View Full Version : [REL] Operation Monsun
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Paulowanclift
10-11-09, 02:08 PM
Hi all, I'm new to SH4 and have installed RFB 1.52 which I think is great, but I'm longing for the North Atlantic again.
Sorry for the simple question, but mods confuse me abit with all the different versions. Is this basically the North Atlantic German campaign then? Can I install it over RFB 1.52?
I'm quite excited by the thought of this :D
DarkFish
10-11-09, 02:52 PM
Hi all, I'm new to SH4 and have installed RFB 1.52 which I think is great, but I'm longing for the North Atlantic again.
Sorry for the simple question, but mods confuse me abit with all the different versions. Is this basically the North Atlantic German campaign then? Can I install it over RFB 1.52?
I'm quite excited by the thought of this :DIt's the German North Atlantic, South Atlantic, Arctic, Med, Black Sea and Indian Ocean campaign all combined:up:
IIRC you can install it over RFB, scroll down the first post of this thread to see the install order.
Oh, almost forgot:
Welcome aboard:sunny:
Paulowanclift
10-11-09, 03:03 PM
Thanks for the info.
And this is awesome, time for some late nights!
I am starting a 3rd career and I want to be patrolling in the South Atlantic. What start date and flotilla should I choose?
is it just me or is there no splash sound on any of the uboats in Monsun?
its awefully quiet during a storm :haha:
bug?
lurker_hlb3
10-12-09, 09:29 PM
I am starting a 3rd career and I want to be patrolling in the South Atlantic. What start date and flotilla should I choose?
2nd Flotilla - IXC - Mid 1941
lurker_hlb3
10-12-09, 09:37 PM
is it just me or is there no splash sound on any of the uboats in Monsun?
its awefully quiet during a storm :haha:
bug?
and
Yea no sound
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
As I said before, if you want help provided the following:
Date
Location
Type of Sub
Flotilla
Mods ( in install order )
other relevant facts
2nd Flotilla - IXC - Mid 1941
Thank you
braveheart
10-14-09, 08:47 AM
Hey thanks for this brilliant mod, really enjoying it.
Im having a problem with my IX, the smaller flak gun seems bugged, can anyone advise?
DarkFish
10-14-09, 09:31 AM
Im having a problem with my IX, the smaller flak gun seems bugged, can anyone advise?Bugged in what way? there are a thousand ways in which a flak gun can be bugged. What does or doesn't it do?
Also, mention type of flak, date, location, type of sub, flotilla, mods (in install order) and I'm sure lurker or someone else can help.
Jimbuna
10-14-09, 02:22 PM
Hey thanks for this brilliant mod, really enjoying it.
Im having a problem with my IX, the smaller flak gun seems bugged, can anyone advise?
Welcome to SS braveheart, might I suggest you PM lurker_hlb3 with as much information as possible (please refer to #1764) where I'm confident he will be more than happy to help you out.
Good Luck http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
braveheart
10-14-09, 06:48 PM
not sure which campaign, but its bdu deployment, 1941 sub is IXc.
I can go to the 3.5 heavy flak but when i cannot switch to the other flak gun the 2cm flakzwilling,
anyone any ideas?
Also what kind of Captains abilities should i have as a KaptainLt? seems i can only get costal patrol but its not listed in the notepad.
lurker_hlb3
10-14-09, 08:38 PM
not sure which campaign, but its bdu deployment, 1941 sub is IXc.
I can go to the 3.5 heavy flak but when i cannot switch to the other flak gun the 2cm flakzwilling,
.
Based on your "limited" info, unable to recreate your problem
I HAD AN SUBPARE PATROL IN MY U-52 VIIB, HEADING BACK TO BASE CAUSE OF LOW FUEL AND I RAN INTO A LARGE CONVOY, TUNDERSTROM, HEAVY RAIN, ROUGH SEAS, MIDNIGHT, NO MOON! CAN SOME ONE SAY SURFACE ATTACK! CONTACTED BDU, GIVEN ORDERS TO ATTACK! I GO IN GUN CREW BLAZING! FIRED TORPEDOS! SANK 4 MERCHANTS WITH MY TORPEDOS, 1 TANKER WITH GUN, 1 MERCHANT WITH GUN! SAW A FIJI CL AND TORPEDOED HER WITH MY LAST TORP!!!!! DID NOT GO DEEP NO NEED, ESCORTS WAY OFF FIRING IN ALL DIRECTIONS ETC..., THEN THE BEST THING HAPPENS!!!!! NO ITS NOT A BB, OR A CV, NOPE!!!(NOT THAT I COULD I ATTACK THEM WITH MY GUN)
-
-
-
-
MY FU*CKING LAPTOPS BATTERY DIES!!!!!!!!:wah::wah::damn:
The pain has left me, Going back to retrace my steps, maybe I get the same convoy again!?
Akula4745
10-14-09, 10:50 PM
MY FU*CKING LAPTOPS BATTERY DIES!!!!!!!!:wah::wah::damn:
Oh no... not good.
U-580
VIIC
July 1941
7th Flotilla
I attacked a convoy sinking ~41,000 tons. In that convoy was a Dutch ship, which I sank for 9000tons! Yet I got a message that I sank a nuetral ship!!! When I got to base, I was "A stain of the honour of the Kreigsmarine, and secret police carried me away." What gives! I got the Knights Cross of the Iron Cross with diamonds, swords, and oak leaves right before this message!
Akula4745
10-15-09, 05:10 PM
"A stain of the honour of the Kreigsmarine, and secret police carried me away."
Really? You got that message? Wow... I sunk a "neutral" ship last night myself in a convoy full of British merchants. Have not returned to base yet... wish me luck! :hmmm:
Jack Callahan
10-15-09, 05:20 PM
Good luck with that.. :hmmm:
Question for you Ivan,
Are you running RFB with OM/OMEGU? And if you are is it working ok?
Thanks,
Jack
Really? You got that message? Wow... I sunk a "neutral" ship last night myself in a convoy full of British merchants. Have not returned to base yet... wish me luck! :hmmm:
Good Luck.....queue Taken guy, kicking everyone's ass in the room.
DarkFish
10-16-09, 08:50 AM
I attacked a convoy sinking ~41,000 tons. In that convoy was a Dutch ship, which I sank for 9000tons! Yet I got a message that I sank a nuetral ship!!! When I got to base, I was "A stain of the honour of the Kreigsmarine, and secret police carried me away." What gives! I got the Knights Cross of the Iron Cross with diamonds, swords, and oak leaves right before this message!You deserved that for sinking a Dutch ship. Shame on you!
;)
Paulowanclift
10-16-09, 01:58 PM
Does OMEGU improve over RFB? Can you even install OMEGU over RFB + MONSUN?
lurker_hlb3
10-17-09, 07:52 PM
Does OMEGU improve over RFB? Can you even install OMEGU over RFB + MONSUN?
“WARNING”
FAILURE TO FOLLOW THESE INSTRUTIONS WILL CAUSE OM/OMEGU NOT TO RUN CORRECTLY & SH4 TO CTD.
-----------------------------------------------------------
OMEGU should "ONLY" be installed on a “stock” SH4 v1.5 after OM v705 and OMv705 to V715.
Special Note: Users of the Stock Version off RSRDC can also use OMEGU if they wish.
-----------------------------------------------------------
Any mod that is installed “BEFORE or AFTER” OMv705, OMv705_to_v715, OMEGU, and RSRDC and JSGME generates a “conflict” with any of the above mods and you continue to install the mod and RSRDC/OM/OMEGU no longer works correctly is “NOT” my problem.
“WARNING”
lurker_hlb3
10-17-09, 07:53 PM
is it just me or is there no splash sound on any of the uboats in Monsun?
its awefully quiet during a storm :haha:
bug?
I have a fix for this
lurker_hlb3
10-17-09, 07:59 PM
In that convoy was a Dutch ship, which I sank for 9000tons! Yet I got a message that I sank a nuetral ship!!! !
There is a "bug" in the DefSide.cfg. In SideEntry 31 / 32 Netherlands is missing the "s" on the end. Since the system doesn't know the correct 'side' ID for the ships, it defaults to "Neutral". It will be corrected in OM v720 when it's released
renthewog
10-18-09, 02:38 AM
Speaking of 'neutral' countries ships...which ships should i mostly be targeting? I am about to start my 2nd patrol early in the war in december 1939, so i've sank british, american, and a few panama ships so far, even an estonia one i think. Which countries ships should i NOT sink? apart from germany of course..lol
xristoskaiti
10-18-09, 09:43 AM
IN cFG /Sensors it writes in the end............
;Radio DF
Radio DF range factor=1 ;[>=0]
Radio DF fog factor=0 ;[>=0]
Radio DF light factor=0 ;[>=0]
Radio DF waves factor=0 ;[>=0]
Radio DF speed factor=0 ;[>=0]
Radio DF enemy aspect=0 ;[>=0]
Radio DF enemy speed=0 ;[>=0]
Radio DF noise factor=0 ;[>=0]
Radio DF sensor height factor=0 ;[>=0]
Radio DF already tracking modifier=2 ;[detection probability modifier]
Radio DF decay time=30 ;[>0] already tracking bonus decay, in seconds
Radio DF uses crew efficiency=true ;[true or true]
the ;Radio DF in the sh5 it works they is broken ?
and a Sh4MissionEditor / add random generated group it has the choice tactical properties and is tactical group....
this choice they is broken ?
I have not never seen tactical group in Campaigns.......
:sunny:
DarkFish
10-18-09, 05:34 PM
Speaking of 'neutral' countries ships...which ships should i mostly be targeting? I am about to start my 2nd patrol early in the war in december 1939, so i've sank british, american, and a few panama ships so far, even an estonia one i think. Which countries ships should i NOT sink? apart from germany of course..lolYou're playing in december 1939? Get ready for court martial then cause the US, Panama and Estonia all were neutral at that time of the war.
I don't know the exact list but here's an improvised list of the most often encountered enemies:
Start of war: Commonwealth, (Free) France, Poland
Early 1940's: Norway, Netherlands
Late 1940's: Greece
1942: US, Panama
Late 1943: Italy
etheberge
10-18-09, 06:07 PM
Speaking of 'neutral' countries ships...which ships should i mostly be targeting? I am about to start my 2nd patrol early in the war in december 1939, so i've sank british, american, and a few panama ships so far, even an estonia one i think. Which countries ships should i NOT sink? apart from germany of course..lol
I recommend you use this mod to know who Germany was at war with at any given time ---> http://www.subsim.com/radioroom/showthread.php?t=141862&highlight=enemies+of+germany
On a personal note, I don't sink any unescorted merchants from a country I'm not currently at war with (you know, pesky war crimes tribunals and such). However any escorted ship from any country at any time is fair game in my book. I've never gotten in trouble playing like that and I'm pretty sure I sunk some Dutch ships in convoys.
IRL the ROE were frequently changing especially at the beginning of the war.
renthewog
10-18-09, 07:51 PM
Ah well lucky i didnt get court martial or anything like that, got told to return to port last night, and ended my 1st patrol, was awarded the knights cross.
Another question though, I never once saw a convoy during that patrol for the whole time of 1939 from september to december. When did they start escorting ships and sailing together in convoys in the OpMonsoon mod? hope to catch some on my 2nd patrol now..:DL
OrangeYoshi
10-18-09, 08:34 PM
Another question though, I never once saw a convoy during that patrol for the whole time of 1939 from september to december. When did they start escorting ships and sailing together in convoys in the OpMonsoon mod? hope to catch some on my 2nd patrol now..:DL
AFAIK they sailed in convoys from day 1, but they weren't escorted until close to '41. In '39 and '40 though, single ships are much more likely than convoys because the allies didn't realize they needed convoys yet.
Hey Lurker.
Are you planning on using any AI torpedo ships in future versions of OM? The latest version of the AI torp mod was released yesterday.
renthewog
10-19-09, 11:42 AM
Hey guys need some advice with torpedoes and the damage model on the new M-F-M ships..
From what i know, there are 2 possible ways to sink ships. ie: to plug them full of holes until enough of their compartments flood and pull them underwater and sinks. Or to cause an explosion and sinks.
Whats the easiest way to actually blow up ships? i usually aim for just under the keel around the mid point of a ship (where the engine boilers would be) expecting it to explode, but most time they dont. They just sink very slowly..is there a good combination of torpedo depth and exploder? either impact or magnetic..etc
And is this mod so historically acurate that the early career torpedoes (1939-1940) take more to sink ships compared to when better ones become available later in career? or is it always the same effect?
Cheers, Ren
Hey guys need some advice with torpedoes and the damage model on the new M-F-M ships..
From what i know, there are 2 possible ways to sink ships. ie: to plug them full of holes until enough of their compartments flood and pull them underwater and sinks. Or to cause an explosion and sinks.
Whats the easiest way to actually blow up ships? i usually aim for just under the keel around the mid point of a ship (where the engine boilers would be) expecting it to explode, but most time they dont. They just sink very slowly..is there a good combination of torpedo depth and exploder? either impact or magnetic..etc
And is this mod so historically acurate that the early career torpedoes (1939-1940) take more to sink ships compared to when better ones become available later in career? or is it always the same effect?
Cheers, Ren
Depends on the configuration of the ship. I shoot at front and rear King Posts, under the funnels. As for exploder depends on the tactical situation how much knowledge one has about the target, the weather, the seas, etc.
The M-F-M will go down well with two good shots to both masts.
Frankly my tactics are kind of static, shadow the target, get course and speed. End around and set up a fast 90, shoot and scoot.
With those conditions and set for 2 meters it really matters little which exploder one uses.
Thats my take, there are many variations on this theme. I really do enjoy the new ships that Lurker added to OM. Well done.
Wijbrandus
10-20-09, 08:43 AM
Hey guys. I'm needing a little bit more expert advice than I am able to come up with on my own.
I am running stock SH1.5 with the latest OM and OMEGU. I re-downloaded everything last night, and reinstalled SH4 from scratch because I wanted a clean install. All mod parts are the latest from the first post as of yesterday. In addition, I installed the Spax speech fix, real clothes, and the Enemies of Germany flag mod. I'm only stating this for the sake of clarity, and because some of my questions regard the mod.
1) My first question is about fuel efficiency. I started a 9/39 2nd Flotilla campaign last night. I had an excellent patrol around England and down to Portugal. For travel, I chose "ahead standard". That moves the boat at 9 kts. Looking at U-Boat.net, I see the optimal speed is rated at 10 kts. Will I get a noticeable improvement in fuel economy manually selecting 10 kts, or is OM optimized at "ahead standard"? Secondly, does this same thing apply to all the boats, ie should I rely on historic "best speed" or "ahead standard"? Eventually, I'm going to be making the long run to the USA east coast, I hope, and I'll need to eke out every kilometer I can. :arrgh!:
2) Is it possible in OM to settle on the bottom, or is this like RFB where any contact will cause damage, even when stopped? In SH3, there were a few instances where I was sunk in shallow water, but able to stop the flooding and recover my boat to limp home. I have yet to succeed in that in OM.
3) What is the best use of the thermal layer? Is it to set my depth just below it? Or to get as deep as possible? I would think the signal attenuation from the layer would be most effective if I were hiding right next to it, but I'm not a sonalyst. :)
4) When should I start worrying about merchants noticing my steam trails from G7As? I love their speed over electrics, but I'd hate to waste them.
