct order, I`ve got them myself too (w/o V200 patch) plus before OpsMonsun_V705 I`ve got installed TMO 1.7 and RSRDC_V411 + patch.

I`ve got no idea why your merchants don`t sink because even w/o TMO and RSRDC mods sinking time is same. Sinking time mainly depends on zones.cfg which gets overwritten (stock version or TMO version after I`ve activated Monsun mod) when you activate V705 (if you use different zones.cfg from different mod, your radio room or bulkhead gets destroyed as soon as you try to submerge or in rough water at 6m).

Maybe there is something you are not telling us, because ships are sinking w/o any problems (just a bit longer)...

Anyway, I would suggest a clean install (also delete everything in you main game folder) once more using only mods you described in your post. If it won`t work, then you are doomed forever :wah: (just j/k :P )

Edit: Just noticed, you `ve been speaking about "Natural_Sinking_Mechanics mod", didn`t it destroy part of your sub when you dive? Because I`ve downloaded it (4.0 ver), tried it, and it did destroy as I supposed, because it`s using different zones.cfg. So if it didn`t destroy anything in your sub, there`s something strange going on...

lurker_hlb3
09-15-09, 05:04 PM
Maybe there is something you are not telling us, because ships are sinking w/o any problems (just a bit longer)...



Yes, there something that he not telling us about his setup. Also, if you want to use the deckgun, let the the gun crew do it and have them aim for the "waterline".

renthewog
09-15-09, 07:16 PM
Just noticed, you `ve been speaking about "Natural_Sinking_Mechanics mod", didn`t it destroy part of your sub when you dive? Because I`ve downloaded it (4.0 ver), tried it, and it did destroy as I supposed, because it`s using different zones.cfg. So if it didn`t destroy anything in your sub, there`s something strange going on...

Come to think of it that explains why my bulkhead in my sub destroyed straight away..okay i am going to do a uninstall, and fresh install with that order of mods as quoted. *NOTE* one thing that i didnt have installed was the OM_v712_Hotfix1...I just realised i never actually had that in there, wonder if thats what might of been making a difference :06:

lurker_hlb3
09-15-09, 09:41 PM
i want to use the damage model intended in OP Monsoon..is there a fix for this or something? Any help would be great, i can explain details better for you if you need me too. :DL thanks

The ship damage model is working as designed. If there was something 'seriously" wrong, I would have heard something from some of the over 4000 people that have downloaded OM since v400 when this damage model was introduced

renthewog
09-16-09, 03:22 AM
Okay just to update,

I uninstalled everything SH4 related this morning, and did a fresh install, with no other mods than OM and this time i put the Hotfix on it, and tested sinking a few ships etc. and all works fine now. fired 1 torpedo at a small merchant and it sank after about 15minutes, so they take a while to sink (which in my opinion is alot more realistic) but at least they finally sink now :DL thanks for your help guys,

Cheers.

lurker_hlb3
09-16-09, 11:11 PM
A new version of OM v705 to OM v715 is up. Download links in the first post.

Please read the README carefully for changes.

etheberge
09-17-09, 03:26 PM
Lurker,

The Subsim link is broken, getting a 404 error.

The link is missing the "7" from the file extension ".7z".

Guys, you can still download from Subsim by adding the "7" yourself or use this link until Lurker fixes it.

http://www.subsim.com/mods1/lurker/OMv705_to_V715A.7z

lurker_hlb3
09-17-09, 04:50 PM
Lurker,

The Subsim link is broken, getting a 404 error.

The link is missing the "7" from the file extension ".7z".

Guys, you can still download from Subsim by adding the "7" yourself or use this link until Lurker fixes it.

http://www.subsim.com/mods1/lurker/OMv705_to_V715A.7z

Link at SS fixed.

dcb
09-18-09, 02:39 PM
With version 715, I lost all signs of a hit on new ships' models - both 3D damage (the hole and interior machinery) and the 2D damage (darkened textures) are lost. I guess IABL's ships don't have inside 3D models.:cry:
Maybe there's a fix at least to apply the darkened 2D texture, for the sake of immersion...

lurker_hlb3
09-18-09, 03:22 PM
With version 715, I lost all signs of a hit on new ships' models - both 3D damage (the hole and interior machinery) and the 2D damage (darkened textures) are lost. I guess IABL's ships don't have inside 3D models.:cry:
Maybe there's a fix at least to apply the darkened 2D texture, for the sake of immersion...

You need to address your comments to iambecomelife

dcb
09-18-09, 03:47 PM
You need to address your comments to iambecomelife

Or just revert to the working models of OM 712. Much easier.

lurker_hlb3
09-18-09, 04:31 PM
Or just revert to the working models of OM 712. Much easier.

Do as you see fit, put there are some major changes to the campaign files that you will not get to use or any other future upgrades to OM, since I have no plans at this time to "back-out" iambecomelife work.

green_abobo
09-19-09, 02:06 AM
I just wanna know, if this situation is somewhat normal or if it was just bad luck - because I realy don't think it's realistic. Playing dead rock on the bottom of the sea and getting found by sonar (they hadn't seen me surfaced)? Hard to believe...
But still it's a great mod! So keep up the great work :arrgh!:

correct me if i'm wrong,but active sonar can "hear" you no matter how incognito you try to be,as long as you are within that sonar's range,they know where you are.

they ping you,it bounces off you and goes back to them,giving them your rough position.you gotta be out of their range.if you're deep enough (obviously you weren't or the depth charges wouldn't hit you) that's when they don't know you're there. this is why it's important to not be in shallow water when you attack an escorted convoy.silent running would only spoof passive sonar correct?

and as far as realism goes, a sub cannot just sit there submerged @ 0 knots in real life,they have to be moving somewhat (i'm guessing at least 1 knot?) in order to maintain depth and stay submerged.

at least,that's what i have been told or generally thought was the case.

maybe someone with experience on the subject can clarify.

i do agree with you about the mod,it is alot of fun. :cool:

Dieselglock
09-19-09, 03:45 AM
This mod just gets better and better if that's possible. Big thanks Lurker:rock:

Sonicfire1981
09-19-09, 05:33 AM
This topic might have come up before in this thread, if so forgive my search not getting any results;

Are the sinking mechanics of RFB still in effect in OM?
I installed RFB, RSRD and OM in the order (and versions) given in the starting post. So far i encountered two ships that I attacked. In both cases i received the "sinking notification" almost instantly after the Torpedo hit. The Ships sank within 5minutes max, although they were 8k/6k tons and took only one hit. In the readme for RFB "crit-chances" are mentioned, but i dont believe i had this luck two times in a row.

If this shouldnt have happened I'll post further details, but atm i dont have them in reach.
If the sinking of ships is "as designed" then i shall live with it.

Admiral Von Gerlach
09-19-09, 05:39 AM
is there any way to change this "limitation" of OpMonsun?


1.Because of a design feature that prevents ships from spawning within 20km of ownship, stay clear of all major US/UK ports.


if one hopes to possibly reconoiter a port it would be nice to see realistic traffic therein.

Is there an change in the ini or the set up that will allow normal spawning?

lurker_hlb3
09-19-09, 08:32 AM
is there any way to change this "limitation" of OpMonsun?



if one hopes to possibly reconoiter a port it would be nice to see realistic traffic therein.

Is there an change in the ini or the set up that will allow normal spawning?

I'm sorry to say this a "stock" SH4 issue within the game engine itself and is un-fixable

lurker_hlb3
09-19-09, 08:37 AM
This topic might have come up before in this thread, if so forgive my search not getting any results;

Are the sinking mechanics of RFB still in effect in OM?
I installed RFB, RSRD and OM in the order (and versions) given in the starting post. So far i encountered two ships that I attacked. In both cases i received the "sinking notification" almost instantly after the Torpedo hit. The Ships sank within 5minutes max, although they were 8k/6k tons and took only one hit. In the readme for RFB "crit-chances" are mentioned, but i dont believe i had this luck two times in a row.

If this shouldnt have happened I'll post further details, but atm i dont have them in reach.
If the sinking of ships is "as designed" then i shall live with it.


The newer ships by iambecomelife that are in OMv715 don't use the same damage model as the "shock" ships in older versions of OM, how ever I'm working on upgrading them in the near future.

Deep Source
09-19-09, 06:56 PM
Hi luker the lack of texture in the tower of type VIIC is normal? Knows she looks "fake"?

http://img34.imageshack.us/img34/6811/imagemoeo.th.jpg (http://img34.imageshack.us/i/imagemoeo.jpg/)



What about the antenna kdb I think you better remove the rotating animation. What do you think?

:salute:

lurker_hlb3
09-20-09, 08:54 AM
Hi luker the lack of texture in the tower of type VIIC is normal? Knows she looks "fake"?


You can voice your dislike to ZeeWolf


What about the antenna kdb I think you better remove the rotating animation. What do you think?
From the readme in the first post of this thread

Special Note: The KDB hydrophone 3d Model was unacceptable, therefore there will be no 3d model for this sensor.

abclkhan
09-20-09, 01:26 PM
lurker,

playing with type XXI saw it is much more resistant to injury than the othr uboats.Did you notice this problem exsts? how can I turn this model more realistically sensitive to enemy fire? What configurations should be changed?

DarkFish
09-20-09, 02:18 PM
Hi luker the lack of texture in the tower of type VIIC is normal? Knows she looks "fake"?You can voice your dislike to ZeeWolf
I think he means the lack of AO maps.
In fact I've rendered those myself for the VIIB, if I have some spare time I could make them for the other types too and mail them to you:up:

Admiral Von Gerlach
09-20-09, 02:43 PM
OM_Plot_V300 download link is not working...can someone post a working one?

Danke

ivank
09-20-09, 02:43 PM
MFM ships are great, hell we at TSWSM are going to use some, but its damage model is way off, I have sent 4 torpedos in to one and it stoped but did not sink.

lurker_hlb3
09-20-09, 03:22 PM
OM_Plot_V300 download link is not working...can someone post a working one?

Danke


Try it now

lurker_hlb3
09-20-09, 03:26 PM
MFM ships are great, hell we at TSWSM are going to use some, but its damage model is way off, I have sent 4 torpedos in to one and it stoped but did not sink.

There are "57" new MFM ships. Which one are you having a problem with. Also why don't you read my responds to Sonicfire1981 ( see above )

lurker_hlb3
09-20-09, 03:26 PM
lurker,

playing with type XXI saw it is much more resistant to injury than the othr uboats.Did you notice this problem exsts? how can I turn this model more realistically sensitive to enemy fire? What configurations should be changed?

Type XXI damage model is working as designed

lurker_hlb3
09-20-09, 03:27 PM
I think he means the lack of AO maps.
In fact I've rendered those myself for the VIIB, if I have some spare time I could make them for the other types too and mail them to you:up:

Yes go ahead

ivank
09-20-09, 06:00 PM
After my next patrol I will post the ones with problems.