5) Several of my crew have had their eyeballs plucked out. Is there an easy way to get them back? It's kind of creepy having a blind watch crew. Very "Event Horizon"-ish. :rotfl2:
6) My UZO, when standing on the bridge view, is white. Is this correct?
All of these questions came from my single September patrol on a Type IX in 1939 out of Wilhelmshaven. Dates noticed for 4 and 5 were around the 15th and the 20th.
Thanks!
Akula4745
10-20-09, 11:46 AM
Is anyone else not getting the prop sound with their hydrophone? I get a clear contact line on the chart and visual on the target (inside 3000) - but when I go to the hydrophone station... there is no sound on that heading. No sound at all no matter what the distance either... but my prop wash noise is there along with the usual static.
I don't always use the hydrophone but will check every time on targets from now on. Current career stats below:
U-51
VIIB
7th Flotilla
August 24 1942
OM mod list:
OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMv715_Hotfix1
OMEGU_v210
OMEGU_v210_Hotfix2
OM_Arct_Env
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack
Spaxs SH4 Uboat SPEECH FIX_V8
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Real Clothes
Wijbrandus
10-20-09, 11:50 AM
My boat's hydrophones are working properly so far on the patrol listed just above.
Is anyone else not getting the prop sound with their hydrophone? I get a clear contact line on the chart and visual on the target (inside 3000) - but when I go to the hydrophone station... there is no sound on that heading. No sound at all no matter what the distance either... but my prop wash noise is there along with the usual static.
It might be this old SH4 engine bug:
http://www.subsim.com/radioroom/showpost.php?p=1069015&postcount=4
It relates to the SH4 engine, as explained by aanker in this old post:
the game engine can't do two things at once - like simultaneous visual and sonar tracking of a target.
Check the whole thread, it's about this specific problem.
Akula4745
10-20-09, 06:14 PM
It might be this old SH4 engine bug:
http://www.subsim.com/radioroom/showpost.php?p=1069015&postcount=4
It relates to the SH4 engine, as explained by aanker in this old post:
Check the whole thread, it's about this specific problem.
Very interesting... thanks for sharing dcb! As a side note: I found a convoy this evening and had a multitude of sounds (hydro)... so maybe it was either a fluke occurrence or something else. Time will tell.
etheberge
10-20-09, 08:10 PM
Very interesting... thanks for sharing dcb! As a side note: I found a convoy this evening and had a multitude of sounds (hydro)... so maybe it was either a fluke occurrence or something else. Time will tell.
I seem to remember reading that the the sounds have to be associated with the ship somehow (probably in the model) for them to be heard in game. I suspect it could be a bug with one of the ships. Do you remember what exact ship type it was?
Akula4745
10-21-09, 05:42 AM
I seem to remember reading that the the sounds have to be associated with the ship somehow (probably in the model) for them to be heard in game. I suspect it could be a bug with one of the ships. Do you remember what exact ship type it was?
I went back to the log... it was one of these two:
M-KF-M (I)
M-K-M-K-F-K-M-K
Both were single targets and not in a convoy... so it was easy to tell there was no hydro sounds. Last night I hit two convoys - and there were plenty of sounds to go around... and it made it impossible to tell if any of the ships did not have sound.
Akula4745
10-21-09, 03:41 PM
Ouestion: Just got assigned to recon Freemantle, AU in late 1942 - from my base at St. Nazaire... can I go through the Suez Canal? Or should I go all the way down and around the Cape?
Same here, I am stuck off Portugal trying to decide which way to go.
Te Kaha
10-21-09, 04:29 PM
The Suez Canal was under British control in WW II, not a good idea to try to use it with a German U-Boat.
I doubt the Canal is even modelled in SH4, but I have never looked.
lurker_hlb3
10-21-09, 04:53 PM
Ouestion: Just got assigned to recon Freemantle, AU in late 1942 - from my base at St. Nazaire... can I go through the Suez Canal? Or should I go all the way down and around the Cape?
Same here, I am stuck off Portugal trying to decide which way to go.
That mission assignment means that the system can't find a "valid mission" if you want me to fix it your going to have to tell me the following:
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
Date
Location
Type of Sub
Flotilla
Mods ( in install order )
other relevant facts
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
lurker_hlb3
10-21-09, 04:57 PM
I went back to the log... it was one of these two:
M-KF-M (I)
M-K-M-K-F-K-M-K
Both were single targets and not in a convoy... so it was easy to tell there was no hydro sounds. Last night I hit two convoys - and there were plenty of sounds to go around... and it made it impossible to tell if any of the ships did not have sound.
This is a "system level bug", if the contacts is below 5kts you won't hear them at the hydrophone station
OrangeYoshi
10-21-09, 05:08 PM
That mission assignment means that the system can't find a "valid mission" if you want me to fix it your going to have to tell me the following:
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
They didn't know it was a bug.
Anyway, you guys can figure out if the Suez canal is in the game just by zooming in close to Egypt. All the other canals are displayed as water (panama, Kiel), so I would assume that the Suez canal is also displayed on the map.
That mission assignment means that the system can't find a "valid mission" if you want me to fix it your going to have to tell me the following:
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
Date
Location
Type of Sub
Flotilla
Mods ( in install order )
other relevant facts
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
Oct 1 1942
12th Flotilla
IXD2
OM
OMEGU Pac
Spaxs
Akula4745
10-21-09, 06:32 PM
That mission assignment means that the system can't find a "valid mission" if you want me to fix it your going to have to tell me the following:
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
Date
Location
Type of Sub
Flotilla
Mods ( in install order )
other relevant facts
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
Geez Lurker, why always so mean-spirited? I didn't ask for a problem fix - I just asked for directions, nothing more... I assumed it was a legit mission. How was I supposed to know it was not a valid mission? Damn man, I absolutely adore your OM mod. You have done an unfreakin' believable most fantastic job and I cannot even begin to imagine how many hours it took to create... not to mention the hours upon hours you invest with your continued upgrade support and maintenance. You are a very respected mod genius... in my book at least. And so I just cannot figure it out... do we, I, people like me, just piss you off so badly with our stupid noob questions and lack of experience that we make you respond to us this way? What else could it be? Have I offended you somehow? I sure do hope not. If so I do apologize. Can you lighten up just a wee bit? I bet there are a lot more folks like me who love the OM mod... but always feel like we just got kicked in the nutz after swapping posts (or IMs) with you. I will probably get smacked down for this... but there ya go. Thanks again for all you do and have done for the community, Lurker.
I will just skip the mission and hit my favorite hunting grounds instead... but in the spirit of perfecting this killer mod you have created - here is the info you requested.
October 7 1942
St. Nazaire
VIIC
7th Flotilla
OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMv715_Hotfix1
OMEGU_v210
OMEGU_v210_Hotfix2
OM_Arct_Env
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack
Spaxs SH4 Uboat SPEECH FIX_V8
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Real Clothes
First patrol in new boat: upgraded from VIIB to VIIC
lurker_hlb3
10-21-09, 08:43 PM
Oct 1 1942
12th Flotilla
IXD2
OM
OMEGU Pac
Spaxs
There is an error on the start date for the 12th Flotilla, to correct do the following:
Unistall OM v 715
go to Data\UPCDataGE\UPCCampaignData\
edit Flotillas.upc
go to line 2935
[Flotilla 22]
ID= 12Flotilla
NameDisplayable= 12th Flotilla
AvailabilityInterval=1942-10-01, 1944-08-01
[Flotilla 22.Base 1]
ID= F22Bordeaux
NameDisplayable= Bordeaux
Info= 12th Flotilla - Bordeaux
ExternalBaseName= Bordeaux
AvailabilityInterval= 1942-10-01, 1944-08-01
DepartureDescription1= -103384.000000, 5447231.000000, 000.0000
DepartureDescriptionOut1= -108291.000000, 5457070.000000, 300.0000
[Flotilla 22.UserPlayerUnitType 1]
ID= F22IXD2
NameDisplayable= Type IXD2 (12 Flotilla)
AvailabilityInterval= 1942-10-15, 1944-08-01
IDLinkUserPlayerUnitType= IXD2
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 33Flotilla
;***************************
;***************************
[Flotilla 22.UserPlayerUnitType 1.Objective 1]
ID= F5F1OBj1
NameDisplayable= NULL
AvailabilityInterval=1942-10-15, 1944-08-01
ObjectiveCode= F12_9D2Note the items in Red
Change 1942-10-15 to 1942-10-01
Save and restart to campaign
This will be corrected in OM v720
lurker_hlb3
10-21-09, 09:56 PM
First patrol in new boat: upgraded from VIIB to VIIC
1. The reason for your problems is that the systems has a bad habit of assigning the last Uboat's "objective code" to your new Uboat. I your case the VIIB last objective code expired on Sept 30. If the system had assigned you the correct "objective code", you would have been heading for the Caribbean. In OM v720 I will make adjustments so this won't happen again.
2. When you received a "mission" to Australia for a Type VII, the "Alarm Bell" should have gone off saying there something wrong here.
3. If I have posted it once, I have posted more times than I can count, I need facts to solve problems.
4. As far "feel like we just got kicked in the nutz", If I wanted to do that, I would have sent you a PM.
The point of the
I can't reach through the screen and do the "Vulcan Mind Meld" for information about your problem.
is to get the point across that as "Sgt Joe Friday of Dragnet" use to say "Just the facts Ma'am, Just the Facts" and not have to post over and over again asking for the information.
Akula4745
10-21-09, 11:27 PM
1. The reason for your problems is that the systems has a bad habit of assigning the last Uboat's "objective code" to your new Uboat. I your case the VIIB last objective code expired on Sept 30. If the system had assigned you the correct "objective code", you would have been heading for the Caribbean. In OM v720 I will make adjustments so this won't happen again.
2. When you received a "mission" to Australia for a Type VII, the "Alarm Bell" should have gone off saying there something wrong here.
I thought Australia was a far reach... but not experienced enough to know better. The Caribbean certainly would have been a much nicer destination.
So if I understand you correctly I do not need to make changes to my OM setup? My next mission will be a valid one? Thank you for the response and explanation.
Same here, I am stuck off Portugal trying to decide which way to go.
Ivank - check it out:
http://www.subsim.com/radioroom/showthread.php?t=157508
I thought Australia was a far reach... but not experienced enough to know better. The Caribbean certainly would have been a much nicer destination.
So if I understand you correctly I do not need to make changes to my OM setup? My next mission will be a valid one? Thank you for the response and explanation.
Ivank - check it out:
http://www.subsim.com/radioroom/showthread.php?t=157508
I am going to try that with my IXD2
Wijbrandus
10-22-09, 05:43 PM
After reading through the 70+ pages of this thread trying to find an answer before posting my questions above, I can understand where Lurker is coming from.
Many times people post the same questions over and over again when he's already answered it or said he needs specific data to answer it. So I'm not going to get all defensive over his apparent "attitude", because I deal with users every day who won't tell you what you need to help them. :)
I'm looking forward to his next update, whenever that might be. :rock:
Akula4745
10-22-09, 06:49 PM
After reading through the 70+ pages of this thread trying to find an answer before posting my questions above, I can understand where Lurker is coming from.
Many times people post the same questions over and over again when he's already answered it or said he needs specific data to answer it. So I'm not going to get all defensive over his apparent "attitude", because I deal with users every day who won't tell you what you need to help them. :)
I'm looking forward to his next update, whenever that might be. :rock:
Yes I understand completely, Wijbrandus... I am in state govt IT and a select group of my users can boggle the imagination with new and unexplored levels of stupidity. I can imagine what Lurker goes through... and normally am quite sympathetic... so I had an off night and spoke my mind. Don't look now but it might happen again someday.
I just figured Lurker should be basking in our admiration and feeling the love... so to speak; But Lurker is cool - I got no problem with him at all. Maybe him and I handle things differently... but such is life. Sometimes genius is like that.
Trust me... I'm looking forward to the next update too. Give em' hell, Lurker.
Sgtmonkeynads
10-24-09, 03:48 AM
I was going to ask "how to revert back to stock map" But after reading this thread, I looked some more,three hours of looking I finnaly found it.
My Eyes feel like my crews before useing the EYE PATCH MOD.:D
Lurker, how do you find time to do everything you do, answer endless questions, and work? I mean, my god man.
I've read almost everything to do with OM, and you are always polite and very quick with answers, are there more than one of you. Do you ever take a day off and play the game you have made?
xristoskaiti
10-24-09, 08:39 AM
I play now om 715 I was careful that the mines do not have
expolosion
u - boat have only that damage if it struck in the bottom him
it has been careful somebody this? that perhaps I have
error files........
the mines do not have expolosion hear only noise metal......:wah::wah::wah: :sunny:
in RFB 1.52 a mines work good.........
lurker_hlb3
10-24-09, 10:19 AM
I play now om 715 I was careful that the mines do not have
expolosion
u - boat have only that damage if it struck in the bottom him
it has been careful somebody this? that perhaps I have
error files........
the mines do not have expolosion hear only noise metal......:wah::wah::wah: :sunny:
in RFB 1.52 a mines work good.........
I've have not made any changes to the "stock mines" for SH4 in OM. In RFB there also have been no changes to the "stock mines". So I'm not sure what your problem is.
xristoskaiti
10-24-09, 11:59 AM
I thank for fast answer!!! I will always do again installation with
new files . I thank for OM 715 :sunny:
cgjimeneza
10-24-09, 03:15 PM
I thank for fast answer!!! I will always do again installation with
new files . I thank for OM 715 :sunny:
try a quick mission on the UK´s east coast (the channel, mainly southeast England)
tell me how it goes with the mines at periscope depth (basically the only possible depth there...)
good luck, for my mines do blow!
xristoskaiti
10-24-09, 03:26 PM
before little end the trials !!!!
in RFB_v1.52_102408
RFB_1.52_Patch_111608
RFB_1.52_Patch_18JAN09
RFB_1.52_Patch_RadarHotfix
RSRDC_RFBv15_V421
RSRDC_V421_Patch2
a mines work good....:yeah:
when I add also OpsMonsun_V705 the mines do not work that is to say do not make expolosion....:o
u-boat it has small damage as when it strikes in the bottom......:damn:
I again made download a file OpsMonsun_V705......... the WinRAR archiver does not say any error in extract.... I does not know
what it happens........ :hmmm: :sunny:
xristoskaiti
10-25-09, 01:10 AM
the himself happens with the mines and in
OM V705
OMv705_to_V715
OMv715 Patch 1
OM v715 Hotfix 1 :sunny:
Tomi_099
10-27-09, 04:33 AM
Lurker hlb3 and his assistants, the real heroes of SubSim.
Very large class,
Great respect from your doing!
Much success
:yeah:
Hi lurker_hlb3,
After 10th patrol I have received XXIII instead of VIIC but wanted VIIC/41. And my objective is in hmmm... BE42. Now 1944 March(!!!) and I am in Brest(1st Flotilla). What I must do?:hmmm:
Is it bug?
PS:
OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMv715_Hotfix1
OMEGU_v210
OMEGU_v210_Hotfix3
Wijbrandus
10-27-09, 12:28 PM
Nit, that must suck. I would hate to be stuck in a XXIII. Only two torpedoes, and no deck gun? How can you kill anything in that? :damn:
I'd have to resort to ramming!!!
Yes Wijbrandus, you understand me! You could recollect about combat radius also. Dönitz is crazy!!!
But I don't wish to surrender!!! I wish to battle and win (but with VIIC/41 of course) (:))
Thanks for the help lurker_hlb3!