Deep Source
09-20-09, 08:45 PM
Luker the issue with kdb antena.
January 1st 1943 29th Flotila, Type VIIC

http://img268.imageshack.us/img268/6392/imagemmw.th.jpg (http://img268.imageshack.us/i/imagemmw.jpg/)http://img22.imageshack.us/img22/5534/imagemaq.th.jpg

(http://img22.imageshack.us/i/imagemaq.jpg/)

lurker_hlb3
09-20-09, 10:02 PM
Luker the issue with kdb antena

(http://img22.imageshack.us/i/imagemaq.jpg/)


There was an addition 3d model of the the kdb antenna in another file in the Library directory. I will correct this in a future patch

xristoskaiti
09-21-09, 10:59 AM
I was careful that the XXIII and the XXI they have very erroneous
range Submerged......
the XXIII have the precisely 96 miles with 4 knots other in real life
had 190 roughly.....
the same problem has also the XXI :wah::wah::wah::wah: :sunny:

e7pus
09-21-09, 03:28 PM
XXI 285miles/6k
XXIII 175miles/4k

lurker_hlb3
09-21-09, 05:15 PM
I was careful that the XXIII and the XXI they have very erroneous
range Submerged......
the XXIII have the precisely 96 miles with 4 knots other in real life
had 190 roughly.....
the same problem has also the XXI :wah::wah::wah::wah: :sunny:

XXI 285miles/6k
XXIII 175miles/4k


This is a know issue. The problem is within the SH4 game engine itself and is "un-fixable".

kiwi_2005
09-22-09, 12:15 AM
How do i carry on my career, it ended after the 7th patrol there was an option do i want to quit career yes/no (not exact words), i chose no and it ended If i had chosen yes wouldn't it had ended as well or does it mean i will get a new boat - I had the II B for 7 patrols. I done quite well too as the message was about i would go on to one day helping Ubisoft make SH III lol, 2nd patrol i sneaked into scarpa flow and sank a BS and destroyer. All i have to moan about was I so wanted to upgrade to a VIIb or C. 7th patrols in a II B!

Anways Ive started a new career in IXC just how do i avoid it ending after so many patrols.

kstanb
09-22-09, 12:30 AM
I just tried OM+Omegu, the mod really looks great,

a (possible) issue I found was that escorts are really having a hard time once I submerge, I found the same behaviour before with RFB

A simple test I did was to play a single mission, a night convoy hunt, 100% accuracy, SH4 1.5 + OM705_715 + OMEGU v210+ hotfix; nothing else added
After sighting the convoy, I closed at flank speed, until I was relatively close (less than 5km) and just shot a couple of rounds at the closest escort. Obviously, he soon start shooting back, and I ordered crash dive.

So, here comes the problem, I just kept flank speed in the direction to the merchants, no silent running and not particularly deep (150mts maybe). I don't know if they launched depth charges, if so, they were definitively not close enough to do any damage. After a while, I went back to PD, still at flank speed, and saw the escorts behind me. far enough to try a quick attack against the merchants.

In reality, I should be in lot of trouble; I mean, by shooting at the escort, I gave them bearing and relatively accurate range to start ASDIC search. Moreover, with flank speed/ no silent running, ASDIC should be capable of detecting me.

othr
09-22-09, 02:27 AM
I noticed similar behaviour. Escorts are really of no consequence it seems. There is another issue I discovered which is probably related to the 'slow sinking' thing. Some escorts will just sit forever at 0 knots in one spot, usually where a struck ship had sunk. That and those escorts will just circle one spot and completely abandon the convoy so you can just speed ahead and sink the remaining ships, if the convoy is far away the escorts won't make it on time to even see any oil slicks.

It would be great if OM was split into a few parts (not sure if this is possible), one being the campaing changes, one 'realism' stuff etc, so you can select wether you want these sensor changes or not. I, personally, am not a fan of messing with how ships sink and how sensors work, it seems to have an adverse effect on escort AI, their behaviour is hardcoded and those changes really make them behave oddly.

Wilcke
09-22-09, 12:30 PM
I noticed similar behaviour. Escorts are really of no consequence it seems. There is another issue I discovered which is probably related to the 'slow sinking' thing. Some escorts will just sit forever at 0 knots in one spot, usually where a struck ship had sunk. That and those escorts will just circle one spot and completely abandon the convoy so you can just speed ahead and sink the remaining ships, if the convoy is far away the escorts won't make it on time to even see any oil slicks.

It would be great if OM was split into a few parts (not sure if this is possible), one being the campaing changes, one 'realism' stuff etc, so you can select wether you want these sensor changes or not. I, personally, am not a fan of messing with how ships sink and how sensors work, it seems to have an adverse effect on escort AI, their behaviour is hardcoded and those changes really make them behave oddly.

In career mode. Jan 1940 Type VII, I was recrossing the Channel heading toward Kiel. I took a risk and shot 4 torpedos at a Capitol Ship in a TF heading West to Scapa Flow. I was spotted by a DD at 1000 yards as it was noon, I was submerged at periscope depth.

I went down to 90 meters and silent and headed east, I then had to entertain 5 dds for about 3 hours, eventually 4 left to rejoin the TF and one stayed an additional hour and then left. As I was testing OM and OMEGU I established multiple save points. I noted the following behaviour.

1. at periscope depth if I did not move or dive the DD did ram me.

2. They consistently shot at my periscope when I popped up to take a peek. This was mid day and the weather was wind 4m/s or so.

3. They actively pinged, they did pretty good DC runs and did give me some damage to fix. For early 1940, they were pretty good.

They were not difficult to elude with some patience and they did have to rejoin the TF which is an added advantage.

Lets see what Lurker has to add.

Happy Hunting!

Wilcke
09-22-09, 12:32 PM
I just tried OM+Omegu, the mod really looks great,


A simple test I did was to play a single mission, a night convoy hunt, 100% accuracy, SH4 1.5 + OM705_715 + OMEGU v210+ hotfix; nothing else added

I hope you have OM V705 installed in front of OM705_715.

Mods enabled:
OpsMonsun_v705
OMv705_to_V715A
OMEGU_v210
OMEGU_v210_Hotfix1

kstanb
09-22-09, 12:55 PM
I hope you have OM V705 installed in front of OM705_715.

Mods enabled:
OpsMonsun_v705
OMv705_to_V715A
OMEGU_v210
OMEGU_v210_Hotfix1

yes, those are the exact mods I have installed, in that order


edit1: I also have seen the lone escort at 0knots more than a couple of times (with RFB+OM), I usually get into position for a stern tube shot, and most of the times I just get duds (altough, at least once I killed it).
edit3: I suspect the lone escort issue is due to saving/ re-loading while submerged...

edit2: did you try going flank speed submerged? staying at PD for sure will be suicide, but going deep at flank (no silent running) is kind of an easy way to evade, at least in my experience
Also, in the single mission game I tested, as soon as I went back to PD (after some time, maybe half an hour game time?). I saw 3 escorts circling at slow speed, 180 bearing, with range aprox 2,000 to 2,000 meters (most probably where I used to be when shooting at them)

Wilcke
09-22-09, 03:22 PM
If I made noise they came after me and they were pretty good at it for 1940. I was testing so I had the unit cam on to see their behaviour. I also saved numerous setpoints saves during this battle with the DD's, I did not see any strange AI behaviour while I was submerged. I did this over a period of a few evenings. After the 4 DDs headed back to the TF a lone DD did stay stationary and listened for me with his light flashing. After about 20 minutes he started to make speed ran a circle pattern a couple of times stopped for another listen 15-20 minutes and then finally move off at 8 knots or so to rejoin the TF. If I came up and took a peak with the scope he would spot me and start shooting and come at me hard.

I would not have been able to do an end run on the TF submerged as they were steaming at 15 knots.

Which single mission are you running? Will run it tonight.

kstanb
09-22-09, 03:38 PM
If I made noise they came after me and they were pretty good at it for 1940. I was testing so I had the unit cam on to see their behaviour. I also saved numerous setpoints saves during this battle with the DD's, I did not see any strange AI behaviour while I was submerged. I did this over a period of a few evenings. After the 4 DDs headed back to the TF a lone DD did stay stationary and listened for me with his light flashing. After about 20 minutes he started to make speed ran a circle pattern a couple of times stopped for another listen 15-20 minutes and then finally move off at 8 knots or so to rejoin the TF. If I came up and took a peak with the scope he would spot me and start shooting and come at me hard.

I would not have been able to do an end run on the TF submerged as they were steaming at 15 knots.

Which single mission are you running? Will run it tonight.

I picked one at random, it was a night attack using a VIIB, so it might be early war. I will try again and report it more detailed in a couple hours,

kstanb
09-22-09, 05:03 PM
Mods:
Ops Monsun_V705
OMv705-715A
OMEGU_210
OMEGU_210 hotfix

100% reality except for map updates (which makes easier to get range)

single mission: RUM 410316 U99 March 1941
time 21:45

approach
Got into course 330, ahead standard
soon after: ship spoted bearing 11, long range.
radioed convoy report: estimated speed 11knots, course 90
ordered flank speed, course 335

first detection
happened at 22.27, escort was at 1,250mts aprox bearing 100
he start shooting at me
I fired one torpedo (not aimed, just to recharge it and make more noise while submerged).
then I ordered crash dive to 120mts, I kept flank speed
I heard merchant propellers from bearing 295 to 330, change course to intercept
tube 1 was ready at 22.40
nothing else happened, I didn't hear DC

1st attack
ordered PD at 23.00
reached PD at 23.05
22.06, raised attack periscope, I am surrounded by merchants, I can see more than 30. at least 3 are closer than 1000mts, I didn't see any escort close
22.08 surface the boat and all stop
22.09 why waste torpedoes if I have a deck gun? ordered deck gun manned and start shooting
23.18 still shooting, 1 merchant already destroyed
23.19 escorts arrived, and again, shoot non aimed torpedoes (this time 5 tubes) to make more noise
23.20 crash dive, change course to follow convoy, depth 100mts
23.22 can hear pings
23.29 reached 98 meters, kept flank speed

2nd attack
00.09 finished recharging 5 tubes, ordered PD
00.13 reached PD, change course to intercept convoy again
00.14 surface the boat
00.28 in position to launch more torpedoes

I aborted the mission after that, it was kind of too easy to keep doing it until running out of ammo, escorts were definitively not an issue, other than during the few seconds between getting detected and submerging

I hope someone could try to test it

lurker_hlb3
09-22-09, 05:44 PM
Mods:
Ops Monsun_V705
OMv705-715A
OMEGU_210
OMEGU_210 hotfix

100% reality except for map updates (which makes easier to get range)

single mission: RUM 410316 U99 March 1941
time 21:45

approach
Got into course 330, ahead standard
soon after: ship spoted bearing 11, long range.
radioed convoy report: estimated speed 11knots, course 90
ordered flank speed, course 335

first detection
happened at 22.27, escort was at 1,250mts aprox bearing 100
he start shooting at me
I fired one torpedo (not aimed, just to recharge it and make more noise while submerged).
then I ordered crash dive to 120mts, I kept flank speed
I heard merchant propellers from bearing 295 to 330, change course to intercept
tube 1 was ready at 22.40
nothing else happened, I didn't hear DC

1st attack
ordered PD at 23.00
reached PD at 23.05
22.06, raised attack periscope, I am surrounded by merchants, I can see more than 30. at least 3 are closer than 1000mts, I didn't see any escort close
22.08 surface the boat and all stop
22.09 why waste torpedoes if I have a deck gun? ordered deck gun manned and start shooting
23.18 still shooting, 1 merchant already destroyed
23.19 escorts arrived, and again, shoot non aimed torpedoes (this time 5 tubes) to make more noise
23.20 crash dive, change course to follow convoy, depth 100mts
23.22 can hear pings
23.29 reached 98 meters, kept flank speed

2nd attack
00.09 finished recharging 5 tubes, ordered PD
00.13 reached PD, change course to intercept convoy again
00.14 surface the boat
00.28 in position to launch more torpedoes

I aborted the mission after that, it was kind of too easy to keep doing it until running out of ammo, escorts were definitively not an issue, other than during the few seconds between getting detected and submerging

I hope someone could try to test it


First. The mission is re-acting just the way I "designed" it to act. The escort crew proficient is set to "competent", which means these guys are not that well trained. Also the Hydrophone / Sonars for the escorts assigned to those units weren't that hot either. If you read the write up at the begin of the missions, Otto Kretschmer sunk "SIX" ships within a few hours and was able to evade the escorts easily.

kstanb
09-22-09, 05:58 PM
[quote=lurker_hlb3;1177026]First. The mission is re-acting just the way I "designed" it to act. [quote]

Although I I doubt Otto Kretschmer would have used an approach as deliberately dumb as mine (going flank, shallow depth, deck gun usage close to escorts, complete disregard of escort pings, etc) to sunk 6 ships;
that is a fair statement

edit: I just tried TMO+OM and got sunk two times trying to repeat it, so that could be a solution for those that want to play that great mod but think that escorts are not that challenging even if realistic by early war standards

happy hunting and thanks

sqdw77483
09-23-09, 03:19 AM
Can't my saves be written into, why?

TMO1.7
TMO hotfix
MaxOptics SCAF fix TMO1.7
RSRDC TMOv1.7 v411
RSRDC v411 Patch2
OM705
OM705 to v715A
Uboat Full Screen Scoper for TMO and FOTRS
Enemies of Germany
sh3 to sh4 .v3 TMO RSRDC OM

realism 90 . mast height of added some units into OM715 is wrong.

Wilcke
09-23-09, 10:12 AM
Can't my saves be written into, why?

TMO1.7
TMO hotfix
MaxOptics SCAF fix TMO1.7
RSRDC TMOv1.7 v411
RSRDC v411 Patch2
OM705
OM705 to v715A
Uboat Full Screen Scoper for TMO and FOTRS
Enemies of Germany
sh3 to sh4 .v3 TMO RSRDC OM

realism 90 . mast height of added some units into OM715 is wrong.

I cannot be sure but I believe that the last three mods after OM705 to v715A are hosing the OM install in some manner. When playing or testing the OM/OMEGU combination this is my active mod list. My save games is working just fine.

Mods enabled:
OpsMonsun_v705
OMv705_to_V715A
OMEGU_v210
OMEGU_v210_Hotfix1

I really recommend running OM in an independant install of SH4. Its easier to troubleshoot and prevents mod soup.

Happy Hunting!

renthewog
09-23-09, 11:53 AM
Hey still enjoying this mod heaps. but picked up on 2 things i want to ask about..

1. The music. For some reason in career mode i am not getting any music playing in background (no i dont mean the gramophone or radio) checked the usual things like in Sound options, music is enabled and cranked up full.

2. The Submerged Creaking noise. What happened to the sound fo the creaking of the water pressure on the submarine when you dive, and when you dive deeper it gets louder, this was in the stock SH4 game, and its not in the OM/OMEGU mod or is it?

Mods Installed:

OpsMonsun_v705
OMv705_to_V712
OM_v712_Hotfix1
OMEGU_v200
OMEGU_v200_Patch1

Any help??? Cheers, Ren

Kromus
09-23-09, 02:34 PM
For those who find 1939 or 41 years "too easy" change "sim.cfg" (Thermal Layer Signal Attenuation at "Hydrophone" and "Sonar" to 1) so you can get harder escorts.
Maybe you should understand that this is ww2 where you don`t get any "underwater laser designated homing depth charges with propellers installed" which blow you out of water every time they drop them...

Sonicfire1981
09-24-09, 02:39 PM
Hi Lurker,

I have a CTD in the campaign exactly @ October 30 1940, 12:00.

Campaign started Sept. 1 1939, 7th Flottillia in Type VIIB, Position is BF2x (tried several different positions).

Using RFB 1.52 with RSRDC 421 for RFB and OM 705 (+705 to 715A).

Deinstalled RSRD, messed up all completed missions in the patrol, of course, but CTD still occured at 12:00 sharp. What could cause this?

lurker_hlb3
09-24-09, 04:58 PM
Hi Lurker,

I have a CTD in the campaign exactly @ October 30 1940, 12:00.

Campaign started Sept. 1 1939, 7th Flottillia in Type VIIB, Position is BF2x (tried several different positions).

Using RFB 1.52 with RSRDC 421 for RFB and OM 705 (+705 to 715A).

Deinstalled RSRD, messed up all completed missions in the patrol, of course, but CTD still occured at 12:00 sharp. What could cause this?


I would like to see a "complete" mod install list and in what order

abclkhan
09-24-09, 06:02 PM
Ok here is my contribution

I am playing RFB + OM
OMEGU is pretty good. BUT
I would like to choose not to change my scope´s screen with the TBT dials... Becausei it doesnt work with OPTICS2. Please Lurker add Optics2 or the SCAF thing for scopes to your mod :D

Also, playing OMEGU with a XXI I get ethernaly shadowed by airplane. Whats´s that? Sonobuoys? Can they spot me at the depth of 100m?

Also, its needed a working active sonar.

renthewog
09-24-09, 08:15 PM
Hi Lurker,

I have a CTD in the campaign exactly @ October 30 1940, 12:00.

Campaign started Sept. 1 1939, 7th Flottillia in Type VIIB, Position is BF2x (tried several different positions).

Using RFB 1.52 with RSRDC 421 for RFB and OM 705 (+705 to 715A).

Deinstalled RSRD, messed up all completed missions in the patrol, of course, but CTD still occured at 12:00 sharp. What could cause this?

Hmm, i hope that doestn happen to me then..im yet to find out, I too am currently playing the same career and start date, flotilla and same U-boat. Im up to February 1940 at the moment. I'll look out for what happens on October 30th.

othr
09-24-09, 09:40 PM
I'm somewhere in 1942, never had your problem. One problem, I am having is that all my crew are now officers... well most of them anyway, is this normal? I've been promoting them but now that they're way up there in rank it does look kind of odd :)

lurker_hlb3
09-25-09, 09:56 PM
OM V715 Patch 1 Readme

OM v705 Patch 1


1. Adjustments to various campaign files to support upcoming SUBRON 50 add on mod
2. Added “Submerged Creaking noise” to U-boat interiors
3. Added new ship models for Vorpostenboot Mk1/2 (models based on the original work of Iambecomelife)
4. Added “Displacement Variation” values to all MFM based ships.
5. Added new AI German deck guns to support Kriegsmarine surface units.
6. Corrected some “eye candy” issues
7. Corrected the damage models for the “AI” U-boats.
8. Adjustments to the MFM merchant damage models ( this should be considered a WIP, as there will be future adjustments )


Download link in first post

banjo
09-26-09, 04:23 PM
Lurker,

if one is running;

OM705
OM 705 to 715A
OMGEU v 210

and wants to install OM 715 Patch 1, should one first uninstall OMEGU, then apply the patch, and then re-install OMGEU?

On the torpedo selection panel, the knob to set torp speed is labeled L, M, and S. What is the English definition of those letters?

What do the letters in front of a merchant mean? Example: KS KS KS KMS

In a future update how about giving us back the 'Range to End' key, and the 'Closest Visual Sighting' key? Or is there a way for me to enable those keys?

Thanks

OrangeYoshi
09-26-09, 05:10 PM
1. Adjustments to various campaign files to support upcoming SUBRON 50 add on mod


What is that mod? I can't find a post about it or anything.

lurker_hlb3
09-26-09, 05:18 PM
Lurker,

if one is running;

OM705
OM 705 to 715A
OMGEU v 210

and wants to install OM 715 Patch 1, should one first uninstall OMEGU, then apply the patch, and then re-install OMGEU?

On the torpedo selection panel, the knob to set torp speed is labeled L, M, and S. What is the English definition of those letters?

What do the letters in front of a merchant mean? Example: KS KS KS KMS

In a future update how about giving us back the 'Range to End' key, and the 'Closest Visual Sighting' key? Or is there a way for me to enable those keys?

Thanks


and wants to install OM 715 Patch 1, should one first uninstall OMEGU, then apply the patch, and then re-install OMGEU? No

On the torpedo selection panel, the knob to set torp speed is labeled L, M, and S. What is the English definition of those letters?L = long range speed 30kts / 12500 meters
M = medium range speed 40kts / 7500 meters
S = Short range speed. 44kts / 5000 meters

Applies to only T I steam torpedos


What do the letters in front of a merchant mean? Example: KS KS KS KMS
http://www.history.navy.mil/photos/glossary/spec-inf/mkf-codg.htm


In a future update how about giving us back the 'Range to End' key, and the 'Closest Visual Sighting' key? Or is there a way for me to enable those keys?I'll see what I can do

lurker_hlb3
09-26-09, 05:20 PM
What is that mod? I can't find a post about it or anything.