I have VIIC again and schnorchel(!)
A related thread in the SH3 mod forum, concerning the voice files for the speed dial settings http://www.subsim.com/radioroom/showthread.php?t=157737
:salute:
lurker_hlb3
10-28-09, 11:14 PM
OM v720 is up
Check first post for details and download links
Wijbrandus
10-28-09, 11:44 PM
Downloading and installing with great impatience.
Thanks Lurker!
OrangeYoshi
10-28-09, 11:57 PM
Looks great!
Thanks for all your hard work!
renthewog
10-29-09, 02:22 AM
OM v720 is up
Check first post for details and download links
So..i guess you have to be in port to install yeah?
And do you still need to install: OMv715_patch1 and OMv715_Hotfix1 ???
Thanks, Ren
etheberge
10-29-09, 03:03 AM
So..i guess you have to be in port to install yeah?
That is correct. If your are currently on patrol, you will need to be in port to install.
And do you still need to install: OMv715_patch1 and OMv715_Hotfix1 ???
No, you should remove them first. This include everything from v715.
Install with JSGME in the following order for Stock:
OM V705
OMv705_to_V720
etheberge
10-29-09, 03:12 AM
Changes to Support OMv720
Additional Merchant traffic along the coast of Norway, France and Africa
Rework “Operation Torch”
Various changes to support the SUBRON-50 add-on MOD for OM.
Added 100 historical documented “Wolf Packs”
Wery interesting, I wonder what that's about. More convoy reports maybe?
renthewog
10-29-09, 05:48 AM
It would be awesome if you could actually 'join' wolf packs and come across other U-boats in the game, would really top it off ey :DL has there ever been a mod for this? or one in the making?
xristoskaiti
10-29-09, 11:28 AM
big work.
I a lot thank!!! :salute: :sunny:
lurker_hlb3
10-29-09, 05:23 PM
Operation Monsun is no longer compatible with TMO. Do not under any circumstances load OM on top to TMO v18, if you do so you will “break” Ducimus hard work
linerkiller
10-30-09, 01:57 AM
Operation Monsun is no longer compatible with TMO. Do not under any circumstances load OM on top to TMO v18, if you do so you will “break” Ducimus hard work
Ach! :doh:
I did it yesterday:damn:... (TMO+OM 705+OM 705 to 720) after nearly a week using OM 705 to 715 + various patches and hotfixes.
thanks for the advice...i will switch back to v715 as soon as possible.:up:
lurker_hlb3
10-30-09, 06:52 AM
Ach! :doh:
I did it yesterday:damn:... (TMO+OM 705+OM 705 to 720) after nearly a week using OM 705 to 715 + various patches and hotfixes.
thanks for the advice...i will switch back to v715 as soon as possible.:up:
FYI That's "ANY" version of OM
VonHesse
11-01-09, 09:40 PM
Hello, I have a question about renown in Operaton Monsun. I recently returned to SH4+ Uboats after finding this forum and using it to carefully learn how to install mods (computer noob). I've been trying out new mods, and it's awesome. All these mods make this a whole new game (several games, really)
I downloaded OM yesterday and installed it with JSGME and a careful reading of the FIRST POST:know:. Recently, I've been playing with RSRDC, so my installation order is:
Stock SH4+Uboats V1.5
RSRDC_SH15_V401
RSRDC_V401_Patch2
OpMonson_V705
OMv705_to_V720
...and nothing else.
Fired it up and started a new career Sep. 1st '39, 1st Flotilla, Type IIC out of Kiel. First patrol off the N.E. coast between Scappa Flow and Scotland went well. Found and sunk a lone merchant for 3,500ish tons with 2 torpedos and a Battleship out of a Task Force for 26,000 tons with my remaining 3 fish. Good work all around, and RTB for an Iron Cross and a handful of medals for my freshly "blooded" crew:salute:. That's when I noticed something odd - there was nothing to spend my hard-earned renown on, everything was free.
Now admittedly, there aren't a lot of upgrades for the Type IIC in '39, and the torpedos available are free anyways, but I was curious, so i did some checking. I started several careers with different dates, flotillas, and boats. In addidion to my first, one I tried:
April 1st '40, 2nd Flotilla, Type IX
July 1st '41, 3rd Flotilla, Type IID
July 1st '42, 6th Flotilla, Type VIIC
At this point, I noticed a pattern, in that nothing EVER cost any renown. Upgrades that became available as the dates advanced were free for the taking, as well as upgraded torpedos. The only times that I had anything to spend my renown on were in '39 and '42, and in both of those cases, there was only one "specialized" crewmember for 750. The other "specialized" crew were free like the upgrades.
My question is this - is this the way the mod is supposed to work? Is everything supposed to be free. Are we supposed to upgrade on the "honor system", or is there something wrong with my install?
Other than this issue, this mod is frickin' awesome and seems like it will greatly expand gameplay. I worry, however, that I'll have a hard time immersing myself in the game if I know that renown no longer counts for anything.
Two other minor points that don't bother me but may be helpful in diagnosing my problem, or lack thereof:
1) In my current campaign,while leaving Kiel from outside the harbor, both Sep. 2 (1st patrol) and Oct. 21 (2nd patrol), when inside the command room I continuously get a vioce message that says "passing thermal layer" even though I am surfaced. This message is repeated every 10 to 15 seconds until I travel far enough for the "dock/refit" icon to dissapear.
2) When trying to visit the Museum to see all the new U-Boats I got a CTD, my first ever.
Again, these are minor things that I can live with, I just figure more information is better than less. Hopefully someone can let me know what I might have done wrong, or if this is the way the mod was intended to work. Any help or clarification would be greatly appreciated.
P.S. Perhaps you tire of hearing it, but you rock Lurker! Words can't express my gratitude:salute:.
lurker_hlb3
11-01-09, 10:39 PM
Hello, I have a question about renown in Operaton Monsun..
Is everything supposed to be free Yes
In my current campaign,while leaving Kiel from outside the harbor, both Sep. 2 (1st patrol) and Oct. 21 (2nd patrol), when inside the command room I continuously get a vioce message that says "passing thermal layer" even though I am surfaced. This message is repeated every 10 to 15 seconds until I travel far enough for the "dock/refit" icon to dissapear. Never seen this one before
When trying to visit the Museum to see all the new U-Boats I got a CTD, my first ever. Yep, that going happen. I’ve got so many ships between RSRDC/OM that I’ve run into “memory” problems, i.e well over 2GB just to load the museum.
VonHesse
11-01-09, 11:42 PM
Well, thank you for your prompt response. At least it seems like I installed it correctly. Speaking of installing, I am considering adding OMEGU to Operation Monsun, but am unsure as to how to interpret the warnings in the read-me.
As I said before, I currently run:
Stock SH4+Uboats
RSRDC_SH15_V401
RSRDC_V401_Patch2
OpMonsun_V705
OMv705_to_V720
In the read-me for OMEGU, it says:
"OMEGU should "ONLY" be installed on a "stock" SH4V1.5 after OMv705 and OM705 to V715"
and then:
"Special note: Users of the stock version of RSRDC can also use OMEGU if they wish"
What does that mean for my set-up? Just add OMEGU and the Hotfix3? Or does that mean I can apply OMEGU to each of them, but only separately? Sorry if that's a noob question, just looking for clarification. Thanks.
lurker_hlb3
11-02-09, 07:29 AM
What does that mean for my set-up? Just add OMEGU and the Hotfix3?
Yes
VonHesse
11-02-09, 12:06 PM
And I thank you, Sir :salute:
Akula4745
11-06-09, 11:23 PM
Lurker,
Need your help sir. CTD on Dec. 31, 1942 at exactly 2:31 AM (specs below). Assumed it was a radio issue - checked all the event.ini files found nothing - removed Carotio Intercontinental Radio Pack... same result - exact same time. Looks to be right as 2:31 becomes 2:32 AM.
December 31 1942
St. Nazaire
VIIC
7th Flotilla
OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMv715_Hotfix1
OMEGU_v210
OMEGU_v210_Hotfix2
OM_Arct_Env
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack
Spaxs SH4 Uboat SPEECH FIX_V8
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
German Map Labels v1.0
lurker_hlb3
11-07-09, 12:04 PM
Lurker,
Need your help sir. CTD on Dec. 31, 1942 at exactly 2:31 AM (specs below). Assumed it was a radio issue - checked all the event.ini files found nothing - removed Carotio Intercontinental Radio Pack... same result - exact same time. Looks to be right as 2:31 becomes 2:32 AM.
December 31 1942
St. Nazaire
VIIC
7th Flotilla
OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMv715_Hotfix1
OMEGU_v210
OMEGU_v210_Hotfix2
OM_Arct_Env
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack
Spaxs SH4 Uboat SPEECH FIX_V8
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
German Map Labels v1.0
1. Does this happen no matter where you are on the map ( always different locations ). If yes then there my be part of the radio pack that didn't de-install.
2. next step is to backout all modes after "OM_Arct_Env" and see if it happens.
Akula4745
11-07-09, 07:47 PM
Not sure what to think now... maybe a bad save?
1) deleted and copied over fresh radio folder (+ contents) from virgin install - /data/sound/: still crashes
2) uninstalled all mods after "OM_Arct_Env": still crashes
3) went to testbed install and used OM saves folder (w/base OM + OMGEU); still crashes
4) however if I move 50 Km N or W - game plays past 2:31
5) went to next to last save and fast forwarded to Dec. 31 - 2:35 AM no crash
Weird thing is the saved game loads at 00:11 AM on Dec. 31 and lets me play for 2 hours and 20 minutes?
Dunno what to think now. Save in question was made with no contacts other than a convoy spotted by recon aircraft 150+ km south of me - on surface at all stop...
Hi
Im using
OpsMonsun_V705
OMv705_to_V720
But when i has just played the introvideo and starts to load it crashes to the deskop. I uninstalled and downloaded again but still the same issiue.
lurker_hlb3
11-08-09, 01:58 PM
Hi
Im using
OpsMonsun_V705
OMv705_to_V720
But when i has just played the introvideo and starts to load it crashes to the deskop. I uninstalled and downloaded again but still the same issiue.
You are running SH4 V1.5 ( Uboat add on ) ?
To be clear I have an unmodded install of SH4 and want to play Monsoon:
This is the correct (possible) mod list?
1: OpsMonsun_V705
2: OMv705_to_ V720
3: OMEGU_v210
4: OMEGU_v210_hotfix3
5: OM_Med_ENV
6: OM_PAC_env
or are the last 2 only needed when playing Mediterranean or Pacific?
hmmmm. Well i got it working. I uninstalled everything and reinstalled it again. This time not in the C:Program Files but made a new folder on C and that sortof fixed it
etheberge
11-09-09, 01:11 PM
To be clear I have an unmodded install of SH4 and want to play Monsoon:
This is the correct (possible) mod list?
1: OpsMonsun_V705
2: OMv705_to_ V720
3: OMEGU_v210
4: OMEGU_v210_hotfix3
5: OM_Med_ENV
6: OM_PAC_env
or are the last 2 only needed when playing Mediterranean or Pacific?
Yes the last two are only needed when playing in the Mediterranean or Pacific. They change the color of the water. The default is Atlantic. You don't have to use them either, it's up to you if you like the color.
Highbury
11-09-09, 04:53 PM
hmmmm. Well i got it working. I uninstalled everything and reinstalled it again. This time not in the C:Program Files but made a new folder on C and that sortof fixed it
If you are on Vista or Win 7 then yes, installing it somewhere other then Program Files will help with alot of potential errors. You should never put games you intend to mod in PF, I never put any games there at all. I have a C:\Games\ folder for them.
Just killed my 1st greek ship no clue if they where Neutral or not.
I GWX we had a list where it was noticed when countries where allies or enemy or neutral. In my alternate reality they where enemy..
out of 2 torps fired 1 hit no clue why the other missed.. a well 10 HE shells downed her :) 4k+ GRT on Werner B Herberts tally ( I liked Iron coffins a lot)
(Now only a fix for the recon manual... way to many duplicate ships in it. I noticed on uboat.net that most ships tend to look alike and the few models in SH3/4 are most likely more than enuf all around. All in all we are only interested in mast height and length. But this is only a minor annoyance.
P.s. I know it has to do with game mechanics that why I typed it between "()")
If you are on Vista or Win 7 then yes, installing it somewhere other then Program Files will help with alot of potential errors. You should never put games you intend to mod in PF, I never put any games there at all. I have a C:\Games\ folder for them.
Ahso i see.
Well i have played some games already but after about 10-15mins the game still crashes to deskop.Could it have something to do with graphics?
My mods
RFB_v1.52
RSRDC_RFB_V575
OMV705
OM705 to 220
OMEGU_v210
OMEGU_v210 Hotfix3
Akula4745
11-09-09, 06:12 PM
Just killed my 1st greek ship no clue if they where Neutral or not.
I GWX we had a list where it was noticed when countries where allies or enemy or neutral. In my alternate reality they where enemy..
Check out this mod: Csengoi's Enemies Of Germany
Now only a fix for the recon manual... way to many duplicate ships in it. I noticed on uboat.net that most ships tend to look alike and the few models in SH3/4 are most likely more than enuf all around. All in all we are only interested in mast height and length. But this is only a minor annoyance.
Silhouette and RecManual Mod v1.1
http://www.subsim.com/radioroom/downloads.php?do=file&id=1395
And if you'd like more...
German Map Labels:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1372
You may also be interested in the Uboat Kaptain Office (ATO) Mod:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1348
lurker_hlb3
11-09-09, 07:35 PM
Ahso i see.
Well i have played some games already but after about 10-15mins the game still crashes to deskop.Could it have something to do with graphics?
My mods
RFB_v1.52
RSRDC_RFB_V575
OMV705
OM705 to 220
OMEGU_v210
OMEGU_v210 Hotfix3
From the install instructions of OMEGU
============================
Install instructions:
-----------------------------------------------------------
If your are currently on patrol, you will need to be in port to install
“WARNING”
FAILURE TO FOLLOW THESE INSTRUTIONS WILL CAUSE OM/OMEGU NOT TO RUN CORRECTLY & SH4 TO CTD.
-----------------------------------------------------------
OMEGU should "ONLY" be installed on a “stock” SH4 v1.5 after OM v705 and OMv705 to V720.
Special Note: Users of the Stock Version of RSRDC can also use OMEGU if they wish.
-----------------------------------------------------------
Any mod that is installed “BEFORE or AFTER” OMv705, OMv705_to_v720, OMEGU, and RSRDC and JSGME generates a “conflict” with any of the above mods and you continue to install the mod and RSRDC/OM/OMEGU no longer works correctly is “NOT” my problem.
“WARNING”
-----------------------------------------------------------
http://www.subsim.com/radioroom/showpost.php?p=1139736&postcount=1
Alfred Keitzer
11-10-09, 05:56 AM
Interesting you thinks it's unreal. ComSubPac made many sub commanders go up in an aircraft to observe a submerged submarine. Why? Because most skippers did not realize that in the Pacific a boat can easily be seen on a clear day to a depth of 33 to 45 meters. So this is unrealistic how?
Then there are war patrol records where boats on the surface, in the daytime with excellent visibility, with relatively calm water were seen by escorts beyond the distance you gave. What was the wind speed and sea state in the situation you mentioned?
There are differences between the Atlantic and Pacific that require a skipper understanding that he has to change the way he operates.
Sorry, but the AI mod is very realistic for the Pacific
In response to the above reply regarding air attacks on U-Boats at 80 meters ... Sorry guys, but I'm going to have to raise the BS flag on this one.
Since when do US Navy personnel speak in terms of meters? They speak in terms of feet. I'd need to see some first-hand reference material to even begin to believe this.
Now I might believe 33 to 45 FEET on a clear calm day. I might even believe 80 FEET (25 meters) in shallow water, but I think even that is a real stretch.
But no way are you going to see a WWII submarine (or smaller U-Boat) at 80 meters (over 250 feet) from the air I don't care what ocean you're in!
AVGWarhawk
11-10-09, 11:57 AM
Sail is what, 25-30 feet? Perhaps more? I see a submarine hull at this depth from the air. So did the aircraft and at upwards (or downwards) of 150 feet if conditions were right. BTW, who said 80 meters anyway? I see you have but no one else. I would agree that 250 feet would be a stretch at seeing a submerged boat.
http://lh5.ggpht.com/_kIWY2DV0KnE/Srr4dh8U42I/AAAAAAAAEdA/EFE66BpmqLs/Visual%20Stealth%20-%20USS%20Chicago%20(SSN-721)%20showing%20visibility%20when%20submerged.JPG
Alfred Keitzer
11-10-09, 01:29 PM
Yes, I've seen this picture. She's right at the surface, you can see the wake of her periscope mast. Sail is maybe 15 to 18 feet, so you're seeing the top of the hull at maybe 25-30 feet underwater. I'll give you 25-30 feet on the sail if that's a big old boomer.
Put that boat another 25 feet underwater and I'll bet you would have a hard time seeing her even in this clear calm sea. Most light is absorbed at 33 feet. Only blue light makes it down to 330 feet. To see a reflection of blue light off a grey (much less a black hull), means the light would have to travel down, reflect and come back -- that's 150 feet (50 meters) max, and that's not going to happen quite frankly.
I've flown over wreck sites in the Pacific on clear clam days like this where I knew there was a merchant wreck (five times the tonnage of a U-Boat) sitting in 90 feet (30 meters) of water (clear sandy bottom) and you can not see it or make it out from the air -- not even close!
The issue came up when I recently tested out the XXIII in Monsun going from Norway to the English coast. I was repeatedly attacked (day and night) by aircraft while I was anywhere from 40 to 90 meters underwater, which brought me here to another complaint by someone else about being attacked out of the blue at 80 meters by an aircraft.
I doubt you're going to find any pilots who are going to say they saw a submarine 50 feet (15 meters) or more underwater. And I know of no case where a U-Boat was initially sighted underwater below 15 meters and engaged. All airborne kills that I know of started with a radar detection, a surface sighting, or at least a periscope sighting. Don't know of any kills that started with, "Hey, I see a U-Boat under the water out there!"
This MOD to the AI_Visual_Sensors.dat file makes the whole game pretty unrealistic and useless.
AVGWarhawk
11-10-09, 01:51 PM
Yes, I've seen this picture. She's right at the surface, you can see the wake of her periscope. Sail is maybe 15 to 18 feet, so you're seeing the hull at maybe 25 feet underwater.
Put that boat another 25 feet underwater and I'll bet you would have a hard time seeing her even in this clear calm sea. Most light is absorbed at 33 feet. Only blue light makes it down to 330 feet. To see a reflection of blue light off a grey (much less a black hull), means the light would have to travel down, reflect and come back -- that's 150 feet (50 meters) max, and that's not going to happen quite frankly.
I've flown over wreck sites in the Pacific on clear clam days like this where I knew there was a merchant wreck (five times the tonnage of a U-Boat) sitting in 90 feet (30 meters) of water (clear sandy bottom) and you can not see it or make it out from the air -- not even close!
The issue came up when I recently tested out the XXIII in Monsun going from Norway to the English coast. I was repeatedly attacked (day and night) by aircraft while I was anywhere from 40 to 90 meters underwater, which brought me here to another complaint by someone else about being attacked out of the blue at 80 meters by an aircraft.
I doubt you're going to find any pilots who are going to say they saw a submarine 50 feet (15 meters) or more underwater. And I know of no case where a U-Boat was initially sighted underwater below 15 meters and engaged. All airborne kills that I know of started with a radar detection, a surface sighting, or at least a periscope sighting. Don't know of any kills that started with, "Hey, I see a U-Boat under the water out there!"
This MOD to the AI_Visual_Sensors.dat file makes the whole game pretty unrealistic and useless.
So that is were the 80 meters comes from. I can understand what you're saying now but you an odd way of explaining what is possibly a problem with the mod:haha: So yeah, 80 meters might be a bit much! I'm not sure how Lurker handles that aspect of the game. Allow him to ask a few questions or possibly provide the answer to why this is happening as designed if it was designed like this.
AVGWarhawk
11-10-09, 02:25 PM
This is the best I could come with for now.
Submarine visual camouflage became an issue again before the outbreak of the Second World War. This time the question was not only one of concealing a surfaced submarine, but also of hiding a submerged submarine from aerial observation. Once again, a series of trials was conducted to test various ideas. Tests between 1934 and 1936 were inconclusive. A new series was ordered and took place off Pearl Harbor in mid 1937. Four boats of the old "S" class were used. S-28 (SS-133) was painted entirely black, S-35 (SS-140) was dark blue-gray overall. S-21 (SS-126) was given a coat of dark purple. In a second series, disruptive patterns were used. S-21 carried black and green. S-35 was painted in black, blue and green. For a third, and final, test S-22 (SS-127) was given a pattern of dark blue and black. The conclusion reached from these experiments was that dark blue offered the best concealment in deep, clear, tropical waters. As a result, Commander SubRon 4 ordered boats of SubDiv 8 to be repainted in blue as paint became available. Paint for all navy ships was under the provence of the Bureau of Construction and Repair in the Navy Department and appropriate instructions were covered in the booklet issued by that Bureau known as C&R-4.
http://www.navsource.org/archives/08/08492.htm
Judging by this paragraph submerged detection by aerial observation was something known and a concern. As noted dark blue was best for concealment in DEEP, CLEAR, tropical waters. The green dark Atlantic I would not suspect seeing a submerged uboat but maybe at PS depth. After reading this I can reasonably conclude that submarines could be seen at depths lower than 50 feet. Why would they spend so much time on a shade of paint if it was not a concern for aerial detection while submerged?
Alfred Keitzer
11-10-09, 03:14 PM
Yea, I’ve been rummaging through these articles trying to get a definitive answer as well. Unfortunately, they don’t mention of depths they were testing at. However, if I had to venture a educated guess, I would say the concern arose from sightings when the submarine was in the attack phase near the surface since that is where they are of any threat to the enemy. In very shallow water against a sandy bottom in the Pacific, I might agree that you could make out the shape of a submarine at more than 25 feet, but not sure you can conclude that you could see a submarine at 50 feet or more from the reference given above; and at that we are at the 15-16 meter mark.
I still say that giving aircraft the ability to detect underwater anything below 15 meters just isn’t that realistic and does not appear to be collaborated by combat records. And at night without a visual is just out of the question.
Aside from the mere detection issue is one of identification. Even if you could see a submarine shape at 50 feet under the water, is it American, British, Dutch, German, Italian, Japanese, or a whale? Except for "kill-free" zones, not sure aviators are going to start dropping DCs or homing torpedoes on everything they see. In my case of an XXIII crossing the North Sea underwater, everyone knows that British submarines were working the North Sea right up to the end of the war.
AVGWarhawk
11-10-09, 03:56 PM
Yea, I’ve been rummaging through these articles trying to get a definitive answer as well. Unfortunately, they don’t mention of depths they were testing at. However, if I had to venture a educated guess, I would say the concern arose from sightings when the submarine was in the attack phase near the surface since that is where they are of any threat to the enemy. In very shallow water against a sandy bottom in the Pacific, I might agree that you could make out the shape of a submarine at more than 25 feet, but not sure you can conclude that you could see a submarine at 50 feet or more from the reference given above; and at that we are at the 15-16 meter mark.
I still say that giving aircraft the ability to detect underwater anything below 15 meters just isn’t that realistic and does not appear to be collaborated by combat records. And at night without a visual is just out of the question.
Aside from the mere detection issue is one of identification. Even if you could see a submarine shape at 50 feet under the water, is it American, British, Dutch, German, Italian, Japanese, or a whale? Except for "kill-free" zones, not sure aviators are going to start dropping DCs or homing torpedoes on everything they see. In my case of an XXIII crossing the North Sea underwater, everyone knows that British submarines were working the North Sea right up to the end of the war.
USS Torsk:
http://www.hnsa.org/ships/img/torsk1.jpg
The original attack perscope is up. Note the size of the people compared to the sail and scope. I would say that is about 50 feet. Detectable at periscope depth in the clear Pacific close to white inland shores were they eventually hunted the Japanese vessels because this was the only protection Japan could offer, yes I sure do believe these beastie could be seen. At 150 feet? That might be a stretch. Seen in the Atlantic? Probably very hard to see a uboat at 50 feet in the murky waters of the Atlantic hence you coming here to express your concern.
We need to give Lurker his thread back. Please start your own thread in the general SH4 forums for others to join in and hopefully provide more insight. Lurker will be around and read this. Let Lurker provide an answer before his .dat file is consider useless.
Alfred Keitzer
11-10-09, 04:25 PM
Yea, okay! Only posted here because the issue was originally raised in post #241 and I wasn't agreeing with the answer given. I will part in saying that I think identification at depth is as much an issue here as detection. I turn it back to Lurker.
P.S.> I'm using OMv705_715A
Ducimus
11-10-09, 05:29 PM
Sorry guys, but I'm going to have to raise the BS flag on this one.
That's your prerogative, everyone has their opinion.
Since when do US Navy personnel speak in terms of meters?
Typically Modders speak in terms of meters, which is what that was. Internally, the game is metric, when you mod the game, your dealing with metric, so you get used to speaking in metric or converting imperial to metric.
Now I might believe...
Hmmm, yeah. And I believe.....
But no way are you going to see a WWII submarine (or smaller U-Boat) at 80 meters (over 250 feet) from the air I don't care what ocean you're in!
You can argue about what you believe is realistic all you want, but in the end, it's just a mod, and Lurker's choice of what he want's in his mod. Now, some mods, such as aircraft detecting submerged objects in SH4, is making the game do something it wasn't originally intended to do in order to achieve what is percieved as being more realistic behavior over the stock game. So it won't be perfect.
To expect absolute perfection in this regard, is unreasonable, and no modder appreciates someone trying to discredit their work. So If you feel compelled to yell at someone for this, feel free to yell at me all you want since im the arsehole who originally thought this bit up. Although it won't do any good as I'm much too jaded to really care.
Alfred Keitzer
11-10-09, 06:22 PM
No attempt to discredit anyone; just laying out some facts and strong beliefs based on experience. What can be modded in can be modded out.
lurker_hlb3
11-10-09, 07:02 PM
No attempt to discredit anyone; just laying out some facts and strong beliefs based on experience. What can be modded in can be modded out.
Go ahead a mod your "personal" install all you want. I've been through this "visual" issue more than once. One thing I've found that it is "impossible" to please ever one. Now why don't you download S3D and changes the settings in AI_Visual_Sensor.dat to "what ever" you personally feel that is "realistic" and then you can go off and enjoy the game as you see fit.
Alfred Keitzer
11-10-09, 07:11 PM
Go ahead a mod your "personal" install all you want. I've been through this "visual" issue more than once. One thing I've found that it is "impossible" to please ever one. Now why don't you download S3D and changes the settings in AI_Visual_Sensor.dat to "what ever" you personally feel that is "realistic" and then you can go off and enjoy the game as you see fit.
That's the plan.
lurker_hlb3
11-10-09, 07:19 PM
I'm using OMv705_715A
Your using a "obsolete" version of OM. Current version is 720
Alfred Keitzer
11-10-09, 08:21 PM
Will give 'er a try. Thanx.
Alfred Keitzer
11-11-09, 11:49 AM
Your using a "obsolete" version of OM. Current version is 720
Version 720 is a most excellent compromise -- well done!
I know when people bring up issues, it can be viewed as YAC (yet another critic). I assure you my discussions are only intended as constructive ideas for improvement whether accepted or not.
Your efforts to bring realism and the entire Atlantic war back into the realm of SH4 are truly appreciated.
xristoskaiti
11-11-09, 01:13 PM
I have been careful that a lot of small planes marlet ,USFighter,Hurricane,Spitfire and enough still, they do not exist in the OM !!!
if you believe you speak us for your drawings in future for such planes .....
exists case we see update the OM with changes in the planes ?:oops:
:sunny:
Medals for crew do these give bonusses or are they eye candy?
When back at base how do I know if I should take mines with me instead of torps?
Te Kaha
11-11-09, 04:37 PM
Take mines only when commanding a Type VII D boat. Don't know whether you'll get a CTD when loading mines on any other boat, but the VII D's are capable of minelaying.
More questions :D
Medals (for the crew) are Eye candy??
Is there a list of upgrades and when they will happen? (other Turm, AA guns, torps etc etc)
Sinking mechanics of a merchant, what has been tweaked? and does it have sweetspots?
P.s. I found the firing speed of the deck gun a bit slow. Wich file do i need to mod to change that? Same for 37mm flak gun
lurker_hlb3
11-12-09, 08:48 AM
Is there a list of upgrades and when they will happen? (other Turm, AA guns, torps etc etc)
read the readme
read the readme
Thought I did... must have overlooked it sorry.
Hello.
im in early 1942 and im ordered to patrol in the carribean but i run out of fuel before i arrive there.
Are there any refueling options?
lurker_hlb3
11-14-09, 03:28 PM
Hello.
im in early 1942 and im ordered to patrol in the carribean but i run out of fuel before i arrive there.
Are there any refueling options?
What type?
What Flotilla?
FYI There are Milk Cow Uboats on patrol, pay attention for messages that tell you when and where it will be
cgjimeneza
11-14-09, 03:42 PM
Hello.
im in early 1942 and im ordered to patrol in the carribean but i run out of fuel before i arrive there.
Are there any refueling options?
you have to go at standard speed to have the best fuel economy/range combination, if you go at speed settings of "4" or "5" you´ll run out of diesel.
pay attention to milchcows messages as Lurker says, they show as anchors in mid ocean
What type?
What Flotilla?
FYI There are Milk Cow Uboats on patrol, pay attention for messages that tell you when and where it will be
Started my campaign on 1st sept. 1940 from Lorient under 2nd flotilla.
PS. ive had about 6 Knights crosses, is this normal?
lurker_hlb3
11-15-09, 11:04 AM
Started my campaign on 1st sept. 1940 from Lorient under 2nd flotilla.
PS. ive had about 6 Knights crosses, is this normal?
Well with a Type IX you should have no problem getting there at "Ahead Standard" [ 9kts ]. If you uses a higher speed your going to run out of gas.
karamazovnew
11-15-09, 03:41 PM
Why is there such a big difference between the standard speed of SH4 (9 kts ) for all uboats and the one in SH3 (13-14 kts)? What was the real one?
lurker_hlb3
11-15-09, 05:07 PM
Why is there such a big difference between the standard speed of SH4 (9 kts ) for all uboats and the one in SH3 (13-14 kts)? What was the real one?