SUBRON 50 is a "work in progress"

U.S. Submarine Operations in the Atlantic during World War II
While the extraordinary success of U.S. submarines against Japanese shipping in the Pacific completely overshadowed the achievements of their counterparts in the Atlantic, LANTFLT boats nonetheless made a major contribution to winning the war in Europe. In February 1941, shortly after the Navy reorganization that created the Atlantic, Pacific, and Asiatic Fleets, RADM Richard Edwards became Commander Submarines, Atlantic, the forerunner of COMSUBLANT. Originally comprising only B, O, R, and S-class boats, of which only the last were truly oceangoing, Submarines Atlantic prepared for war with a series of contingency plans that led eventually to basing submarines in Key West, St. Thomas (U.S.Virgin Islands), Bermuda, Coco Solo (Panama), and Argentia (Newfoundland). Additionally, all East Coast new-construction boats - the great majority - honed their skills for the Pacific war on shakedown and training cruises in the LANTFLT area. During June 1941, with the rising threat of the German U-boat campaign against Britain, U.S. submarines began defensive patrols in both the Atlantic and Caribbean, with particular emphasis on protecting shipping lanes off the East Coast and through the Panama Canal. After Pearl Harbor brought the United States into the war, U.S. boats established an intermittent patrol line from Bermuda to Nantucket, but despite regular sightings and several brief skirmishes with German U-boats, there were no kills or losses.

For operations in European waters, Submarine Squadron 50 was established at New London in September 1942. Comprising six new Gato-class boats and the submarine tender USS Beaver (AS-5), it departed in October for a base at Rosneath on the west coast of Scotland and saw its first major action in support of Operation TORCH, the Allied invasion of Vichy-controlled French North Africa. Five SUBRON 50 boats served in the invasion force, performing reconnaissance off the landing sites in Morocco, establishing navigation references for the amphibious assault, patrolling against possible Vichy French resistance, and even putting U.S. Army scouts ashore in advance of the main landings on 8 November 1942. On D-Day, USS Herring (SS-233) sank a 5,700-ton cargo ship, Ville de Havre, but French opposition to the invasion was only token, and the North African campaign was off to a successful beginning.

Following TORCH, SUBRON 50 passed under Royal Navy operational control and patrolled the Bay of Biscay to interdict German blockade-runners attempting to run war supplies through Axis-leaning Spain. In this role, they inflicted significant damage - and even a few losses - on both small freighters and several German escorts. Moreover, in March 1943, Herring scored a probable kill on a 517-ton U-boat. In April 1943, the squadron's patrol responsibilities were shifted to the Norway-Iceland area, but lack of targets in the Atlantic soon motivated a decision to return SUBRON 50 to the United States and re-allocate its submarines to the Pacific.
This was indicative of the turning tide in the Battle of the Atlantic, and although German U-boats remained a recurring threat until late in the war, improved sensors and weapons, convoying, increasingly effective combined-arms ASW prosecutions, and a significant cryptologic advantage drove them back. Because U.S. submarines played little part in ASW operations during the final phases of the European conflict, the primary role that remained for LANTFLT submarines was to support the training of escort ships and patrol aircraft, largely from a training base in Bermuda.

Three submarines were lost in the Atlantic area during World War Two. In January 1942, USS S-26 (SS-131) went down in the Gulf of Panama after a collision with the patrol craft PC-460, and in June 1943, R-12 (SS-89) was lost near Key West due to accidental flooding. Then, during October 1943, USS Dorado (SS-248) disappeared with all hands during a transit between New London and Panama, and her fate remains unknown to this day. There is some evidence that she was either depth-charged by one of our own aircraft or torpedoed by a German U-boat that had been operating in the same vicinity near Cuba.

Perhaps the best appreciation of U.S. LANTFLT submarine operations was offered by RADM C.B. Barry, Royal Navy, to SUBRON 50 on the occasion of their departure from the British Isles: ". . . The targets that have come your way in European waters have been disappointingly few, but your submarines have invariably seized their opportunity and exploited themselves to the utmost. Their actual contribution has been very great and personal, far beyond the number of ships sunk or damaged."

etheberge
09-27-09, 02:16 AM
Hey guys,

I am the only one having a merchant ship blow up in dock at Wilhelmshaven? It happens when I start a career with 2nd Flotilla on 1st September 1939.

Could be my install is hosed but I think it may have started with one of the latest patches for OM/OMEGU.

OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMEGU_v210
OMEGU_v210_Hotfix1
OMEGU_v210_Hotfix2
Spaxs SH4 Uboat SPEECH FIX_V8
SH4 Authentic Flags Mod
Csengoi's EnemiesOfGermany
Office Mod
Dark Recognitionmanual
TMOkeys


It looks to me like the ship is spawning in the wrong spot.



http://img20.imagevenue.com/loc379/th_34812_SH4Img22009-09-26_23.27.50_384_122_379lo.jpg (http://img20.imagevenue.com/img.php?image=34812_SH4Img22009-09-26_23.27.50_384_122_379lo.jpg)

http://img161.imagevenue.com/loc226/th_34814_SH4Img82009-09-26_23.36.03_010_122_226lo.jpg (http://img161.imagevenue.com/img.php?image=34814_SH4Img82009-09-26_23.36.03_010_122_226lo.jpg)

http://img158.imagevenue.com/loc556/th_34818_SH4Img82009-09-26_23.35.52_142_122_556lo.jpg (http://img158.imagevenue.com/img.php?image=34818_SH4Img82009-09-26_23.35.52_142_122_556lo.jpg)

http://img154.imagevenue.com/loc153/th_34824_SH4Img22009-09-26_23.44.44_197_122_153lo.jpg (http://img154.imagevenue.com/img.php?image=34824_SH4Img22009-09-26_23.44.44_197_122_153lo.jpg)


Not a big deal but it sure made for a nice fireworks display in honor of U-37 leaving for her 1st patrol. Not sure it's good for crew morale though:DL

Sonicfire1981
09-27-09, 09:34 AM
Found the reason for my CTD in October 30.
It actually was caused by a Radiomod I installed not using JSMG and forgot about. My Mod-list is

RFB 1.52
RSRDC_RFB15_V.421
OpsMonsun 705
OM 705 to 715A
RUIM v1.0 for SH4 v1.5
RUIM enlisted Ranks addon
Eyepatch for RFB

and working just fine. I would understand if you took me less serious now.

As i can not load an "on-patrol" savegame after enabling the new patch i take it you have to be in port for that?

And, just out of curiosity, if I enabled only the "data/env" files from OMEGU on top of the aforementioned Setup, shouldn't that work? I of course tried this, the Atlantic is looking very atlanticy to me, as well as the pacific, which is looking very pacificy.
The skies using the arctic and mediteranean cfg files on the other hand are all black.
Am I missing a file here (propably in another folder), are the skycolor.dat of my download corrupt or are these dats all black as they are WIP?
would it work to change the sky-references in the "med" and "arct" .cfgs to the skycolor.dats of pac and atl? (honestly, i just have the idea as i write this post)

limkol
09-27-09, 01:47 PM
@ etheberge:

yep, seen it too.

ps: I see you have hotfix 1 AND hotfix 2 (OMEGU 210). Lurker's patches are normally roll-ups, so I think you only need the last (ie. hotfix 2).

lurker_hlb3
09-27-09, 02:23 PM
Hey guys,

I am the only one having a merchant ship blow up in dock at Wilhelmshaven? It happens when I start a career with 2nd Flotilla on 1st September 1939.

Not a big deal

Since you decided to create a post with pictures I guess you think it is a "big deal"

The reason for this "problem" is because of the MFM ships that were added to OM in v715

If you have to have a "fix" right now do the following

Run the SH4 Mission editor
open "German_HarborTraffic.mis"
find "German Harbor Traffic Coastal Merchant #123" and remove it.

lurker_hlb3
09-27-09, 02:32 PM
Found the reason for my CTD in October


I suspected it when you said it CTD at the same time all the time


And, just out of curiosity, if I enabled only the "data/env" files from OMEGU on top of the aforementioned Setup, shouldn't that work? I of course tried this, the Atlantic is looking very atlanticy to me, as well as the pacific, which is looking very pacificy.
The skies using the arctic and mediteranean cfg files on the other hand are all black.
Am I missing a file here (propably in another folder), are the skycolor.dat of my download corrupt or are these dats all black as they are WIP?
would it work to change the sky-references in the "med" and "arct" .cfgs to the skycolor.dats of pac and atl? (honestly, i just have the idea as i write this post)

I designed my mods to work a certain way. If you start "mixing and matching" elements of my mod with other peoples work it " not my problem".

lurker_hlb3
09-27-09, 06:16 PM
Ok here is my contribution

I am playing RFB + OM
OMEGU is pretty good. BUT
I would like to choose not to change my scope´s screen with the TBT dials... Becausei it doesnt work with OPTICS2. Please Lurker add Optics2 or the SCAF thing for scopes to your mod :D

Also, playing OMEGU with a XXI I get ethernaly shadowed by airplane. Whats´s that? Sonobuoys? Can they spot me at the depth of 100m?

Also, its needed a working active sonar.


Please Lurker add Optics2 or the SCAF thing for scopes to your mod I have no plans to add this


Also, playing OMEGU with a XXI I get ethernaly shadowed by airplane. Whats´s that? Sonobuoys? Can they spot me at the depth of 100m?from the first post of this thread

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


Also, its needed a working active sonarIf I could have gotten the "ping" user interface on the Hydrophone display from SH3 to work, OM would have had an active sonar already

green_abobo
09-27-09, 06:50 PM
Hey guys,

I am the only one having a merchant ship blow up in dock at Wilhelmshaven? It happens when I start a career with 2nd Flotilla on 1st September 1939.



it happens to me too w/ both rfb and OM,when i'm at periscope depth laying off enemy harbors attacking ships @ anchor.

occasionally some of the small warships etc (the ones that are trying to find me anyway) end up crashing into the harbor and sinking themselves. works for me. one less thing to worry about anyway.

renthewog
09-27-09, 07:08 PM
Hi Lurker, can you please help me with the correct installation order of these mods for OM/OMEGU? as im getting really confused in which update i need/don't need...etc.

What i have downloaded is these mods;

OpsMonsun_V705
OMv715_patch1
OMv705_to_V715A
OMv705_to_V712
OMEGU_v210_Hotfix2
OMEGU_v210
OMEGU_v200_Patch1
OMEGU_v200
OM_V712_Hotfix1

What order do these need to be installed in? and am i missing any files i need? Thanks..;)

lurker_hlb3
09-27-09, 08:22 PM
Hi Lurker, can you please help me with the correct installation order of these mods for OM/OMEGU? as im getting really confused in which update i need/don't need...etc.

What i have downloaded is these mods;

OpsMonsun_V705
OMv715_patch1
OMv705_to_V715A
OMv705_to_V712
OMEGU_v210_Hotfix2
OMEGU_v210
OMEGU_v200_Patch1
OMEGU_v200
OM_V712_Hotfix1

What order do these need to be installed in? and am i missing any files i need? Thanks..;)



OM V705
OMv705_to_V715
OMv715 Patch 1
OMEGU v210
OMEGU v210 Hotfix 2

renthewog
09-28-09, 03:49 AM
Okay did a fresh install of SH4 and installed in that correct order..thanks Lurker! :DL

Kromus
09-28-09, 06:19 AM
Just a quick question, will these mods work with Ops_Monsun and OMEGU without any problems?