I made them that way for best fuel economy/range combination.
karamazovnew
11-15-09, 06:06 PM
Understood, I'll use the speed dial more then. It was a good idea, most of my patrols end with <10% fuel :haha:. I've checked the rpm dial. I've always thought that because going to 12-13 kts moved the telegraph to Ahead Full, the rpm would reach 400. Instead it goes to aroun 330 which is exactly 2/3 (Standard speed). Silly me.
abclkhan
11-18-09, 08:01 AM
I see that upgrades and torpedoes are cost 0 renown, free.
Is there any way to have the prices back?
If not I swear I ill fill my uboat with falkes... and use them to sink fishing boats which are easier to sink than carriers.. :har:
ShadowWolf Kell
11-23-09, 11:04 AM
I don't know if this is a feature that's been in OM for awhile or not, or if it's new in 720 but sometime around March 1942 while leaving St. Nazaire, I got swarmed by easily 20+ RAF fighters and bombers right outside of port. It reminded me of the ending of Das Boot. While I'm used to constantly evading the RAF in the general area, I wasn't expecting to see THAT many. With how shallow the water was, well, I didn't last long. :D
I also ran into some U-Boats near the Canadian coast doing some odd behavior. There was probably 10-20 of them, all VII boats sort of loosely grouped together sort of just milling about like the milkcows do.
lurker_hlb3
11-23-09, 12:57 PM
I don't know if this is a feature that's been in OM for awhile or not, or if it's new in 720 but sometime around March 1942 while leaving St. Nazaire, I got swarmed by easily 20+ RAF fighters and bombers right outside of port. It reminded me of the ending of Das Boot. While I'm used to constantly evading the RAF in the general area, I wasn't expecting to see THAT many. With how shallow the water was, well, I didn't last long. :D
I also ran into some U-Boats near the Canadian coast doing some odd behavior. There was probably 10-20 of them, all VII boats sort of loosely grouped together sort of just milling about like the milkcows do.
The aircraft in 42 are correct and the Type 7 are part of a wolfpack
Just bought SH4 + Addon for 10 Euros and tested OpMonsun.
Good work - thank you very much.
One question: After installing OpMonsun, the game language (except of the voices) changed from german to english, so that voices now are german and the texts and tool-tips are english. how can I switch back to german?
h.sie
lurker_hlb3
11-25-09, 10:13 AM
Just bought SH4 + Addon for 10 Euros and tested OpMonsun.
Good work - thank you very much.
One question: After installing OpMonsun, the game language (except of the voices) changed from german to english, so that voices now are german and the texts and tool-tips are english. how can I switch back to german?
h.sie
Do you have just OM or do you have OM + OMEGU
lurker_hlb3
11-25-09, 02:13 PM
I have both, OM + OMEGU
If you want "german" for the tool tips you can "hand edit" the OrdersBar.cfg file
Hello Lurker,
the reason for my problems was, that OMEGU overwrites my german menu.txt with an english one. so I removed the menu.txt from OMEGU and 99% of all texts remain in german, only a few are english.
h.sie
markdenny
11-26-09, 01:16 PM
you need to download spax german speech fix and the paulsen sound mod makes it far more real.No idea where you find them now maybe somebody can help with where to find them :arrgh!:
xristoskaiti
11-26-09, 02:01 PM
I have not accepted attack from a plane with light of headlight the
night. know does somebody will happen this? :DL :sunny:
Ouch, made a mistake and went from a 45 american career directly to a 43 OM career, thinking the difficulty would be similar or at least not too much higher....
I was sunk 4 times in a row right after leaving the Harbour (Lorient) before I could eventually adapt to the higher difficulty :DL
Love the Mod, great work guys! :yeah:
Sgtmonkeynads
11-27-09, 01:34 AM
Lurker...In another thread I brought up the situation I have regarding ctd while harbor raiding, and you asked for information. I will try to get it to you, but what do you need to know? Besides I see raiding as kind of cheating in the first place and only did it to check things out.
Port of Merthyr? In the Bristol kanal, Oct. 1940.
Scappa Flow, any time, once I get within 15,000 meters, or just in view of the repulse sitting there, it crashes.
Like I said though, no big deal to me at all. Most of my time is at sea and olny wanted to see what was a dock.
Thanks for all your work, best improvement to the game so far that I have seen.
msalama
11-27-09, 04:42 AM
Ouch, made a mistake and went from a 45 american career directly to a 43 OM career, thinking the difficulty would be similar or at least not too much higher....
Me too, had a long RFB career which towards the end started to bore me because they kept sending me to areas with little or no activity. I sunk a carpload of merchants of course and ducked a plane or two, but there were no warships whatsoever after late 1941 or so anywhere I was patrolling at least! I believe this is realistic since I had RSRDC installed - and there're areas like the Slot with lots more activity there too - but operating out of Fremantle in a Gato still got a bit too tranquil to my liking.
Enter OM however, and I'm sweating bullets already in 9 / 39. Currently patrolling sectors AN79 / 87 in a duck U-9, and hell, these waters surely are lively even now! Came within a hair's breadth of being sunk by an ASW plane first, and then ran into a bunch of armed trawlers immediately afterwards :o Verdammt, what's a Kaleun to do in order to survive I just ask :DL
PS. Got the American career zipped & safely tucked away however, because the fleetboats still fascinate me and I'll surely go back to them at some point. Variety, as they say, being the spice of life and everything...
msalama, I felt exactly the same. The Pacific in the US career was empty and void, never encountered one bigger warship, only minelayers and tiny armed tugs. A lone Momi mini-destroyer was all that I ever managed to find on the seas. The only exception from all that was the Truk harbour (some mods add it), I found a giant anchored fleet there and later a lone carrier. Still, the sea was almost completely "civilian", imagine how astonished I was when I saw and sank a german Type-9 in the East China sea in early 45. Played with RFB, later GFO, then TMO, all with RSRD. I never heard 1(!) sonar-ping during the whole 4 years....
All those videos, reports and talk about giant Navy battles.. made me wonder if I was in the same ocean as them:rotfl2:
Me too, had a long RFB career which towards the end started to bore me because they kept sending me to areas with little or no activity. I sunk a carpload of merchants of course and ducked a plane or two, but there were no warships whatsoever after late 1941 or so anywhere I was patrolling at least! I believe this is realistic since I had RSRDC installed - and there're areas like the Slot with lots more activity there too - but operating out of Fremantle in a Gato still got a bit too tranquil to my liking.
Enter OM however, and I'm sweating bullets already in 9 / 39. Currently patrolling sectors AN79 / 87 in a duck U-9, and hell, these waters surely are lively even now! Came within a hair's breadth of being sunk by an ASW plane first, and then ran into a bunch of armed trawlers immediately afterwards :o Verdammt, what's a Kaleun to do in order to survive I just ask :DL
PS. Got the American career zipped & safely tucked away however, because the fleetboats still fascinate me and I'll surely go back to them at some point. Variety, as they say, being the spice of life and everything...
Not my experience....the fleet boats are awesome and RFB and TMO give a really 100% PTO experience. To each his own.
msalama
11-28-09, 04:33 AM
To each his own.
Well, the most action I saw was in an S-class boat immediately after Pearl Harbour, and after that nothing much at all, apart from a couple of planes and a huge amount of unescorted freighters. I don't know, things could've been different had I shown more initiative and actively hunted for those warships outside my assigned patrol areas, but this would've meant long patrols I really don't feel like doing at the moment. Ergo, skippering a German duck for two (game) weeks a pop is just the thing for me now :up:
But as I said I definitely _will_ return to the fleetboats at some point and continue the career I shelved, possibly transferring to Midway first to see how things look from there...
since the lastest monsun patch my freeroaming camera doesnt work, im stuck in default locked positions, how do i get it back to freeroam?
lurker_hlb3
12-01-09, 07:20 PM
since the lastest monsun patch my freeroaming camera doesnt work, im stuck in default locked positions, how do i get it back to freeroam?
Download and install OMEGU or OM Plot. Either one will correct your problem.
Keef Kavannah
12-05-09, 06:57 PM
dear fellow simmers,
i need help addressing a quite urgent issue i'm having recently. during a long and for now successful mission, after saving, i ctd for the first time evar after installing OM (>v720). when restarting, a matrose start screaming utterly annoying advices about TORPEDOES being launched (at least 10 times) then i cdt again.
mission and quick combat are OK. just career csdt, even if i tried the last 2 savegames i did (other one is like ONE HOUR older, and would be a definitive setback)
did this issue pop up before?
thank to everybody for such a wonderful mod. started from sept 1939.
PS:installing the new OM over mine'd implicate no further use of my savegames?
karamazovnew
12-06-09, 10:51 AM
installing the new OM over mine'd implicate no further use of my savegames?
Not sure what you mean about the NEW OM. The v720 update for OM 705 has been up for more than a month.
Updates to Mega Mods require you to be in port when installing. Did you enable v720 during a patrol? In that case I strongly recommend you restart the patrol from port. In some extreme cases mods require a new career, but this isn't the case with OM v720 (or OMEGU).
By the way, I have a question. I can't repair on the sea floor. If the sub is intact I can settle on the seabed without taking damage. But if I have already taken water, the sub takes damage from minute to minute and the crew are injured. This prevents me from repairing the affected bulkhead and results in a loooong death. Is this normal? So far it has happened with early models of II's and VII's. I've tested this in very shallow water smashing the sub with crash dives. As long as I don't take water it's fine. As soon as I have flooding the drama begins.
lurker_hlb3
12-06-09, 03:34 PM
.
By the way, I have a question. I can't repair on the sea floor. If the sub is intact I can settle on the seabed without taking damage. But if I have already taken water, the sub takes damage from minute to minute and the crew are injured. This prevents me from repairing the affected bulkhead and results in a loooong death. Is this normal? So far it has happened with early models of II's and VII's. I've tested this in very shallow water smashing the sub with crash dives. As long as I don't take water it's fine. As soon as I have flooding the drama begins.
That may be a side effect of the damage model. I'll look into it
Keef Kavannah
12-06-09, 03:57 PM
Not sure what you mean about the NEW OM. The v720 update for OM 705 has been up for more than a month.
By the way, I have a question. I can't repair on the sea floor. If the sub is intact I can settle on the seabed without taking damage. But if I have already taken water, the sub takes damage from minute to minute and the crew are injured. This prevents me from repairing the affected bulkhead and results in a loooong death. Is this normal? So far it has happened with early models of II's and VII's. I've tested this in very shallow water smashing the sub with crash dives. As long as I don't take water it's fine. As soon as I have flooding the drama begins.
darn. gotta kind confused with TMO. still i'm worried for a potential update. anyway i restarted from the previous (1hr bef) save but i still got problem so i think reinstall is on His way.
about your problem, if the damage exceed 100% (red bar in damage control) you're a bit fkd. put those parts (aka the very hull) on top repair priority. if you already knew this and you have prolonged death only by dropping on the seafllor, then i have no idea...sorry
karamazovnew
12-06-09, 06:00 PM
darn. gotta kind confused with TMO.
TMO?!!! Das ist eine Americanische spy!!!! :stare:
SPECIAL Note for TMO users
Because of recent changes to TMO v18x, OM is "NO LONGER COMPATIBLE" with TMO. If you do so you will "Break" the mod
Aren't you using JSGME? Advice:
1. make a b ackup of your saves
2. uninstall SH4
3. Get JSGME http://www.users.on.net/~jscones/software/products-jsgme.html
4. Use it to Put OM v705 after a CLEAN install of the game
5. Put OM v720 on top of v705.
6. Get the latest OMEGU for OM.
.... and to switch to OM:
7. disable OMv705/720 and OMEGU
8. enable TMO+RSRD for TMO plus other mods for American Side
Switching can take less than 10 minutes and it's automatic. Have fun.
about your problem, if the damage exceed 100% (red bar in damage control) you're a bit fkd
I know that, but this happens as soon as I take water. No need for either the compartment or the pressure hull to be at 100% red.
Hello Lurker,
let me first say THANK YOU very much for your hard work. The interior, the graphics, the GUI, the UBoat-missions .... all looks really great.
It's the first time I try SH4 and because I only play U-Boats, I immediately added OM of course. I only have little experience playing SH3+GWX.
But now my problem. I don't know if it's a stock SH4 issue or if it comes with OM, but at dark nights my bridge crew has much better visible ability than me (the player). They discover ships far away, which I only can see much later. Is there a way to achieve a little more balance?
Thank you.
h.sie
Download and install OMEGU or OM Plot. Either one will correct your problem.
reinstalled the whole game and put monsun and omegu back on in correct order, still have a locked camera in default positions!
anyone know whats up?
Kentrat
12-07-09, 08:21 AM
If you have more than one cameras.dat file in the Library folder it could cause problems as the game 'reads' all files in a folder; I had a similar problem with a cameras.dat file that I had renamed and H.sie told me it can cause havoc! remove any cameras.dat back-ups or WIPs and store separately, I am also told that prefixing file names with a ; eg ;cameras.dat also stops that file from being read..
Good luck
i can only see one camera's.dat file in the library folder?
DarkFish
12-07-09, 09:53 AM
yep but Kentrat means another file with the contents of cameras.dat.
it could be called "somefancyfilename.dat", but if it has the same contents it could screw up your game.
If you haven't made any backups like that yourself this should not be the problem.
Hi, Ihave some little question for OM that I'm using from about one month:
I have start in '39, 2flotilla with a type IXA and now I'm at lorient, march '43.
Question 1: Can I (and when or how) change my uboat with a type IXB-C-C/40 or also XXI? (I can do also my self if someone explain to me wich files I must edit...).
Question 2: Can I change flottilla and theather (norway or mediterraneo etc.etc. )? I ask because the system (BDU or whatever it's called) always said "Transfer is not Possibile".
Tank and sorry for my bad-scholastic english
P.S.
I'm using: SH4 v1.5 + OM v705 + 705 to v720 + omegu 210 (without german speech, modified myself)
lurker_hlb3
12-07-09, 10:34 AM
reinstalled the whole game and put monsun and omegu back on in correct order, still have a locked camera in default positions!
anyone know whats up?
http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1
lurker_hlb3
12-07-09, 10:36 AM
Hello Lurker,
let me first say THANK YOU very much for your hard work. The interior, the graphics, the GUI, the UBoat-missions .... all looks really great.
It's the first time I try SH4 and because I only play U-Boats, I immediately added OM of course. I only have little experience playing SH3+GWX.
But now my problem. I don't know if it's a stock SH4 issue or if it comes with OM, but at dark nights my bridge crew has much better visible ability than me (the player). They discover ships far away, which I only can see much later. Is there a way to achieve a little more balance?
Thank you.
h.sie
http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1
:oOMG
THIS VERSION IS AMAZING!
I have not played SHIV in 6 weeks, so yesterday I installed and modded it with OM V720 + OMEGU 300, and I am amazed.
You have been hard to work. I am skipping my 8am class trm so I can play all night :)
There is so much I could say so much, but I really must go back to playing
That being said I have one question;
In the new amaizng attack periscope I can not find the torpedo lock button! I see it in the opservation periscope, but not in the attack one. Any ideas?
It happens all the subs I have tried. VIIB VIIC IXB and IXC
Thank you for a great mod
karamazovnew
12-07-09, 03:15 PM
I haven't placed a Lock button. I didn't think anyone would need it since you can always hit the L key. Even more, since the game looses Lock every 10 seconds it's annoying to move the mouse. Actually, I don't think I've ever clicked the Lock button in the original interface :hmmm:.
Press L with do all the torpedo work?
Cause I have manul targeting turned off
karamazovnew
12-07-09, 03:35 PM
Press L with do all the torpedo work?
Cause I have manul targeting turned off
If you use automatic targeting, placing your scope over a target does all the work. It doesn't matter if you lock or not. In the original interface you only saw the gyro update. You can test this in the Observation Periscope as I've left it "stock". Also note that using automatic targeting will not let you see the AOB wheel. I recommend reading the documentation included in the mod. I've explained there a technique that you might find interesting.
karamazovnew
12-07-09, 03:44 PM
I remember in SH3 using a type of difficulty that allowed for manual targeting and automatic calculation (done on order by the Weapons Officer) at the same time. I'm not sure if this can be done in SH4. Mybe that command still works and can be placed in the Orders bar, even if Automatic solution is off.
looks like i chose a very fortunate moment to revisit the ATO side of things...
between OM720, OMEGU300 and karamazovs's stuff, I am having a blast!
not sinking anything yet because the targets are all neutrals so far and I'm a good boy, but I love the new ships I'm suddenly seeing, I love the AOB finder, I love the whole thing
just dropped in to say: thanks :rock:
Sailor Steve
12-08-09, 02:04 PM
...not sinking anything yet because the targets are all neutrals so far...
:o ???
Does one of those start you August? I've been running OM for awhile, and have always started September 1, so what am I missing?
I didnt feel like sinking a swedish merchant, stuff like that :)
karamazovnew
12-08-09, 07:22 PM
Doesn't matter if you start in August 1939, which you cant' anyway, the ocean is full of dutch, greek and maltese ships. It's not a problem to ignore them, but after a while they stop ignoring YOU. I was on a patrol in 41 near the german shore and passed near a swedish armed merchant that started shooting at me. Maybe they wanted their iron back and wanted to take it off my hull :har:
Oberleutnant nederlander
12-09-09, 08:57 PM
hey all any of you had the problem of not being able to access the museum???
ive mod the game to OM and RSRDC ...
and was wondering what to do???
:up: 10/10 for being confused...
Oberleutnant nederlander
12-09-09, 10:14 PM
i am a bit unsure on to the compatability of OM with RSRDC as ive just finished playing a round and got depth charged by a catalina, the boat sank to the bottom, only 60m for where i was luckily enough i thought.:up:
and crew were dying all round as usual, lol
and a few things struck me, 1. the HULL rating wasn't at all affected, still showing it in perfect condition,
also noticed that the type 9 D2 german sub, isnt loaded with the full complement of torpedoe's, there isn't any "internal reserve's" just external one's
can any one shed some light on these issue's? have they been noticed before?:hmmm: and they still won't let me in the museum :stare::cry:
karamazovnew
12-10-09, 02:38 PM
hey all any of you had the problem of not being able to access the museum???
ive mod the game to OM and RSRDC ...
and was wondering what to do???
:up: 10/10 for being confused...
The museum is unavailable because there are too many ships. As lurker explained a while back, it fills up a LOT of memory and crashes the game. I've also noticed the Hull problem, but it does increase if you end up with ruptured compartments. Not sure what's wrong with the Type 9, I haven't had that problem. However, I did see a similar one when I enabled mods in the wrong order and loaded up a game during a patrol.
Catfish
12-11-09, 03:58 AM
Hello,
i have been away from sims for two years, and coming back and looking i understand almost nothing lol.
Have been reading through a lot of pages, but still ...
So what is this operation monsun - i have read the first post of this thread, but it is a bit cryptic for me. I recently (a week ago) purchased the "U-Boat missions" (=patch 1.5) for SH 4 and decided to have a look at SH 4 again - been playing only SH3 before.
Now what i see is unbelievable - you can even man a german sub with Operation monsun, and play in the North sea, with almost correct historical occurences ? In SH 4 with this mod ?? Well, i thought, this is what i have been wishing for !!
So, the questions:
Assumed i have a vanilla installation of SH 4, patched to 1.4 and then to 1.5, installing the "U-boat missions" add-on.
I have now downloaded those two files:
OpsMonsun_V705.7z
OMv705_to_V720.7z
Is this "all" i need ? Fo what i read there were different versions of OM, like 1, 2 ... 7 - do i need the versions 1, 2 etc. and install them all ?
Ok, the questions:
1. What would i have to install ? In which order ? I read there was OM version 1, 2 ... up to 7 - so do i have to install all of them, for different war theatres ? Or is it all included in version 7, with the update 7.2 to 7.5 ?
Again assumed i only want the Monsun mod, and this "Omegu" one
2. What is this OMEGU :oops: - and where ?
Sorry for the dumb questions, but i did not find out myself in some hours of searching :D ahem ..
Help would be welcome, thanks a lot,
Catfish
P.S. Now there is also an environmental and graphics update v300 ?
Edit again, AH THAT is the Omegu :o :damn:
OK, i'm still reading the threads, but i guess i'll ned help sooner or later. Anyway what you guys do is phantastic.
karamazovnew
12-11-09, 04:56 AM
Catfish, welcome back. OM has developed into a full blown Atlantic Campaign. There is so much in here that it's recommended to read the documentation and most of this entire thread to avoid asking questions that have already been answered a LOT of times.
OMEGU is found here: http://www.subsim.com/radioroom/showthread.php?t=158764. Be sure to download the Patch 1 file too. Right now Lurker is hard at work for Patch 2 which hopefully will be up today. It contains a new weather environment and other goodies, including the KiuB attack periscope which should be familiar to anyone that has played with the OLC GUI.
The recommended order shoud be:
1.OpsMonsun_V705
2.OMv705_to_V720
3.OMEGU_v300
4.OMEGU_v300_Patch1
5.OM_Harder_Escort_L2 (only if you find the game too easy :D)
6.OM_SH3_Command_Keys
Have fun.
Catfish
12-11-09, 05:14 AM
Hello Karamazovnew,
thanks a lot, i am beginning to see hints of the first inches of a mile-long development ... ;)
Guess i will have to read those 78+ pages :88)
Thanks for the links, and advice on the order of install. I see there's even this OLCGui been adapted (now KiuB?), i liked this so much back then in SH3 - and your Kriegsmarine GUI looks phantastic - dials all in reaching position and a touch of "to the point".
Quote from mod list:
" ... 5.OM_Harder_Escort_L2 (only if you find the game too easy :D) ..."
Ahem I will leave this out for now :D ...
Just one question left - so can you sail over to the far east, at some point of a OM campaign? Just because the name "Monsun" for this mod, since this was the description of far east U-boat operations (but i guess you know that :yep:)
Thanks and greetings,
Catfish
karamazovnew
12-11-09, 06:25 AM
Kriegsmarine Etc Balbla = KiuB (cube)
Depending on when you start the campaign, you can start directly in th east. You can also transfer to those flotillas whenever you want, after they become available. :up:
Catfish
12-11-09, 08:29 AM
Hello,
i'm close to trying out all this, but wait ... will have to look at the KiuB manual first ... will probably help against frustration lol :D
AND certainly the shortcut readme ..
I noticed there are also "OM_Med_Env" and "OM_Pav_Env" mods, to be activated with JSGME.
Will i need the latter one for transferring to the far east, or e.g. is it possible to activate both mods and still roam around in the North sea, and Atlantic ?
Last question for today or so i hope :oops:
Thanks a lot, and greetings,
Catfish
Is it correct I can't see all installed stuff on my boat when on the ocean?
karamazovnew
12-11-09, 12:18 PM
Catfish, those packs only alter the sea color and environment. You don't NEED them. You can apply the pacific one and cruise in the Mediterana for all I care :DL.
Lonney, I don't understand.
I'll have to look into the game to see what button I mean precisely.
It's right next to the damage control screen button
karamazovnew
12-11-09, 03:16 PM
I'll have to look into the game to see what button I mean precisely.
It's right next to the damage control screen button
I might be wrong but that usually happens when you apply a significant patch during patrol. Load the last "Leaving base" save and see if it fixes it.
hmm crap.. A well I'll redo the mods when I get back from my current patrol
Catfish
12-11-09, 06:19 PM
Hello Kamarazovnew,
thanks for the tips !
Beautiful graphics, and U-boats.
I am currently trying to hit anything in the U-Boat school torpedo mission, first one - not yet a convoy. I managed to hit the first ship, which did not move :yeah: lol
Now for the next (moving) one: I experienced some difficulty in locking the target long enough to take any data, it always moves out of "focus", or better center, after some seconds - or is this intended ? After all i guess it did not move with the target automatically in reality :hmmm:
Greetings,
Catfish
karamazovnew
12-12-09, 04:46 AM
Hello Kamarazovnew,
thanks for the tips !
Beautiful graphics, and U-boats.
I am currently trying to hit anything in the U-Boat school torpedo mission, first one - not yet a convoy. I managed to hit the first ship, which did not move :yeah: lol
Now for the next (moving) one: I experienced some difficulty in locking the target long enough to take any data, it always moves out of "focus", or better center, after some seconds - or is this intended ? After all i guess it did not move with the target automatically in reality :hmmm:
Greetings,
Catfish
It's a well known SH4 bug and one of the MAIN reasons I made KiUB. The best way is to spam the L key while taking the readings. Also note that the stadimeter will never work if the text below the periscope is "-". It has to show something, cargo, destroyer, tanker, anything, for the stadimeter to work.
Catfish
12-12-09, 08:54 AM
Hello,
thanks, i rmember this also from stock SH 4 - but ok, must have been a similar "problem" in reality. But i unchecked the "no stabilize view", also did this back in the SH3 OLC gui days.
Wow this is one terrific "mod", plays like a whole new game!
Thanks and greetings,
Catfish
Is it b.t.w. normal that you see no cities and ports on the map in the school missions ? Does this change later, e.g. in campaign mode ?
I might be wrong but that usually happens when you apply a significant patch during patrol. Load the last "Leaving base" save and see if it fixes it.
Uninstalled all mod's started 1 carreer, checked if I could go tot the weapons and sensors control station. quit the game.
installed all the mods.
started a new carreer.. and no luck.
I can't get into the: weapons and sensors control station.
lurker_hlb3
12-12-09, 11:37 AM
Is it b.t.w. normal that you see no cities and ports on the map in the school missions ? Does this change later, e.g. in campaign mode ?
Yes
lurker_hlb3
12-12-09, 11:38 AM
Uninstalled all mod's started 1 carreer, checked if I could go tot the weapons and sensors control station. quit the game.
installed all the mods.
started a new carreer.. and no luck.
I can't get into the: weapons and sensors control station.
That option can "only" be accessed "in port" and is designed to allow "upgrades" of weapons & sensors between patrols
Catfish
12-12-09, 12:00 PM
Hi Lurker_hlb3,
thanks very much, i'm really enjoying this :up:
Greetings,
Catfish
Thought so lurker... no problem. it's only that I like to see the upgrades while on patrol. Plus the button kinda bugs me :)
Love the mod though :)
karamazovnew
12-12-09, 05:27 PM
I've just finished what is without any doubt the best patrol ever.
- Convoy changing direction a few times during my approach... checked.
- Flower Corvette chasing me mercilessly for an hour and then waiting for me to show my ugly bow (BIG mistake)... checked
- Ships in convoy speeding up or slowing down to maintain formation... checked.
- Lone warship in front of me at 3000m that didn't spot me during the night because I was right behind her... checked.
- Bow torpedo room blown off by a mine... checked.
If I were to reflect a bit... Who would've thought that we'd be doing all this in SH4? One thing's for sure, I'll be quite busy before SH5 arrives. I now have to think about the possibility that SH5 might not be as hard and fun as OM is now :rock:
Yea I've actually killed a destroyer. on the surface while we only being like 500m away from each other. Dark and foggy as hell. atm I fired my 2 torps (using UZO. and with out propper tdc settings) she started shooting at me.
Then BOOOOM torp 1 hit and torp 2 was a dud. Surface attacks are very possible :) now only we need good electric torps :) lousy duds :D
karamazovnew
12-13-09, 09:06 AM
Now only we need good electric torps :) lousy duds :D
The ones in OM are too good. The magnetic impactors are almost flawless. But the power of the eels is a bit small. I don't know how the damage works but I usually use 2 eels for any ship bigger than 3000k (most of them). Only one eel is not enough. I forgot to count how many ships I've hit with one eel, they continued to sail happily and then got sunk at my FIRST deck gun hit.
karamazovnew
12-15-09, 07:22 AM
Go ahead a mod your "personal" install all you want. I've been through this "visual" issue more than once. One thing I've found that it is "impossible" to please ever one. Now why don't you download S3D and changes the settings in AI_Visual_Sensor.dat to "what ever" you personally feel that is "realistic" and then you can go off and enjoy the game as you see fit.
I'm tired of planes spotting me at 55m underwater. It's always the same, in all weather/light conditions. I agree that a plane right on top of you, in calm weather, might will see you even at that depth if it knew where too look. But most planes pass at the horizon and still home in on me and bomb me every hour, in high waves. I've read other posts regarding detection, but I can't find the value that controls the actual negative depth. I don't want to mess with Sensitivity since it's very good for all other targets. Is it the MinSurface?
lurker_hlb3
12-15-09, 07:58 AM
I'm tired of planes spotting me at 55m underwater. It's always the same, in all weather/light conditions. I agree that a plane right on top of you, in calm weather, might will see you even at that depth if it knew where too look. But most planes pass at the horizon and still home in on me and bomb me every hour, in high waves. I've read other posts regarding detection, but I can't find the value that controls the actual negative depth. I don't want to mess with Sensitivity since it's very good for all other targets. Is it the MinSurface?
Set "MinSurface" to = 0 for AirB_Visual sensor
The ones in OM are too good. The magnetic impactors are almost flawless. But the power of the eels is a bit small. I don't know how the damage works but I usually use 2 eels for any ship bigger than 3000k (most of them). Only one eel is not enough. I forgot to count how many ships I've hit with one eel, they continued to sail happily and then got sunk at my FIRST deck gun hit.
Hmm I'm using impact pistols only and I also fire 2 at a ship. At perfect 80-100° impact I get roughly 20-30% dud (early war, b4 Norway is taken). How is depth keeping?
P.s. I just got a knights Cross while not being the owner of the Iron Cross 1 and 2. How come?
karamazovnew
12-15-09, 12:38 PM
Set "MinSurface" to = 0 for AirB_Visual sensor
Oh now I get it... Air S means Surface and Air B means Below. But won't that completely remove underwater detection? Waves and haze and sensibility already are ok. I'd like to have the planes see me at periscope depth if they're closer than 4000 m but only see me below 30 meters at less than 1000 m radius. What If I work with elevation? Are multiple sensors for each depth but with different radius and elevation? I've never worked with sensors before so please forgive my ignorance :D
karamazovnew
12-15-09, 12:42 PM
Hmm I'm using impact pistols only and I also fire 2 at a ship. At perfect 80-100° impact I get roughly 20-30% dud (early war, b4 Norway is taken). How is depth keeping?
P.s. I just got a knights Cross while not being the owner of the Iron Cross 1 and 2. How come?
Depth keeping is too good for early war. But since the drafts are wrong you get the same result :haha:.
I believe that the medals are an indicative of how well your mission went. Since UBM is written on top of SH4 and the americans didn't award medals for total tonnage, you can expect a lot more Knight's crosses but then see a puny 2'd class Iron Cross in 44 after coming in with a meager 10k patrol, even if you have sunk 1 million tons until then.