RUIM v1.0 for SH4 v1.5
RUIM enlisted Ranks addon
RUIM awards add-on

Thank you.

lurker_hlb3
09-28-09, 06:45 AM
Just a quick question, will these mods work with Ops_Monsun and OMEGU without any problems?

RUIM v1.0 for SH4 v1.5
RUIM enlisted Ranks addon
RUIM awards add-on

Thank you.


No, it is not compatible

Kromus
09-28-09, 06:48 AM
Thank you

Sonicfire1981
09-28-09, 08:03 AM
I designed my mods to work a certain way. If you start "mixing and matching" elements of my mod with other peoples work it " not my problem".

Please note that my post in no way ment "hey, whats wrong, its not working".
I am trying to understand how modding works. And as I see in you one of the most competent modders i regularly come across (I dont mean to be rude to any of the other authors of great mods) you are the first that i would ask when i seek advice. This is especially true as I use mostly your mods as examples of "how to do modding".

As english is not my primary language my request might have been misunderstood. I'm sorry if this was the case.
If your response is something like "Figure it out yourself, this is exactly what i did, too", I can live with that.

All I want to achieve is being able to give something back to the community which produced a lot of great mods (actually mods that prevented me to lose interest in a game within a couple of weeks, which normally happens)
My hope was that with your help I could understand the structures of the game earlier.

Wilcke
09-28-09, 02:22 PM
Please note that my post in no way ment "hey, whats wrong, its not working".
I am trying to understand how modding works. And as I see in you one of the most competent modders i regularly come across (I dont mean to be rude to any of the other authors of great mods) you are the first that i would ask when i seek advice. This is especially true as I use mostly your mods as examples of "how to do modding".

As english is not my primary language my request might have been misunderstood. I'm sorry if this was the case.
If your response is something like "Figure it out yourself, this is exactly what i did, too", I can live with that.

All I want to achieve is being able to give something back to the community which produced a lot of great mods (actually mods that prevented me to lose interest in a game within a couple of weeks, which normally happens)
My hope was that with your help I could understand the structures of the game earlier.

Good question, I would read all the documentation that Lurker includes in OM and OMEGU and then I would download skwas' wonderful program called S3D and begin looking at the changes that were made in the mods to the stock files.

Also, if you go to the sub sim central forum see the link in my sig there is more technology discussion as to how the ideas and changes came about, you are free to search there also. OM has been ongoing for quite some time and therefore has a long history of changes.

Best of luck.

othr
09-29-09, 07:00 AM
Flotilla: VIIth Flotilla
Boat: VIIC
Date: July 15, 1943
Mods: OM 705, OM 705_to_V715A, OMv715_patch1

As I entered the base I was given the message that the conning tower was upgraded to Turmumbau II now the boat is messed up and can only hold antiaircraft guns, any order given to the crew is met with: Cannot comply Here is the screenshot of the available equipment slots.

http://img268.imageshack.us/img268/7314/viic.th.png (http://img268.imageshack.us/i/viic.png/)

DarkFish
09-29-09, 08:57 AM
As I entered the base I was given the message that the conning tower was upgraded to Turmumbau II now the boat is messed up and can only hold antiaircraft guns, any order given to the crew is met with: Cannot comply Here is the screenshot of the available equipment slots.
IIRC deckguns were removed from most subs in 1943 so your missing deckguns are historical.
With 'any order', do you mean 'any order given to the deckgun crew' or 'any order given to anyone'?

othr
09-29-09, 09:04 AM
It's just not the deck gun that's missing, everything is missing except AA guns. That is radar, decoys, hydrophone, radar detection device. Also the crew compartments are messed up, there is no sonar/radio room slots in the crew page either. The campaign was started in Sept. 1939.

The crew will not perform any order except fire AA guns, that is can't move the boat, can't dive, turn etc.

Broken equipment page: http://img225.imageshack.us/img225/5767/sh42009092910073869.th.png (http://img225.imageshack.us/i/sh42009092910073869.png/)

Broken crew page: http://img230.imageshack.us/img230/2108/sh42009092910085358.th.png (http://img230.imageshack.us/i/sh42009092910085358.png/)

I just tried a new campaign starting in August 1943 to see if there is something wrong with the data files but the VIIC there had all the slots for crew and equipment, so I assume there is something wrong with campaign progression and upgrades. This is what the pages should look like:

http://img177.imageshack.us/img177/1949/sh42009092910113657.th.png (http://img177.imageshack.us/i/sh42009092910113657.png/)
http://img225.imageshack.us/img225/9585/sh42009092910034777.th.png (http://img225.imageshack.us/i/sh42009092910034777.png/)

lurker_hlb3
09-29-09, 05:10 PM
It's just not the deck gun that's missing, everything is missing except AA guns.=

I have never seen this problem before. Do you still have your "campaign files" or did you delete them?

othr
09-29-09, 06:52 PM
I have never seen this problem before. Do you still have your "campaign files" or did you delete them?

Yes, I do. I didn't delete anything. Would you like the files? If yes, which files exactly would they be? Thanks.

lurker_hlb3
09-29-09, 07:56 PM
Yes, I do. I didn't delete anything. Would you like the files? If yes, which files exactly would they be? Thanks.


I would like you to go to the SH4 directory in "My Documents" and compress all the data the cfg directory ( use 7z compression tool ) then post it on "File Front" so I can download it. Then I'll go a code review and see what happened.

othr
09-30-09, 02:45 AM
I sent you a PM with the link to the files. There are 2 save games in there, beforedocking - the boat is still OK and using the old conning tower
afterdocking - after the conning tower upgrade...

I just did one more thing, sailed out to sea for additional 2 weeks and instead of docking on Jul. 15, 1943 I docked on Aug. 8, 1943 and did not get the conning tower upgrade. Hope this helps.

lurker_hlb3
09-30-09, 06:51 AM
I sent you a PM with the link to the files. There are 2 save games in there, beforedocking - the boat is still OK and using the old conning tower
afterdocking - after the conning tower upgrade...

I just did one more thing, sailed out to sea for additional 2 weeks and instead of docking on Jul. 15, 1943 I docked on Aug. 8, 1943 and did not get the conning tower upgrade. Hope this helps.

I've recreated your problem, trying to workup a fix, but this one is pretty nasty. What happening is the system is trying to give you "US" equipment and the ActiveUserPlayerUnit.upc file is corrupted. So far I have "SledgeHammer" fix but it "breaks" the PTO side of the game and that is "unacceptable" to me. Will keep working on it

othr
10-01-09, 12:42 AM
Thanks a bunch! I think I started this campaign about 2 months ago and would love to be able to finish it :)

EDIT:

I tried to follow your directions but that didn't help. I play only with your mod only, I'm not really interested in the Pacific campaign so the UserPlayerContext directory was empty as I've never tried the american side of the silent war. Instead I made a new campaign starting in Aug 1943, copied the ActiveUserPlayerUnits.cfg from there to my save directory. Cost me my crew but at least it lets me play while you figure it out.

lurker_hlb3
10-01-09, 04:55 PM
Thanks a bunch! I think I started this campaign about 2 months ago and would love to be able to finish it :)

EDIT:

I tried to follow your directions but that didn't help. I play only with your mod only, I'm not really interested in the Pacific campaign so the UserPlayerContext directory was empty as I've never tried the american side of the silent war. Instead I made a new campaign starting in Aug 1943, copied the ActiveUserPlayerUnits.cfg from there to my save directory. Cost me my crew but at least it lets me play while you figure it out.


In the file you sent the UserPlayerContext had data in it. This problem my be unfixable. I have had three different fixes in the works that appeared to work, however follow on testing showed that they failed.


The bottom line is that for what ever reason the system decides to "read" the upgrade information in the "US" version of UpgradePacks.upc . It should be noted that in the case of the file structure in the SH4 directory's in "MY Documents" and the UPCDATA directory's the US files come first

The only sure fire fix is to remove the "Turm" upgrades from the VIIC, IXB and IXC.

I'm currently debating how I'm going to proceed.

othr
10-01-09, 07:39 PM
One solution that comes to mind would be to set boats with older types of conning towers as retired. Not sure if that would require you to create new boat types, let's say VIICTurmI that retires on Aug 1943, then VIICTurmII takes over etc...

ivank
10-02-09, 09:27 AM
I have had this problem lately, when I press 'delete' the HUD does not disappear.

Happens in all my carrers, in my 3 installs(OM, OM-MED, OM-PAC)

REL_SH4_TRANSRADIO
OM(UPTODATE)
SPAX GERMAN LANG FIX
REAL CLOTHES

Wilcke
10-02-09, 11:05 AM
In the file you sent the UserPlayerContext had data in it. This problem my be unfixable. I have had three different fixes in the works that appeared to work, however follow on testing showed that they failed.


The bottom line is that for what ever reason the system decides to "read" the upgrade information in the "US" version of UpgradePacks.upc . It should be noted that in the case of the file structure in the SH4 directory's in "MY Documents" and the UPCDATA directory's the US files come first

The only sure fire fix is to remove the "Turm" upgrades from the VIIC, IXB and IXC.

I'm currently debating how I'm going to proceed.

Concur with your plan for the above issue. Is there a "quick" fix for the turm issue that we can implement regardless of it breaking the PTO side? Many including myself run dedicated installs of OM/OMEGU.

Thanks Lurker,

lurker_hlb3
10-02-09, 04:38 PM
OM V715 Hotfix 1

This Hotfix will correct the problem of the “corrupted” ActiveUserPlayerUnits.upc file when a user receiver a Conning Tower upgrade for one of the following Uboats: Type VIIC, Type IXB or Type IXC.

The root cause of this problem appears to be entries in the Equipment.ucp file that reference “Gato” based equipment in the “EquipmentSlotType” fields. These entries are present in the “stock” SH4 files, but where for the most part done away within OM, “except” for the reference to the Uboat compressor. I believe based on testing that the system detected this entry during the conning tower upgrade and added “Gato” class sub equipment to the ActiveUserPlayerUnits.upc vice the correct German equipment.

Install instructions:

For people that are currently on patrol in the effected units listed above, you’re going to have to make some manual edits after you install the Hotfix to ensure that the problem is corrected. For users of other types of subs or starting a new career the manual edits are not required.



“Only” install inport
Install Hotfix with JSGME
Go to Documents and Settings\xxxxx\My Documents\SH4\data\cfg
delete the following three directories: UCPInitial, UserPlayerContext and UserPlayerContextGE ( they will regenerate when SH4 starts )
Go to Documents and Settings\xxxxx\My Documents\SH4\data\cfg\SaveGames and find the directory with the most recent saved game.
Open ActiveUserPlayerUnits.upc with wordpad and look for the following entry:


NameDisplayable=High Pressure Air Compressor
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=GatoComp
ExternalLinkName3D=NULL

Change EquipmentSlotType=GatoComp to EquipmentSlotType=NULL



Save your changes and restart SH4.



See first post for download link

Kromus
10-02-09, 05:26 PM
Thank you lurker, great work :yeah: !

Nit
10-03-09, 01:25 PM
To lurker_hlb3:
First, thank you very very much for the GREAT work.
But I have some notes.
1) After three missions on VIIB (1939 sep) I have 99999 pts. As you understand the rest of campaign (without points) will not so interesting. Is it possible to do something?
2) Sometimes after fire of hundred shells to the very average ship she continues to move with speed of 8-10 knots. She burn but the speed is not reduced. It seems to me it is not correctly.
Thank you in advance.

PS. I use:
RFB 1.52
OM705
OM705->715
OM715 Patch1
OM715 Hotfix1
OMEGU210
OMEGU210 Hotfix2

Sonicfire1981
10-03-09, 06:59 PM
deck guns are of almost no use in rfb, believe me. Tried to sink a fisherman once (believe me, after 3 weeks on sea with nothing but aircraft-encounters, you consider sinking a n y t h i n g that comes your way.

Pumped about 45 shells into it, from "hey, the wristwatch of the other ship's captain shows 4:34pm"-distances, below the waterline and in different locations on the hull. It stopped, it burned, but it wasnt sinking. after 30minutes i turned to course. By the time it got out of range it still refused to sink. with an average ship: one torpedo is never a waste.

lurker_hlb3
10-03-09, 10:52 PM
To lurker_hlb3:
But I have some notes.



I have 99999 pts.go to Documents and Settings\xxxxx\My Documents\SH4\data\cfg\SaveGames and open "CareerTrack.upc" and find PlayerCurrentRenown and change it to what value you want



Sometimes after fire of hundred shells to the very average ship she continues to move with speed of 8-10 knots. She burn but the speed is not reduced. It seems to me it is not correctly.
Thank you in advance.Let the "AI" do the shooting, select "aim for waterline" and it should only take about 20 rounds

renthewog
10-04-09, 01:57 AM
Hi Lurker, is there a reason why the museum no longer works and CTD when OM/Omegu mods are installed? I just did another clean install of SH4 with the mods:

OM705
OM705->715
OM715 Patch1
OM715 Hotfix1
OMEGU210
OMEGU210 Hotfix2

All in that order, and cant go into museum to view the ship models etc. :wah:

Nit
10-04-09, 04:32 AM
go to Documents and Settings\xxxxx\My Documents\SH4\data\cfg\SaveGames and open "CareerTrack.upc" and find PlayerCurrentRenown and change it to what value you want
But it does not solve a problem. For example after second patrol in another campaign (42 march) I have >72000 pts. After third patrol I can have 99999 pts again. What I must do? To change my pts by handle?
Let the "AI" do the shooting, select "aim for waterline" and it should only take about 20 rounds
I know it but desk gun without ai is so interesting...

PS.
And another idea. Is it possible for you to create simple mod which will replace XVIII to XXI for the stock game? I understand that after OM it is not interesting task for you. (OM is the best mod for SH4 without doubt. I think so at least). But such mod possible will be very useful to mistaking people(which don't use OM+OMEGU).:)

othr
10-04-09, 07:52 AM
Hello again,

The hotifx doesn't really seem to fix anything, the issue still exists. Just so you know OMEGU overwrites the files contained in the hotfix with its own with plenty of 'gato' references.

Also there are CTDs when approaching certain convoys, probably the same issue that causes the 'Museum' to crash the game.

Found one such convoy on April 30, 1944, in-game grid BE3259 (this probably doesn't match the actual BE3259). Most convoys do not cause issues but some will crash you every time whenever you get close.

JU_88
10-04-09, 08:46 AM
Vaa

- Yak 1/Mig3 Fighters (upgraded to SH4 standards)
- KOR1 & MR2 seaplanes
- DB3 Bomber (upgraded to SH4 standards)
- Type 7 DD (upgraded to SH4 standards)
- Kirov / Molotov class cruisers
- Type36A DD
- Anadyr, Komsomol and Harbor Schooner merchants
- Weapons .dat files for various Russian ships
- He 111

hey hey! Not so fast!
That He-111 is (with 100% certainty) the model i did for GWX 2.0
The mesh is my work anyway, i'd recognise it anywhere - only the skin has been done by someone else.
Totally fine to use it - but kindly correct your credits please.
Thank you :)

lurker_hlb3
10-04-09, 08:57 AM
Hello again,

The hotifx doesn't really seem to fix anything, the issue still exists. Just so you know OMEGU overwrites the files contained in the hotfix with its own with plenty of 'gato' references.

Also there are CTDs when approaching certain convoys, probably the same issue that causes the 'Museum' to crash the game.

Found one such convoy on April 30, 1944, in-game grid BE3259 (this probably doesn't match the actual BE3259). Most convoys do not cause issues but some will crash you every time whenever you get close.


The hotifx doesn't really seem to fix anything, the issue still exists. Just so you know OMEGU overwrites the files contained in the hotfix with its own with plenty of 'gato' references.
Noted. Just install the hotfix "last", the only thing your going to "loss" is the "german eagle" that shows up on the Type VIIC and IIB during the first month of the War. or you can load up OMEGU v210 Hotfix 3

http://www.subsim.com/radioroom/showpost.php?p=1183498&postcount=157

I've test this fix at least 6 times on two different systems without it failing.

Before the release of OM 715, I conducted a "museum " test to ensure there were no CTD with the MFM ships.

Also since merchant ships in convoys are "generic", when the convoys are created on your system, they may not have the same "types" of merchants that are created in my systems.

lurker_hlb3
10-04-09, 09:26 AM
hey hey! Not so fast!
That He-111 is (with 100% certainty) the model i did for GWX 2.0
The mesh is my work anyway, i'd recognise it anywhere - only the skin has been done by someone else.
Totally fine to use it - but kindly correct your credits please.
Thank you :)


This He111 came from the russian mod maker VAA. and when I get back from church this morning, I will be providing detailed proof that the HE111 from GWX is not the same as the one in OM. In the mean time I recommend that you breakout S3D and compare the 3d model of your work verses the one by VAA in OM.


============================
Edit

Here is a little proof that your claim is unfounded before I submit my detailed report

GWX

http://img.photobucket.com/albums/v516/lurker_hlb3/gwx.jpg


VAA's model in OM

http://img.photobucket.com/albums/v516/lurker_hlb3/OM.jpg

JU_88
10-04-09, 10:58 AM
Well - I could be mistaken but it looked identical, Im not sure what i am looking at in your above screen shots (what does it prove?) Anyway I will examine the wireframes of each mesh in 3DS, If I am wrong then I am very sorry to both you and Vaa and I will post a formal appology in this thread - that's a promise.:03:

othr
10-04-09, 11:11 AM
Thank you lurker, you're the bomb.

Just so you know, I'm not trying to be argumentative. Love your mod, only reason I play this over SH3 (I'm a sucker for eye candy and SH4 has some really nice graphics). The museum will crash for me every time, and I just did a clean reinstall of SH4+OM, without OMEGU.

Tried with OMEGU, also crashes :(

I'd give you a hand with the mod but, I'm afraid, my skills are not up to the task, sorry!

JU_88
10-04-09, 12:20 PM
@ Lurker - just to clairfy, I know you are not responsible for this mate, I didnt mean to point the finger at you
I do apologise if it seemed that way.

They are the same mesh, but the UWVS have been redone.
Listen, I have no doubt that all the other files are NOT those from GWX, but that was never my accusation, I am ONLY concered about the 3d MESH/MODEL itself which is indeed my work.

See 3DS screen shots below.

http://i286.photobucket.com/albums/ll118/v11cu96/Untitled-3-3.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/Untitled-4-2.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/Untitled-5-2.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/he111-1.jpg

I have no problem with VAA or anyone else re-working and using my models - thats totally cool.

It wouldnt be such a big deal - but this is the 3rd time i have had one of my models used/ reworked, where nobody bothered to ask me or credit me of their own accord what so ever. :nope:
And to be perfectly honest its starting to piss me off a bit.

The Anson and Hudson Aircraft I did for GWX 2.0. They where a re-work of Psy_06's models. And I made damn well sure that he was mentioned in the GWX credits, so why the hell can others not do the same for me? :06:

I know my work when I see it.
I will be more that happy to send you a link to my own He111 mesh so you can compare them in a 3d editor.

Rockin Robbins
10-04-09, 12:47 PM
Well - I could be mistaken but it looked identical, Im not sure what i am looking at in your above screen shots (what does it prove?) Anyway I will examine the wireframes of each mesh in 3DS, If I am wrong then I am very sorry to both you and Vaa and I will post a formal appology in this thread - that's a promise.:03:

Claims of theft demand extraordinary proof. When you toy with someone's reputation you have a duty to ensure and to prove you are right. As usual with GW related accusations, such proof is lacking and the claims are specious. Why should anyone be surprised? Shame upon your person, sir. If you have any beef at all it certainly isn't with Lurker.

The day of gangster modders is over. We engage each other in cooperative ways, seeking to improve the state of Silent Hunter. When we have questions regarding origins and credit, we communicate privately and in a non-accusatory manner. Respect. Learn it.

JU_88
10-04-09, 12:54 PM
Claims of theft demand extraordinary proof. When you toy with someone's reputation you have a duty to ensure and to prove you are right. As usual with GW related accusations, such proof is lacking and the claims are specious. Why should anyone be surprised? Shame upon your person, sir. If you have any beef at all it certainly isn't with Lurker.

The day of gangster modders is over. We engage each other in cooperative ways, seeking to improve the state of Silent Hunter. When we have questions regarding origins and credit, we communicate privately and in a non-accusatory manner. Respect. Learn it.

@ RR Please See my above post, I was not having a go at Lurker.
I know it is not his fault.

As I pointed out this is personal thing on my part - not a GW thing. since I expect the only files used was the .objs
Im only asking for a bit of common courtesy, nothing more.
If the days of 'gangster modders' were truely over i would not be posting this right now. believe me i take no pleassure in it!

I would NEVER, EVER falsely claim others work as my own. Ripping off someone work and passing it off as your own is called 'stealing'
That is the bottom line.
So please stop trying to make me look like the bad guy here, though I can surely understand your own personal bias in this situation, (me = GWX = axis of evil etc, etc, sure thats a no brainer)

You are right about one thing, I should indeed handle this via PM.
So as per your advice I will take this matter up privatley with VAA,
Regards
JU.