Depth keeping is too good for early war. But since the drafts are wrong you get the same result :haha:.
I believe that the medals are an indicative of how well your mission went. Since UBM is written on top of SH4 and the americans didn't award medals for total tonnage, you can expect a lot more Knight's crosses but then see a puny 2'd class Iron Cross in 44 after coming in with a meager 10k patrol, even if you have sunk 1 million tons until then.
Hmm k.. all hardcoded (torps and depth) not?
Medals I don't care to much about..
AAAARGHH fired 6 torps at a light cruiser all duds :(, then 4 misses (the rear front simultanious attack is beyond me atm).. out of 14 fired torps only 4 worked (10k GRT down the drain but still :( )
karamazovnew
12-15-09, 02:37 PM
Lurker, I know you've been bugged about planes before, but this isn't about preference or even style of play. I've built a mission with just me (Type 2 uboat) and an Elite Hurricane in 1940 that passes 1000 meters in front of me, coming from my 90 degrees. He's at 1000 meters altitude and the wind speed is 11 m/s (at 15 m/s the plane crashes).
Result? He spots me at, are you ready?, 120 meters below! I didn't even test it further below as it was already silly.
I've even put MinSurface = 0 and he detected me at more than 160 meters below. So the problem must lie somewhere else.
I also have a uestion about the hydrophone. I guess it's in the AI_sensors_GE.dat but which one is it? The max range i've seen there is less than 8000 meters which is so low that it might explain why my idiotic sonar guy can't hear a ship 1000m away from me.
lurker_hlb3
12-15-09, 03:35 PM
Lurker, I know you've been bugged about planes before, but this isn't about preference or even style of play. I've built a mission with just me (Type 2 uboat) and an Elite Hurricane in 1940 that passes 1000 meters in front of me, coming from my 90 degrees. He's at 1000 meters altitude and the wind speed is 11 m/s (at 15 m/s the plane crashes).
Result? He spots me at, are you ready?, 120 meters below! I didn't even test it further below as it was already silly.
I've even put MinSurface = 0 and he detected me at more than 160 meters below. So the problem must lie somewhere else.
I also have a uestion about the hydrophone. I guess it's in the AI_sensors_GE.dat but which one is it? The max range i've seen there is less than 8000 meters which is so low that it might explain why my idiotic sonar guy can't hear a ship 1000m away from me.
1.AirS_Visual = Single Engine Aircraft or Short Range Twin Engine Aircraft
2.AirB_Visual = Bombers or Patrol Aircraft
3.If you failed to change the MinSurface = 0 on BOTH sensor nodes your going to get spotted.
4.This concept was developed for TMO a very long time ago.
Also If you dont like the way torpedoes work then go to Torpedo.sim and change it to suit your taste
karamazovnew
12-15-09, 03:46 PM
1.AirS_Visual = Single Engine Aircraft or Short Range Twin Engine Aircraft
2.AirB_Visual = Bombers or Patrol Aircraft
3.If you failed to change the MinSurface = 0 on BOTH sensor nodes your going to get spotted.
4.This concept was developed for TMO a very long time ago.
Also If you dont like the way torpedoes work then go to Torpedo.sim and change it to suit your taste
Oh... :oops:. Thanks, will do. I've already increased the eels by 20%, seems a good choice. Any tip for the hydrophone?
karamazovnew
12-15-09, 05:43 PM
Aircraft: Problem solved. The bug was from another mod. It made the aircraft even see through the moon when my sub was moving.
Hydrophone: I guess I'll need to forget my GWX tactics and actually dive below 30 meters and circle around to hear properly. Historically correct :salute:
So how can i cope with the depth of the torps and the draft of the merchants?
pepsi828
12-16-09, 11:16 AM
Sorry for a noob question, I've try to search some answer about plotting pattern for cross a canal, such as the kiel canal. but no luck
Is that any way of doing that like the auto-plot search pattern to cross the canal like the old SH3 GWX does? like stop at a canal dock and plot search pattern kind of thing, or do i have to plot through it as the normal way? thx :06:
So how can i cope with the depth of the torps and the draft of the merchants?
It will come with experience. I look at it as fog of war really. I forget which model torpedo but in OM, early war it does underrun. So you get some misses, but generally it really adds to game play and gives you that historical background to the frustrations of having a great setup go down the crapper due to faulty weapons.
We tend to have a whole lot more information on the targets than was available in WWII. Then there is the challenge of ID'ing the target and getting a sense of its length and height. This was prone to great error depending on weather, sea state and experience.
karamazovnew
12-16-09, 11:36 AM
So how can i cope with the depth of the torps and the draft of the merchants?
Set the depth to the exact value in the manual. Nothing fancy there. So far in SH I've never seen any good reason to explode a torpedo under a ship unless the impact angle was ugly. I think that bug holes in the hull are more effective at sinking a ship. I just set them to 2-3 meters deep and fire away.
Sorry for a noob question, I've try to search some answer about plotting pattern for cross a canal, such as the kiel canal. but no luck
You'll have to plot it manually. You can do that as you're getting close to the Fatherland. Only takes a minute or so. I also suggest you open up the \Documents\SH4\data\cfg\main.cfg file and raise up the LandProximity value so you can buzz right through it. Otherwise it will take you quite some time to go through. I use LandProximity=1024 but I need to be careful about running submerged in shallow water or I might hit the bottom at high TC. After I transfer to France bases I turn it back to LandProximity=4.
I usually set torp depths to 1 or 2 but after yesterday 6x dud against a light cruiser (C class I believe). I'm kinda pissed.
karamazovnew
12-16-09, 01:10 PM
I usually set torp depths to 1 or 2 but after yesterday 6x dud against a light cruiser (C class I believe). I'm kinda pissed.
Warships have very low draft. So magnetic set to 0.5 m deeper than the keel should be fine.
just nailed a similar C-class at 1m impact.. and boom (blew rudder and props complete off, must have gotten speed to low I reccon)
jojimbo
12-17-09, 03:54 AM
outstanding work,thanks you very much for hours of enjoyment
Catfish
12-17-09, 07:20 AM
Hello,
first thanks, i am slowly discovering the OM and OMEGU goodies, however i have a question about planes/aircraft:
I read here that Karamazovnew also experienced this.
I started a campaign in september 1st, 1939 from Kiel, in a IIb "Einbaum", destination canal. There were sometimes Avro Ansons (?) but they did not attack (maybe not yet september 3rd), later i learned to dive fast ...
Problem is aircraft spot me anytime, especially during the day, but also at night, when i am submerged ! One time i was running submerged at 25 meters for 8+ hours, and suddenly there's is something that looks like a Mitchell bomber, dropping bombs exactly above me. Changed course, full speed, and after 2 minues it came back and again new exactly where i was. This happens all the time or so it seems.
Now while i think it maybe possible in the mediterranean to maybe spot a plane at PD (if seldomly), this should be plain impossible in the Channel, North sea or Atlantic ocean.
I have not intsalled the mediterranean mod, so ... what do i have to do to change this behaviour ? I'd say a submerged boat should be always invisible for planes, as it was in reality. Maybe not with raised periscope, but ...
Thanks and greetings,
Catfish
karamazovnew
12-17-09, 10:13 AM
I read here that Karamazovnew also experienced this.
Actually my problem was a bit different, with a custom mission that offered the worst possible scenario. The problem in using a mod without knowing how it works or what it does specifically is that one might be tempted to think he can improve on it or see bugs everywhere. However after many hours trying to do that I realized that OM has the most natural and best possible detection system that the game can allow. If you don't want the planes to see you underwater AT ALL, follow up lurker's instructions to my question, a few posts up. It will take out a bit of the challenge, but reading some war records convinced me that, at least in the Atlantic, accounts of aircraft detecting submerged uboats was extremely rare. Most subs were attacked on the surface and hit as they were trying to dive.
Catfish
12-17-09, 12:32 PM
Hello Karamasovnew,
thanks, i guess those lines are located in the "AI_sensors_GE.dat" file ?
I already experienced this in the vanilla SHIV, but only at pd, never deeper (?) But now i am in the channel, at 20+ meters, not South China sea, in a campaign.
Really, dived U-boats should be indeed invisible for aircraft. You certainly see the "feather" (wake) of an extended periscope, but even then the see has to be relatively calm, or the sub do at least some 4 knots.
Even a high flying plane will never spot a submerged sub, not even at PD, and in rough weather sometimes not even surfaced (without radar).
A submerged sub is mostly only spottable at all, if the plane is exactly above it, e.g. in the mediterranean. As soon as there is the slightest angle of the line of sight, to the U-boat, it will again be invisible in all but mirrorlike seas of absolutely clear water.
I hope this can be circumvented by changing the respective files, but it should also be implemented in the mod sooner or later ?
Thanks and greetings,
Catfish
P.S. Only this "AI_sensors_GE.dat" file has to be changed ? Does this unintentionally also change other behaviour ?
karamazovnew
12-17-09, 05:09 PM
P.S. Only this "AI_sensors_GE.dat" file has to be changed ? Does this unintentionally also change other behaviour ?
Nope, it's Data\Library\AI_Visual_Sensors.dat. And I haven't seen any other behavior change. They still spot you on the surface and they will bomb the position were you dived. But since you crew have very good eyesight you'll loose the challenge and planes will stop being a threat. What I did was to then change the Data\Cfg\Sensors.cfg file to have:
Visual range factor=12 (used to be 10)
This way the deck crew barely detect planes in time for me to crash dive with a few seconds to spare. Sometimes a faster plane gets me completely by surprise but since they usually circle around once before attacking, it's quite cool. But that also makes the crew less good when detecting ships, not by much tho. If I can see a ship through the scope, then they spot it. Binoculars are a bit more powerful so you might see ships before the crew sees them. Change at your own risk :haha:
Something very fun happened today, I sunk my first BB during the Norway campaign, a 36k ton one :D The funny thing is that I was still at PD trying to figure out where they were going, because it was at night with light fog. When I looked through the scope there she was, at my 000 with 0 AOB. I'm not kidding. She had a pinging escort right in front of her so I went silent and dived to 40 meters praying. The escort passed right on top of me. As soon as I could see her keel on top of me, I ordered a slow return to PD. At 20meters I set all my eels to between 10 and 8 meters, watched again on the hydro and shot them blind with 000 gyro, then dived slowly. 20 seconds later all impacted and the BB immediately exploded and started sinking right on top of me. Her bow was below me at my 180 as her props almost grazed my scope. She missed me by meters. Too bad I didn't have external cam, I missed the entire show. :rock:
Catfish
12-18-09, 10:11 AM
Hello,
thanks, very good advice - now ... how do i change the dat-file ? I sthere a program to cahnge it - a simple editor shows some code, but no editable values ?
Thanks and greetings,
Catfish
" ...Something very fun happened today, I sunk my first BB during the Norway campaign, a 36k ton one :D The funny thing is that I was still at PD trying to figure out where they were going, because it was at night with light fog. When I looked through the scope there she was, at my 000 with 0 AOB. I'm not kidding. She had a pinging escort right in front of her so I went silent and dived to 40 meters praying. The escort passed right on top of me. As soon as I could see her keel on top of me, I ordered a slow return to PD. At 20meters I set all my eels to between 10 and 8 meters, watched again on the hydro and shot them blind with 000 gyro, then dived slowly. 20 seconds later all impacted and the BB immediately exploded and started sinking right on top of me. Her bow was below me at my 180 as her props almost grazed my scope. She missed me by meters. Too bad I didn't have external cam, I missed the entire show. :rock: ..."
:o
Hmm, i guess i will leave the exterior cam on, just in case :03:
Thanks and greetings,
Catfish
vgautham_91
12-18-09, 12:06 PM
I am having a problem while trying to visit the museum. the loading bar does fill in completely but after that i get the message "Silent Hunter has stopped working". I am currently running stock v1.5 + OM v720. Could someone suggest what to do.:damn:
karamazovnew
12-18-09, 12:51 PM
@Catfish: download Silent Hunter Editor made by Skwasjer http://sh4.skwas.net/
@vaugtham: this has been discussed. Because of the immense number of ships in OM you run out of RAM. You can't enter the museum. Read up this thread to find more info.
Catfish
12-18-09, 04:49 PM
Hi,
i seem to canot change the values - as soon as i change one, the other jumps back to 1 instead of 0, and vice versa :shifty:
Any advice ?
Thanks and greetings,
Catfish
msalama
12-18-09, 05:19 PM
Visual range factor=12 (used to be 10)There's a parameter in the [Visual] part of the sim.cfg file called "Thermal Layer Signal Attenuation" which according to my _VERY_ haphazard testing seems to affect detection depth and / or accuracy quite a bit. I've set it at 10 now and am still experimenting, but preliminary tests so far indicate that at PD they'll spot you, but at a depth of say 20m or more you're (usually) safe.
So why not fiddle with that and report back, eh? :salute:
Hello guys! My first post! :DL
First of all congratulations for your excellent work.
Second, I've observed something very dissapointing when I started to try your great mod:
In the German "naval Artillery Course" I engaged the drone merchant, fired at least 22 shells all impacting, producing fires, explosions, the ship get heeled... but NEVER SINKS. Then, of course very dissapointed, decided to try the German campaign supposing that could be a little mission bug or something deliberated applied to this drone...
After sailing some days, I arrived to my patrol zone and some hours ago I found two improvised patrol boats (about 500 ton each) and of course decide to engage them with torpedoes). Looke, aimed, fired... the crewman cryes "Torpedo impact sir" and when I looked to the periscope to see my victim... the damned boat is sailing full ahead with only a little fire and smoke column, continues patrolling around me :stare:... He should be nearly volatilized by my torpedo but...:06:
What's that???? I suppose there is some kind of bug with the damage system or so. Of course, I'm not sure if it's your mod (but never happened with another) so I'm going to list here the mods I'm using now in the right order
RFB 1.52
RSRDC_RFB V575
RSRDC V5XX PATCH 1
OPS MONSUM V705
OM V705 TO V720
OMEGU V300 PKG
OMEGU V300 PATCH 3 PKG
SPAXS UBOAT SPEECH FIX
Hope some of you could help.
Meanwhile again congratulations for your mod :yeah:
PS: Sometimes the crewmen voices for changing engine speed get missed (without your mod sound well)
karamazovnew
12-18-09, 06:04 PM
There's a parameter in the [Visual] part of the sim.cfg file called "Thermal Layer Signal Attenuation" which according to my _VERY_ haphazard testing seems to affect detection depth and / or accuracy quite a bit. I've set it at 10 now and am still experimenting, but preliminary tests so far indicate that at PD they'll spot you, but at a depth of say 20m or more you're (usually) safe.
So why not fiddle with that and report back, eh? :salute:
Didn't think of that one.. cool. :up:
Sailor Steve
12-18-09, 06:12 PM
@ SR-71: WELCOME ABOARD!:sunny:
lurker_hlb3
12-18-09, 07:03 PM
Hello guys! My first post! :DL
First of all congratulations for your excellent work.
Second, I've observed something very dissapointing when I started to try your great mod:
In the German "naval Artillery Course" I engaged the drone merchant, fired at least 22 shells all impacting, producing fires, explosions, the ship get heeled... but NEVER SINKS. Then, of course very dissapointed, decided to try the German campaign supposing that could be a little mission bug or something deliberated applied to this drone...