Nisgeis
10-04-09, 01:58 PM
All JU_88 is asking for is credit for something, if credit is due to him. There's no need to make any drama out of it. He didn't demand the model gets pulled and he didn't rant about theft or anything at all like that. He said it was fine to use the model and was very happy that it could be used, he just asked for credit, if it was his model. I don't see anything wrong with that. If it isn't his model then that can be cleared up with no problem and he said he would apologise. When you see your own work, you do tend to know it from the heart.

I don't think there was any implication of wrong doing by JU_88. OK, you could say that this sort of thing should be done in a PM, but then, this sort of thing shouldn't be such a sensitive topic that it has to be done in secret. Let's not jump down each other's throats.

Alex
10-04-09, 02:12 PM
As usual with GW related accusations, such proof is lacking and the claims are specious.

Sorry, but... :oops:

http://img74.imageshack.us/img74/1434/54812781.th.gif (http://img74.imageshack.us/i/54812781.gif/)

http://i34.tinypic.com/28t8e2a.gif (http://fr.tinypic.com/r/28t8e2a/4)

:roll:

@ Nisgeis : :yeah: ;)

JU_88
10-04-09, 02:21 PM
Ok this is blowing out of proportion Its really not massive deal, just a minor annoyance.
I realise that its really unfair to hijack Lurkers thread - as he is NOT to blame, anything further regarding the He111 model, can be discussed via PM.

-Sorry again Lurker.

lurker_hlb3
10-04-09, 02:39 PM
Ok this is blowing out of proportion Its really not massive deal, just a minor annoyance.
I realise that its really unfair to hijack Lurkers thread - as he is NOT to blame, anything further regarding the He111 model, can be discussed via PM.

-Sorry again Lurker.


apology accepted

lurker_hlb3
10-04-09, 03:21 PM
TThe museum will crash for me every time, and I just did a clean reinstall of SH4+OM, without OMEGU.

This may be a "memory" issue. With the "museum" loaded SH4 is using 1.9 GB of memory. Remember that it has to load "all" the 3d models for display.

When you start up SH4, it is only using 634MB of memory and with one of the single missions loaded, it's using 1.1 GB of memory.

Here a little trick about configuring memory from "Black Vipers" web site. See item number 3 "Page Files"

http://www.blackviper.com/WinXP/supertweaks.htm

Rockin Robbins
10-04-09, 06:23 PM
@ RR Please See my above post, I was not having a go at Lurker.
I know it is not his fault.

As I pointed out this is personal thing on my part - not a GW thing. since I expect the only files used was the .objs
Im only asking for a bit of common courtesy, nothing more.
If the days of 'gangster modders' were truely over i would not be posting this right now. believe me i take no pleassure in it!

I would NEVER, EVER falsely claim others work as my own. Ripping off someone work and passing it off as your own is called 'stealing'
That is the bottom line.
So please stop trying to make me look like the bad guy here, though I can surely understand your own personal bias in this situation, (me = GWX = axis of evil etc, etc, sure thats a no brainer)

You are right about one thing, I should indeed handle this via PM.
So as per your advice I will take this matter up privatley with VAA,
Regards
JU.

Plenty good enough for my taste. You have to know that many in certain countries, if they are not connected with any modding groups or part of the modding scene don't know anything about the ethics we try to live by here.

You've said what needed to be said, although a PM to Lurker would have resolved the whole issue instantly as he would have investigated with you to determine the truth. He has nothing to gain and doesn't need to steal other people's work, any more than you do.

It is a shame. If VAA asked I'm sure you would have said, "Run with it. Just give me a line of credit hidden somewhere." And I'm sure Lurker would have used your work, crediting it properly, if he had any suspicion that part of the plane could have come from you.

Thank you for responding with respect, explaining your position and agreeing that PMs are the way questions of origination and credit should be resolved.

othr
10-04-09, 07:23 PM
It could be hardware related, I can't really tell. I do have 4 GB of RAM and a fairly high-end system though. I'll check memory usage.

EDIT: nope it can't be the memory, still had over 1gb left of physical memory when it crashed, no swapping was required. It could be windows7 related. I'm curious if anyone else is having this issue.

renthewog
10-04-09, 07:28 PM
This may be a "memory" issue. With the "museum" loaded SH4 is using 1.9 GB of memory. Remember that it has to load "all" the 3d models for display.

When you start up SH4, it is only using 634MB of memory and with one of the single missions loaded, it's using 1.1 GB of memory.

Here a little trick about configuring memory from "Black Vipers" web site. See item number 3 "Page Files"

http://www.blackviper.com/WinXP/supertweaks.htm

Hmm..you know what lurker i think you could be right there..i too also thought the reason for "museum" crashing was because of too many 3d models loading up all at once..the entire fleet of the entire game is in there! so its possible its sucking up heaps of memory. Had a look at that 'supertweaks' page link u posted up, no good to me as i have Vista not XP. I've got a big enough hard drive and ram on my PC..how much memory does it need axactly to load up the "museum"?

xristoskaiti
10-05-09, 09:38 AM
The museum will crash when a plane the boat they is spoiled in my own
PC previous week they was AFB_Beaufighter..... I played regularly
Campaigns other the AFB_Beaufighter him I did not see nowhere..... in
single missions with 2 AFB_Beaufighter I did not see no plane and
naturally museum it had crash.
when I again took a AFB_Beaufighter from RFB 1.52 and copy, I did
not have no problem i I say again downloads all your files.. ......... :sunny:

JU_88
10-05-09, 10:05 AM
I should have said... when i looked at the aircraft in the museum, the B-24 and B-17 / fortress models, where streatched -out as if they were 'limo' versions of the said aircraft. :DL
My install is screwy , or it was just a slight mishap when the models were scaled down for import - its purley cosmetic and quite easy to fix, but i thought i should mention it just in case its the same for everyone.

Sorry - if this has already been mentioned and/or fixed.

othr
10-05-09, 10:52 AM
Found my museum crash issue, well not really found it but did as Adriatico suggested, redownloaded OM 705, reinstalled it and it works fine now, thanks.


EDIT: not quite, OM705 works perfectly, I redownloaded OM705_715A and reenabled it, that one causes a crash still. Did you test OM705_715A on your system Lurker? Sorry to bother you again, hate to crash when chasing down a convoy.

lurker_hlb3
10-05-09, 09:24 PM
Found my museum crash issue, well not really found it but did as Adriatico suggested, redownloaded OM 705, reinstalled it and it works fine now, thanks.


EDIT: not quite, OM705 works perfectly, I redownloaded OM705_715A and reenabled it, that one causes a crash still. Did you test OM705_715A on your system Lurker? Sorry to bother you again, hate to crash when chasing down a convoy.

Before I release any of version of OM, I do a "museum" test to ensure no CTD's. These test are conducted on 2 different systems, One high end and one low end. When I gave you the info on "memory", I had just finished a test on the following load plan:

OMv705
OMv705_to_V715
OMv715 Patch 1
OMv715 Hotfix 1

othr
10-05-09, 10:54 PM
alright, thanks for the response, I'll keep on looking.


edit: problem solved, more or less. I had all the graphic effects enabled, it loads without them, doesn't load with them. probably video card memory issue not system memory but close enough.

Kpt. Lehmann
10-06-09, 03:58 AM
Claims of theft demand extraordinary proof. When you toy with someone's reputation you have a duty to ensure and to prove you are right. As usual with GW related accusations, such proof is lacking and the claims are specious. Why should anyone be surprised? Shame upon your person, sir. If you have any beef at all it certainly isn't with Lurker.

The day of gangster modders is over. We engage each other in cooperative ways, seeking to improve the state of Silent Hunter. When we have questions regarding origins and credit, we communicate privately and in a non-accusatory manner. Respect. Learn it.

@RR

Since YOU kicked open the hatch...

Go f**k yourself with a stick wrapped in barbed wire you arrogant hypocritical bitch. You may have the wool pulled over the eyes of a few by your walls of pseudo-intellectual text, and by your constant narcissistic desire to hear the sound of your own voice... but you've totally disrespected the ability of this community to recognize you as a common BULLSCHITTER and have over-estimated your ability to manipulate the minds of good people here!

How dare you pretend to be an arbiter of ANY kind of moral judgement concerning ANY past GW matter... given your long and joyful history of oblique digs, insults, and disrespect for ANYTHING GW! (Particularly when you invoke terms such as "respect" when you clearly have NONE.)

YOU KNOW DAMN WELL THAT YOU ARE PICKING A FIGHT AND YOU'VE STUCK YOUR NECK WHERE IT DOESN'T BELONG!

Carry this ONE INCH FARTHER FORWARD... and I will take this community to SCHOOL concerning your real attitude towards not only The Grey Wolves project in recent times... but your condescending attitude towards Neal Stevens and Subsim itself.

TRY ME PLEASE! I hope you will.

In the meantime, here's a bit of additional 'baseless GW proof' for you concerning one matter we had to address. Read the thread if you've got the nuts for it:
http://www.subsim.com/radioroom/showthread.php?t=93971&page=3
Start with post #67

...and more if that wasn't enough:
http://www.subsim.com/radioroom/showthread.php?t=99744&highlight=NYGM+Flotilla

I've got BUCKETS more where that came from.

Concerning JU88... you've kicked one of the kinder/calmer people associated with the GW mod team and casually brushed aside a legitimate complaint. Furthermore, you've COMPLETELY discounted the evidence indicating theft that he has offered, due only to your inability to READ what he has offered. JU88 is a supremely nice guy and I don't think I've ever seen him this angry.

I am certain that no intentional wrong was done by Lurker... but YOU on the other hand, are nothing more than an opportunistic vulture who simply found a window to dive into again.

Congratulations too on finally TRULY managing to piss me off. You've worked so hard for it for so long. I'm sure you won't have a problem reaching back to pat yourself on the back again.

makman94
10-06-09, 05:11 AM
hello Lurker_hlb3,

Sorry for my question but i am a little 'lost' with all these readme.txt for OM and OMEGU....
my question is at what resolution must run sh4 in order nothing to be messed up ?

congratulations for your work ....i really like it ! :up:

bye

Carotio
10-06-09, 05:35 AM
There are just some days when the final line in my signature comes to its fullest right.
Calm down everybody. Ask yourself first before engaging or continuing such a internet fight: What do you REALLY gain by such a heated discussion?
Exactly. Nothing to your daily life.

Everybody makes mistakes. I think the case has been proven, the two parties in the "battle" have realized the mistake, and credits where credits are due can be made, and then that's it. End of story.

Akula4745
10-06-09, 06:24 AM
what resolution must run sh4 in order nothing to be messed up ?

Makman - I use 1280 x 960... and everything fits perfectly.
Good hunting!