After sailing some days, I arrived to my patrol zone and some hours ago I found two improvised patrol boats (about 500 ton each) and of course decide to engage them with torpedoes). Looke, aimed, fired... the crewman cryes "Torpedo impact sir" and when I looked to the periscope to see my victim... the damned boat is sailing full ahead with only a little fire and smoke column, continues patrolling around me :stare:... He should be nearly volatilized by my torpedo but...:06:
What's that???? I suppose there is some kind of bug with the damage system or so. Of course, I'm not sure if it's your mod (but never happened with another) so I'm going to list here the mods I'm using now in the right order
RFB 1.52
RSRDC_RFB V575
RSRDC V5XX PATCH 1
OPS MONSUM V705
OM V705 TO V720
OMEGU V300 PKG
OMEGU V300 PATCH 3 PKG
SPAXS UBOAT SPEECH FIX
Hope some of you could help.
Meanwhile again congratulations for your mod :yeah:
PS: Sometimes the crewmen voices for changing engine speed get missed (without your mod sound well)
1. Your "install" is invalid for OM+ OMEGU. You "need" to read the install instruction for OMEGU again:
-----------------------------------------------------------
OMEGU and accompanying mods should "ONLY" be installed on a “stock” SH4 v1.5 after OM v720 or RSRDC v550
-----------------------------------------------------------2. For deck gunnery, let the "AI" do the shooting and select the "waterline" aim point "icon"
3. As far as the rest of your problem, provide the following and then I will address your problems:
Date
Location
Type of Sub
Flotilla
other relevant facts
Lurker
Just wanted to say thank you very much for all your work on this Mod. I finally got enough free time to try it out and it's a fantastic piece of work. Really a great deal of fun to play :cool:
Edward
Question about missions:
Just now I got a mission to patrol AM75 only the star comes up in AM 86. I understand why the star is placed incorrect. My question is: The trigger to end the mission (96hours in 200km circle) should it be placed on the star or on the actual mission.
Oh and 1 more thing: if i shoot down an aircraft (I love the 37mm with a good crew) Do I get reknown?
@ SR-71: WELCOME ABOARD!:sunny:
Thanks sir!
karamazovnew
12-19-09, 07:49 AM
Question about missions:
Just now I got a mission to patrol AM75 only the star comes up in AM 86. I understand why the star is placed incorrect. My question is: The trigger to end the mission (96hours in 200km circle) should it be placed on the star or on the actual mission.
Oh and 1 more thing: if i shoot down an aircraft (I love the 37mm with a good crew) Do I get reknown?
The circle is centered on the star.
Aircraft do give you renown but not much. And a elite late war bomber will turn you to schreds in seconds with gun fire.
col_Kurtz
12-19-09, 12:26 PM
[quote=lurker_hlb3;1221596]1. Your "install" is invalid for OM+ OMEGU. You "need" to read the install instruction for OMEGU again:
So...
You wrote:
OMEGU and accompanying mods should "ONLY" be installed on a “stock” SH4 v1.5 after OM v720 or RSRDC v550
What does it mean?
The first patrol, submarine school... Somwhere in the Baltic Sea.
And problems. I got problems with JSGME activations these mods:
OpsMonsun705, them OM_705_to_720 and conflict, them OMEGUv300 and conflict. Mods are clear, downloaded from Filefront or from Subsim com sites. Game is freshly installed. SH4 and them UBM pack 1.5.
Have a look...
http://naforum.zapodaj.net/thumbs/6e91844a19bc.jpg (http://naforum.zapodaj.net/6e91844a19bc.jpg.html)
On the bridge. UZU, binoculars got something more...
http://naforum.zapodaj.net/thumbs/e1735e5717c6.jpg (http://naforum.zapodaj.net/e1735e5717c6.jpg.html)
Here, when I`m trying to get inside, leftclick on the door... I get to green screen below :(
http://naforum.zapodaj.net/thumbs/015906027b4b.jpg (http://naforum.zapodaj.net/015906027b4b.jpg.html)
What is wrong? I tryied to do everything step by step, OpsMonsun, them upgrade 705_to_720 and OMEGU 300. I don`t understand
1. Your "install" is invalid for OM+ OMEGU. You "need" to read the install instruction for OMEGU again:
2. For deck gunnery, let the "AI" do the shooting and select the "waterline" air point "icon"
3. As far as the rest of your problem, provide the following and then I will address your problems:
Date
Location
Type of Sub
Flotilla
other relevant facts
Ok, now I have the followings mods
OPS MONSUM V705
OM V705 TO V720
OMEGU V300 PKG
OMEGU V300 PATCH 3 PKG
DBSM SH4
This way should be right, shouldn't? Thanks for your explanation.
About the second issue, now I will ttry to be more specific: ships take too much time to sink and take too much damage berfore sinking IMHO. The artillery school target drone (the example described) needs too much shells to get sunk (and I don't need the crew to fire to waterline, I do myself perfectly... :up:) .
Also, I see very unrealistic that one improvised patrol boat of about 500 ton need more than one torpedo to sink, that's the ingame situation I told you. Actually, one single torpedo would be enough to nearly vaporize the ship, so it's ver unrealistic that not only he doesn't get sunk, but continues sailing... :nope: I see it so annoying that didn't want to continue the campaign and try another bigger objective before get it solved.
So the final question would be that if there would be some way to change the damage system to get the ships sink faster and take less damage before sinking, to do it myself in case you think that damage system is good as is in your mod... :hmmm:
Thanks and greetings ;)
lurker_hlb3
12-19-09, 02:20 PM
Ok, now I have the followings mods
OPS MONSUM V705
OM V705 TO V720
OMEGU V300 PKG
OMEGU V300 PATCH 3 PKG
DBSM SH4
This way should be right, shouldn't? Thanks for your explanation.
About the second issue, now I will ttry to be more specific: ships take too much time to sink and take too much damage berfore sinking IMHO. The artillery school target drone (the example described) needs too much shells to get sunk (and I don't need the crew to fire to waterline, I do myself perfectly... :up:) .
Also, I see very unrealistic that one improvised patrol boat of about 500 ton need more than one torpedo to sink, that's the ingame situation I told you. Actually, one single torpedo would be enough to nearly vaporize the ship, so it's ver unrealistic that not only he doesn't get sunk, but continues sailing... :nope: I see it so annoying that didn't want to continue the campaign and try another bigger objective before get it solved.
So the final question would be that if there would be some way to change the damage system to get the ships sink faster and take less damage before sinking, to do it myself in case you think that damage system is good as is in your mod... :hmmm:
Thanks and greetings ;)
ships take too much time to sink and take too much damage berfore sinking IMHO.
The damage model is working "as designed"
one improvised patrol boat of about 500 ton
You have a "class name" for this ship
if there would be some way to change the damage system to get the ships sink faster
No
Catfish
12-19-09, 02:58 PM
Hello,
hmm i have now spent almost a week trying to get this Kiub going, along with changing this dat file to a value that planes do not see me.
I have not hit one ship in the training mission with the Kiub. I have absoluteoly no problem in hitting ships with SH3 and the OLC Gui mod, but no chance here with SH4.
Did anyone of you play the tutorial torpedo mission (school mission) and hit this miving target drone ? I did not in a whole week. :shifty:
Greetings,
Catfish
P.S. The SKWAS editor can open files, but i seem not to be able to change the values to "0", as described somewhere north of here. I have alrteady asked but there was no reaction - as soon as i change one value to "0", the other will spring back to "1" ??!
lurker_hlb3
12-19-09, 03:22 PM
[quote=lurker_hlb3;1221596]1. Your "install" is invalid for OM+ OMEGU. You "need" to read the install instruction for OMEGU again:
So...
You wrote:
OMEGU and accompanying mods should "ONLY" be installed on a “stock” SH4 v1.5 after OM v720 or RSRDC v550
What does it mean?
The first patrol, submarine school... Somwhere in the Baltic Sea.
And problems. I got problems with JSGME activations these mods:
OpsMonsun705, them OM_705_to_720 and conflict, them OMEGUv300 and conflict. Mods are clear, downloaded from Filefront or from Subsim com sites. Game is freshly installed. SH4 and them UBM pack 1.5.
What is wrong? I tryied to do everything step by step, OpsMonsun, them upgrade 705_to_720 and OMEGU 300. I don`t understand
As you install OM/OMv705_to_v720/OMEGU your going to get conflict warning that's normal.
You comments about "eye-candy" issues have been noted.
col_Kurtz
12-20-09, 10:11 AM
[quote=col_Kurtz;1221833]
As you install OM/OMv705_to_v720/OMEGU your going to get conflict warning that's normal.
You comments about "eye-candy" issues have been noted.
Thank you very much.
Okay to the point.
Clear installation of SH4 + UBM (SH 1.5), and then to activate correctly the mods with JSGME...
1. OpsMonsun
2. OM_705_to_720
3. OMEGU v300
4. OMEGU v300_patch3
5. AOBF 16-9
and optional
6. Harder escort 1 or 2.
7. OM_SH3_Commands_keys
lurker_hlb3
12-20-09, 10:34 AM
[quote=lurker_hlb3;1221908]
Thank you very much.
Okay to the point.
Clear installation of SH4 + UBM (SH 1.5), and then to activate correctly the mods with JSGME...
1. OpsMonsun
2. OM_705_to_720
3. OMEGU v300
4. OMEGU v300_patch3
5. AOBF 16-9
and optional
6. Harder escort 1 or 2.
7. OM_SH3_Commands_keys
You need to read the "install" instructions for "OMEGU v300_patchs" again, AOBF 16-9 is "no longer required".
col_Kurtz
12-20-09, 11:43 AM
[quote=col_Kurtz;1222248]
You need to read the "install" instructions for "OMEGU v300_patchs" again, AOBF 16-9 is "no longer required".
Yes, yes... I have already read it. My fault.
I deactiveted AOBF, but the highest resolution of my screen is 1280x1024 (4:3) and I`m looking for some advice for "gap" above the attack periscope view.
http://naforum.zapodaj.net/thumbs/28a5227b4354.jpg (http://naforum.zapodaj.net/28a5227b4354.jpg.html)
view of observation periscope is ok.
http://naforum.zapodaj.net/thumbs/ea2fd995a5d5.jpg (http://naforum.zapodaj.net/ea2fd995a5d5.jpg.html)
Now is:
OpsMonsun
OM_705_to_720
OMEGU_v300
OMEGU_V300_Patch3_Pkg
OM_MultiCmd_Keys
OM_Harder_Escort_L1
Thank you anyway
karamazovnew
12-20-09, 12:04 PM
[quote=lurker_hlb3;1222259]
Yes, yes... My fault.
I deactiveted AOBF, but the highest resolution of my screen is 1280x1024 (4:3) and I`m looking for some advice for "gap" above the attack periscope view.
OMEGU patch 3 was not applied correctly. I can see there the old background, the old marks etc. The panels have handles, the periscope bearing is a missplaced and the AOBF button is wrong. Reapply all mods please.
lurker_hlb3
12-20-09, 02:34 PM
[quote=col_Kurtz;1222283]
OMEGU patch 3 was not applied correctly. I can see there the old background, the old marks etc. The panels have handles, the periscope bearing is a missplaced and the AOBF button is wrong. Reapply all mods please.
Well based on this comment
Now is:
OpsMonsun
OM_705_to_720
OMEGU_v300
OMEGU_V300_Patch3_Pkg
OM_MultiCmd_Keys
OM_Harder_Escort_L1
That he failed to move the OMEGU Patch and new OM_SH3_Command_Keys mods from the OMEGU_V300_Patch3_Pkg directory into the MODS directory for install
col_Kurtz
12-20-09, 03:16 PM
[quote=col_Kurtz;1222283]
OMEGU patch 3 was not applied correctly. I can see there the old background, the old marks etc. The panels have handles, the periscope bearing is a missplaced and the AOBF button is wrong. Reapply all mods please.
Okay. I`m going to do that now.
Anyway thank you for your answers and help. I know it is a BIG job and BIGGEST patient :)
Whoops...
col_Kurtz
12-20-09, 06:05 PM
[quote=karamazovnew;1222302]
Well based on this comment
Now is:
OpsMonsun
OM_705_to_720
OMEGU_v300
OMEGU_V300_Patch3_Pkg
OM_MultiCmd_Keys
OM_Harder_Escort_L1
That he failed to move the OMEGU Patch and new OM_SH3_Command_Keys mods from the OMEGU_V300_Patch3_Pkg directory into the MODS directory for install
Yeah... But now I added from .7zip to MODS
OpsMonsun_705
OM_705_to_720
OMEGU_v300
OMEGU_V300_Patch_Pkg3 (but I didn`t know that I should have taken out folder OMEGU_V300_Patch3 from this package) Now, I know and I found this mistake.
OM_Harder_Escort_L1
So now is...
OpsMonsun_705
OM_705_to_720
OMEGU_v300
OMEGU_V300_Patch3
OM_Harder_Escort_L1
:rock:
http://naforum.zapodaj.net/thumbs/3f7c7c343fa3.jpg (http://naforum.zapodaj.net/3f7c7c343fa3.jpg.html)
Could you tell me what it is for?
http://naforum.zapodaj.net/thumbs/191578bd4e86.jpg (http://naforum.zapodaj.net/191578bd4e86.jpg.html)
This switch is not working...
Thank you, thank you and apologize... I hope it is not too late :)
Regards
karamazovnew
12-20-09, 06:38 PM
Could you tell me what it is for?
That's the TDC autoupdate button. You did find the documentation on how to use KiUB, right? If not, it's in the Support section of OMEGU V3.
This switch is not working...
A periscope up/down button in the UZO screen? Thank god it doesn't work :D
I have some questions:
1 and the most important, do the ships still have sweet spots?
2 how come I don't see any damage on the M-K-F-KF-MK line of ships
3 And this is probably the most controversial one:
I found I used the SHIFT-I key almost exclusivly to identify a ship. Only cause there are to many similar ships. For instance the DD's you have the A&B, C&D, E&F etc etc. Same with the merchants. Specially with the M-K-F line fo ships. Wich I seem to meet the most.
Now my question:
- What is the difference between them?
- And why add them?
- Has it been done (same as GWX for SH3) to allow different skins per boat.
P.s. It's not an attack but I want to understand the reason why you made the choice to add them all.
lurker_hlb3
12-21-09, 08:39 AM
I have some questions
do the ships still have sweet spots? No
I don't see any damage on the M-K-F-KF-MK line of ships These ships are from the MFM 4.1 by Iambecomelife. These ships were built for SH3 and don’t have the same visual damage modeling as SH4
Now my question:
- What is the difference between them?
For the merchants there are a large number of differences in general appearance and layout.
For the RN Escorts go here and read up on the differences,
http://www.naval-history.net/xGM-aContents.htm
Why add them?Because I wanted to.
col_Kurtz
12-21-09, 02:00 PM
That's the TDC autoupdate button. You did find the documentation on how to use KiUB, right? If not, it's in the Support section of OMEGU V3.
A periscope up/down button in the UZO screen? Thank god it doesn't work :D
Yeah, about this blue button I have been read, I found it in the .doc file readme.
"A periscope up/down button in the UZO screen? Thank god it doesn't work"
Doesn`t... So why is it there? :03:
One more time thank you for anything and everything for all for good work:yeah:
...
In the Data/Textures/... I found this emblem for U-181IXD2...
http://naforum.zapodaj.net/thumbs/03563a6faef5.jpg (http://naforum.zapodaj.net/03563a6faef5.jpg.html)
Could someones tell me what is it? I`m just curious...
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