Onkel Neal
10-06-09, 08:28 AM
@RR

Since YOU kicked open the hatch...

Go f**k yourself with a stick wrapped in barbed wire you arrogant hypocritical bitch. You may have the wool pulled over the eyes of a few by your walls of pseudo-intellectual text,


Man, if there was ever a definition of over the line, that was it. 10 days in the brig. Especially since the issue has been resolved by the two parties peacefully.

Please return to the topic.


.

Neal

ivank
10-06-09, 09:06 AM
Anyways,

Anyone know what I should do with my problem?

Pressing the Del/. button on the Num pad, does not remove the HUD. Happens in all 3 of my installs. OM, OM-Med, OM-Pac.

Anything?

Akula4745
10-06-09, 01:06 PM
Oh yikes... my del/. works just fine.
What was the last thing you added, Ivank?

edit: just occurred to me... is your num lock on?

ivank
10-06-09, 01:48 PM
That fixed it! THANKS A BUNCH!

Rockin Robbins
10-06-09, 03:01 PM
@RR

Since YOU kicked open the hatch...

Go f**k yourself with a stick wrapped in barbed wire you arrogant hypocritical bitch. You may have the wool pulled over the eyes of a few by your walls of pseudo-intellectual text, and by your constant narcissistic desire to hear the sound of your own voice... but you've totally disrespected the ability of this community to recognize you as a common BULLSCHITTER and have over-estimated your ability to manipulate the minds of good people here!

How dare you pretend to be an arbiter of ANY kind of moral judgement concerning ANY past GW matter... given your long and joyful history of oblique digs, insults, and disrespect for ANYTHING GW! (Particularly when you invoke terms such as "respect" when you clearly have NONE.)

YOU KNOW DAMN WELL THAT YOU ARE PICKING A FIGHT AND YOU'VE STUCK YOUR NECK WHERE IT DOESN'T BELONG!

Carry this ONE INCH FARTHER FORWARD... and I will take this community to SCHOOL concerning your real attitude towards not only The Grey Wolves project in recent times... but your condescending attitude towards Neal Stevens and Subsim itself.

TRY ME PLEASE! I hope you will.

In the meantime, here's a bit of additional 'baseless GW proof' for you concerning one matter we had to address. Read the thread if you've got the nuts for it:
http://www.subsim.com/radioroom/showthread.php?t=93971&page=3
Start with post #67

...and more if that wasn't enough:
http://www.subsim.com/radioroom/showthread.php?t=99744&highlight=NYGM+Flotilla

I've got BUCKETS more where that came from.

Concerning JU88... you've kicked one of the kinder/calmer people associated with the GW mod team and casually brushed aside a legitimate complaint. Furthermore, you've COMPLETELY discounted the evidence indicating theft that he has offered, due only to your inability to READ what he has offered. JU88 is a supremely nice guy and I don't think I've ever seen him this angry.

I am certain that no intentional wrong was done by Lurker... but YOU on the other hand, are nothing more than an opportunistic vulture who simply found a window to dive into again.

Congratulations too on finally TRULY managing to piss me off. You've worked so hard for it for so long. I'm sure you won't have a problem reaching back to pat yourself on the back again.

Thank you for your perfect illustration of the correctness of my post. "Support" based on similar ballistics from you in 2006: how entertaining. You can always be depended on sir. I could say it was a nice day out and you would go ballistic. Good on you sir. I may send you a nail file in a cake there.:D

By the way I did not kick JU88. I called attention to the fact that he was calling into question the character of a respected modder by mistakenly calling the authenticity of his credits in public. My contention was that he should have done that in a PM, and that it should have been done in a cooperative, not confrontational way. I further suggested that approached in that way Lurker, an honest man, would have been an ally with JU88 in determining and publishing the truth. JU88, by the way and in contrast to yourself, responded in an honest and forthright way that earned my respect and that of anyone reading his response.

I understand that you believe such an opinion is only for some kind of obscure glory which will descend upon my person and possibly entitle me to a free cup of coffee at the neighborhood Krystal Hamburger joint. Please realize that your own characteristics are not shared by the rest of humanity, some of which, including myself, have jobs, families, lives and rewarding pursuits that make fake internet "glory" entirely unappealing. I suggest you mull that over as you eat your bread and drink your water. You're out of your league. Anyone reading your quote above and contrasting it with anything I have written knows who is the better man.

Sledgehammer427
10-06-09, 03:22 PM
man, you guys need to chill out. this is the wrong thread to get at each others throats. stop trying to get the last word in. The reason this argument broke out has been resolved. so stop bickering!

@Ivan, you really should make sure your numlock is on.

ETR3(SS)
10-06-09, 03:44 PM
Thank you for your perfect illustration of the correctness of my post. "Support" based on similar ballistics from you in 2006: how entertaining. You can always be depended on sir. I could say it was a nice day out and you would go ballistic. Good on you sir. I may send you a nail file in a cake there.:D

By the way I did not kick JU88. I called attention to the fact that he was calling into question the character of a respected modder by mistakenly calling the authenticity of his credits in public. My contention was that he should have done that in a PM, and that it should have been done in a cooperative, not confrontational way. I further suggested that approached in that way Lurker, an honest man, would have been an ally with JU88 in determining and publishing the truth. JU88, by the way and in contrast to yourself, responded in an honest and forthright way that earned my respect and that of anyone reading his response.

I understand that you believe such an opinion is only for some kind of obscure glory which will descend upon my person and possibly entitle me to a free cup of coffee at the neighborhood Krystal Hamburger joint. Please realize that your own characteristics are not shared by the rest of humanity, some of which, including myself, have jobs, families, lives and rewarding pursuits that make fake internet "glory" entirely unappealing. I suggest you mull that over as you eat your bread and drink your water. You're out of your league. Anyone reading your quote above and contrasting it with anything I have written knows who is the better man.4.5 Hrs. 7.5 Hrs. What's with these time periods you ask? Let me explain. 4 and a half hours after Kpt. Lehmann's post Neal made a post sending him to the brig. To me thats the end all say all right there. Case Closed. 7 and a half hours after Neal's post, you post the above. Never have I seen such childish behavior after a matter was settled by the highest authority on a forum. Your post was uncalled for, plain and simple. Whether or not you get punished for your actions is beyond me, but you've still lost a lot of respect from me. :nope:

Rockin Robbins
10-06-09, 04:12 PM
4.5 Hrs. 7.5 Hrs. What's with these time periods you ask? Let me explain. 4 and a half hours after Kpt. Lehmann's post Neal made a post sending him to the brig. To me thats the end all say all right there. Case Closed. 7 and a half hours after Neal's post, you post the above. Never have I seen such childish behavior after a matter was settled by the highest authority on a forum. Your post was uncalled for, plain and simple. Whether or not you get punished for your actions is beyond me, but you've still lost a lot of respect from me. :nope:

Time is of no function on the Internet. I saw it when I saw it and the times of events were irrelevant. Sorry if I offended you by defending myself, but the way I see it, failure to respond to unfounded accusation is validation and I will not give Kapt Lehmann that satisfaction after the things he said. Childish is not what I did, but what he did and I stand by and will gladly suffer whatever consequences result from what I said, which was reasonable, with cause, civilly stated and appropriate to the circumstances.

As for respect, that is not something I care much about. I say the truth and let people respect or not respect me as they wish. I'm quick to apologize when I'm wrong, but I'm not wrong now. His invective demanded a response, 7 hours, 12 hours, 24 hours or 48 hours later. I think my response was measured, to the point and necessary. Put yourself in my place. Your response would likely have been stronger.

ReallyDedPoet
10-06-09, 04:43 PM
Folks not know what back on topic means. RR you have something to say to KL, do it via PM.

As for respect, that is not something I care much about.

Let's respect SUBSIM rules here. They exist for a reason.

Neal posted earlier on this, now let's move on please.

ivank
10-06-09, 04:50 PM
http://www.aquabacon.com/wp-content/main/2009_07/calm-down.jpg

ivank
10-06-09, 05:00 PM
@SH427: Problem fixed

Carotio
10-06-09, 05:08 PM
=============================
Mirror site
http://www.filefront.com/user/lurkerhlb3
=============================



You know, Lurker, though you couldn't find time to update the threads yourself, I hope I do it well enough for you to add the SHMF board link to your "Mirror site download location" above? :03:
http://www.silenthuntermods.com/forum/index.php?board=32.0

I haven't seen you there in a while. I hope you accept how I reduced your thread text. I had to. Because the subsim forum software differs from mine. Well, have a look yourself.
You also update very often, compared to other modders, so forgive me for not updating as fast as you do it here, but I try to keep up with you. :D

lurker_hlb3
10-06-09, 05:09 PM
Folks not know what back on topic means. RR you have something to say to KL, do it via PM.



Let's respect SUBSIM rules here. They exist for a reason.

Neal posted earlier on this, now let's move on please.

Thanks. All I won't to do is get back on track an deal with OM

kstanb
10-06-09, 05:12 PM
Does anyone knows the exact meaning of the new merchant coding name?
"MFM", etc?
some are obvious, like M for mast of F for funnel, but there are some that are not so,

knowing the exact meaning will make it easier to see what to look for in the recognition manual

thanks

lurker_hlb3
10-06-09, 05:17 PM
Does anyone knows the exact meaning of the new merchant coding name?
"MFM", etc?
some are obvious, like M for mast of F for funnel, but there are some that are not so,

knowing the exact meaning will make it easier to see what to look for in the recognition manual

thanks



http://www.history.navy.mil/photos/glossary/spec-inf/mkf-codg.htm

kstanb
10-06-09, 06:31 PM
http://www.history.navy.mil/photos/glossary/spec-inf/mkf-codg.htm

thanks!

mookiemookie
10-06-09, 08:10 PM
My contention was that he should have done that in a PM, and that it should have been done in a cooperative, not confrontational way. I further suggested that approached in that way Lurker, an honest man, would have been an ally with JU88 in determining and publishing the truth. JU88, by the way and in contrast to yourself, responded in an honest and forthright way that earned my respect and that of anyone reading his response.

Not to take sides, but to take sides...

I dislike backseat moderators, so why is it your place to suggest anything in this situation? With all due respect, of course.

cgjimeneza
10-06-09, 09:02 PM
http://www.history.navy.mil/photos/glossary/spec-inf/mkf-codg.htm

hey, thats cool... I had been wondering since I opened my old Lloyds Register

Wilcke
10-06-09, 10:56 PM
http://www.history.navy.mil/photos/glossary/spec-inf/mkf-codg.htm

Excellent addition to a great piece of work! Thanks Lurker!

makman94
10-07-09, 06:45 PM
Makman - I use 1280 x 960... and everything fits perfectly.
Good hunting!

thank you Akula :up: