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karamazovnew
12-21-09, 02:32 PM
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...
A very strange "Ye Olde Shield Shop" for saints :03:
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...
This can't be a uboat emblem. It has the Polish eagle in it and looks like a city's coat of arms.
markdenny
12-21-09, 05:06 PM
I cant be sure but i thinks its the city of KONISBERGS coat of arms
col_Kurtz
12-21-09, 06:23 PM
A very strange "Ye Olde Shield Shop" for saints :03:
:D
Those guys... st. Peter and st. Paul are patrons of Poznañ-a city in Poland just like st. Patrick of Ireland :) And that emblem is the emblem of Poznañ :)
So my question is... who has put that emblem into folder with other U-boat emblems with a caption U-181IXD2? :03:
Here are some emblems, too :03:
http://www.uboat.net/special/emblems/boats.html?boat=181
col_Kurtz
12-21-09, 06:35 PM
This can't be a uboat emblem. It has the Polish eagle in it and looks like a city's coat of arms.
I know it is not... But have a look in the folder... There is a caption U-181IXD2 under the emblem with the Polish eagle and actually looks like a some mistake :03:
http://naforum.zapodaj.net/thumbs/a3ab369950db.jpg (http://naforum.zapodaj.net/a3ab369950db.jpg.html)
Coat of arms? Did you mean that?
http://naforum.zapodaj.net/thumbs/95ce81c94976.jpg (http://naforum.zapodaj.net/95ce81c94976.jpg.html)
:)
Sorry for this digression on this forum,
inhabitant of Poznañ :D
lurker_hlb3
12-21-09, 10:16 PM
So my question is... who has put that emblem into folder with other U-boat emblems with a caption U-181IXD2?
Its part of OMEGU, why don't you "READ" the readme.
Also
http://www.uboataces.com/ref-insignia14.shtml
you got "problems" with the Uboat Emblems take it up with conus00, since its from his mod.
Don't forget that much of poland was (before WW1) german territory thus it is possible the commander came from "polish" grounds.
P.s. I sank a Cruiser (kent class I believe 13k GRT) and a carrier. sailing at 18 knots with a nice perpendicular course, so 90° gyro shots :) best part I was south of ireland in 100m deep water :)
real hard to do.. 2 duds out of 6 but slowed down enuf :D. Only 1 string of DC on me some damages and 2 dead (forgot to move'em to the crew berths), the big targets slowed to 2.5 knots. So I could find em again and sank em with 2 more torps :)
why don't you "READ" the readme.
You must be stressed by the tremendeus amount of work "managing" OM likely is, so here´s something to cheer you up.
OM+OMEGU are some of of the best mods i´ve ever played, at least ten times as good as stock SH4, and thanks for your work!
col_Kurtz
12-22-09, 12:09 PM
Its part of OMEGU, why don't you "READ" the readme.
Also
http://www.uboataces.com/ref-insignia14.shtml
you got "problems" with the Uboat Emblems take it up with conus00, since its from his mod.
Just ask.
Don't forget that much of poland was (before WW1) german territory thus it is possible the commander came from "polish" grounds.
That makes no sense, the eagle is of great significance to the Polish people and would definitely not be allowed on a German boat. Trust me, that emblem cannot possibly, under no circumstances, be a uboat emblem.
P.S. And it's not poland, it's Poland.
karamazovnew
12-22-09, 05:39 PM
That makes no sense, the eagle is of great significance to the Polish people and would definitely not be allowed on a German boat. Trust me, that emblem cannot possibly, under no circumstances, be a uboat emblem.
P.S. And it's not poland, it's Poland.
The uboat emblems had nothing to do with politics. Even if some did, this emblem seems to have been used bu Kptlt. Wolfgang Lüth on U 181, arguably one of the most successful subs of the war. Let me tell you, if the germans had put the Romanian Royal Eagle on one of their subs, I'd be using it in game with honor. Actually, I think I'll make one myself :D I know what you'll say, that Poland was invaded while Romania was an Axis ally (a reluctant one at best). But WW1 almost brought the destruction of Romania at the hands of the Germans and the Hapsburgs. So why don't you leave the politics aside and accept that a sub used in the Pacific wore the emblem of Poznan?
Romanian Knight's Cross with the Hohenzollern Eagle.
http://upload.wikimedia.org/wikipedia/en/5/55/HHO3Xobv.jpg
MadDog09
12-23-09, 01:33 AM
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
Nothing works!:down:
It´s like there is no water for Aircrafts. All Planes can spott your sub from very far distances (>12km) even when you submerged below 50m. :nope:
Can someone fix that BUG please????
That makes no sense, the eagle is of great significance to the Polish people and would definitely not be allowed on a German boat. Trust me, that emblem cannot possibly, under no circumstances, be a uboat emblem.
P.S. And it's not poland, it's Poland.
1st of all sorry for the lack of the use of the capital P in Poland.
2nd I have no idea about the origin of the eagle in Poland, I do know that Germany was pre WW2 a lot larger than it is now. And I know they didn't take land from the west, north and south thus from the east, yes Poland.
3th of all here is a pic of it. http://nl.wikipedia.org/wiki/Bestand:Poland1939_physical.jpg
IF the Kaleun came from East Prussia then it is very feasable he took his idea for the emblem from that.
Lastly the germans didn't care what the polish ppl thought, they where untermenchen, and as such not human. And most important not worth listening to.
P.s. I'm trying to state facts and assumptions based on those facts. I do not agree with them!
It did turn into a political discussion didn't it. That was not my intention, however, Poznan's coat of arms would not make it on a german boat, the same as the swastika would not make it on a British or whatever allied boat.
You simply do not put a national symbol of your bitter enemy on an instrument of war no matter what you think of that enemy. Just doesn't make sense.
If you can show me a picture of a German u-boat conning tower with this emblem I'll eat my words ;)
lurker_hlb3
12-23-09, 04:41 PM
It did turn into a political discussion didn't it. That was not my intention, however, Poznan's coat of arms would not make it on a german boat, the same as the swastika would not make it on a British or whatever allied boat.
You simply do not put a national symbol of your bitter enemy on an instrument of war no matter what you think of that enemy. Just doesn't make sense.
If you can show me a picture of a German u-boat conning tower with this emblem I'll eat my words ;)
http://www.subsim.com/radioroom/showpost.php?p=1077340&postcount=91
http://www.sharkhunters.com/historya.htm
Irony, karma or whatchacallit:
The first Skipper of U-181 was Wolfgang Lüth, the second most successful submarine Skipper of WW II. Lüth earned the KNIGHTS CROSS with OAK LEAF, CROSSED SWORDS and DIAMONDS. He had commanded several U-boats previously, including U-13, U-9, U-138 and U-43 before taking command of U-181 on 9 May 1942. He became the right-hand man to GrossAdmiral Dönitz after the alleged suicide of Adolf Hitler when Dönitz was Chancellor of Germany. Because of his position, Dönitz was allowed to maintain armed security around himself well after Germany had surrendered. Lüth was in overall command of the security forces and it was his own order that a sentry should ask for the password only once – and if the correct password was not replied, the sentry should shoot to kill. Lüth was walking through the grounds of the Germany Naval Academy at Flensburg/Mürwick one night, his mind on other things, and he did not hear the sentry challenge him for the password. As Lüth himself had ordered, the sentry fired one shot, killing Lüth instantly. There was a quick Court of Inquiry and the young sentry, who was under command of our good friend GERD THÄTER (194-1987), was found totally innocent of any wrongdoing.
http://www.subsim.com/radioroom/showpost.php?p=1077340&postcount=91
http://www.sharkhunters.com/historya.htm
Excuse me while I consume my words, back later!
Sailor Steve
12-24-09, 01:32 AM
Excuse me while I consume my words, back later!
Been there, done that! More times, in fact, than I care to remember.
What makes for class isn't in the being right, it's in the being wrong. My friend, you exemplify class on the forum!:rock:
How many of each "class" (rank) of men can I have on each sub?
col_Kurtz
12-28-09, 05:53 PM
http://www.subsim.com/radioroom/showpost.php?p=1077340&postcount=91
http://www.sharkhunters.com/historya.htm
Lurker, thank you for those links.
It`s... a bit shock and something new for me, but it`s a history.
I hope, you can forgive me my earlier question.
col_Kurtz
12-28-09, 06:12 PM
I think something is wrong... The geographical directions are changed 180 degrees is up and the South too, the West is... on the East, and East... on the West. As on the picture below.
http://naforum.zapodaj.net/thumbs/66267125f5d1.jpg (http://naforum.zapodaj.net/66267125f5d1.jpg.html)
OpsMonsun_705
OM_705_to_720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_Escort_L1
lurker_hlb3
12-28-09, 10:54 PM
I think something is wrong... The geographical directions are changed 180 degrees is up and the South too, the West is... on the East, and East... on the West. As on the picture below.
http://naforum.zapodaj.net/thumbs/66267125f5d1.jpg (http://naforum.zapodaj.net/66267125f5d1.jpg.html)
OpsMonsun_705
OM_705_to_720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_Escort_L1
http://dod.xrea.jp/_silent/sh.htm
from the Nav Tools Readme
-------------------------------------------------------------------------------------------
Why the markings on cursors of ruler/compass are inverted:
To tell you angles of the line which you are drawing (north = 0). Click your ship, extend a line, then read the markings. If you get confused about this, use the normal one in "Option-Ruler".
MTotenkopf
12-29-09, 05:43 AM
why there is no albreich upgrade?
Alberich is only very late war, plus most boats never got it.
That is the reason I should think :)
Catfish
12-29-09, 07:56 AM
Hello, sorry for OT,
from one of Lurker's links of U-181,
http://www.sharkhunters.com/historya.htm
never heard this before.
I mean i knew that US ships were supporting England and convoys by attacking U-boats before an official declaration of war, but in 1939 ?
The later U-181 crewmember on board the Liner SS Columbus:
"The outbreak of World War Two found us in Caribbean waters and after having landed our passengers in Havana Cuba, we were ordered by Berlin to make for Mexico where we hid behind the reefs of Antonio Lizardo. Meanwhile we trained the crew for exercises in scuttling our vessel and in boats maneuvers.
The British were waiting but December 1939 we got orders from Berlin to try to run the blockade for Norway and Germany.
We got as far as about 200 miles off Baltimore with escorts by US destroyers and the heavy cruiser TUSCALOOSA, which continued to send our position to the British.
When the Canadian destroyer HYPERION stopped us with gunfire and when we successfully set our big liner afire and opened the sea valves, the TUSCALOOSAbrought us to Ellis Island from where we were shipped by train to San Francisco, early 1940. "
US "neutrality" in 1939 ? :o :rotfl2:
Greetings,
Catfish
col_Kurtz
12-29-09, 03:39 PM
http://dod.xrea.jp/_silent/sh.htm
from the Nav Tools Readme
-------------------------------------------------------------------------------------------
Why the markings on cursors of ruler/compass are inverted:
To tell you angles of the line which you are drawing (north = 0). Click your ship, extend a line, then read the markings. If you get confused about this, use the normal one in "Option-Ruler".
It`s working with manual targeting am I right? I`m playing without this option, too hard for me. In SH3 I used stopwatch.
Thank you.
Catfish
12-29-09, 03:53 PM
Edit - sorry, wrong thread - will go to the appropriate thread -
Happy New Year and thanks for this mod !
Greetings,
Catfish
Catfish
12-29-09, 04:24 PM
Post moved, sorry.
Greetings,
Catfish
Registered55
12-30-09, 07:42 AM
hi, i did try searching, but amazingly not 1 single thing found, Search string XXI,
anyway can someone help me enable the XXI Sub in this mod,
in other mods i have always found it possible to give myself a advance sub at an earlier period, but for some reason in this mod alone the game always CTD's,
is there something unique about this mod that i am missing?
i did find this through google (mad that google found this but subsim couldn't LOL)
http://www.subsim.com/radioroom/showthread.php?t=136327
but unfortunately because the thread went way of topic, a definitive answer was never found and instead turned into a debate and nothing really came of it,
the only clue given was from "SNAPTRAP", but that was for given activating a dormant sub,
i'm after a sub that is already in the game, i just want it in 39',
any help would be great, thanks.
or perhaps some links to guides, i don't mind getting my hands dirty,
i have tried to use Silent Fire mod as a guide, but "OM" has changed so much I'm having trouble understanding the concept with
"CareerStart.upc"
"Flotillas.upc"
do i have to edit other files first, like sort out all the other dates located in other files 1st?
hope someone can help, thanks,
for the record, i managed to get this kind of thing working in SH3, but this mod seems very elusive,
EDIT ****Never mind i figured it out,
Registered55
12-30-09, 02:13 PM
hi, i noticed almost straight away that the waters everywhere are very shallow, i'm constantly getting warning about shallow, i have have died 4 times now because hitting bottom, i see the enemy where i'm patrolling along the channel, i dive to periscope depth and i die,
did some research to confirm before posting,
i understand that the waters are shallow, but how am i suppose to play the game if i can't goto periscope depth,
why is HQ giving me a patrol area that i am unable to dive to periscope depth, I'm a little confused,
is there a mod that can increase the average water depth, i like time compression, as i don't have much game time, and running the game at x4 speed pressing the depth of heel button 5000 times in a hour whilst getting to my patrol area may be realistic and fun for some, but i do not find it fun, and i fear that my mouse button will wear out at this rate,
besides i keep dying, my enjoyment factor is at a all time low,
if anyone can help, hopefully there is a global setting that can be manipulated to control water depth, be nice if i can adjust this mod so i can enjoy it, as the mod looks great,
http://en.wikipedia.org/wiki/English_Channel
lurker_hlb3
12-30-09, 10:46 PM
hi, i noticed almost straight away that the waters everywhere are very shallow
Require the following information:
Date
Location
Type of Sub
Flotilla
Mods (in install order)
other relevant facts
global setting that can be manipulated to control water depth
no such setting exists
Registered55
12-31-09, 12:22 AM
1939
English channel, & the path getting there from Kiel (Bergen)
XXI
1st
your mod and EZ Plot,
i have made some adjustments to certain files from "Silent Fire Elite v1.5.1",
all manually done,
i guess i wasn't expecting the realism of the shallow waters of this mod,
couldn't find that in the mod read-me, but it's not really something that can be change, and given the maturity of this mod i doubt very much there is any kind of problem, shallow waters in the wrong area I'm sure would of been reported by now,
I'll play around with this mod for a bit today, but like i said i like to use the time compression a lot to get too A and B, in this mod, obviously that is something that can't really be done, as captain i always have to be aware of the depth, can't do that when going at speed 512-1024 LOL,
i'll put this mod into archive, if i ever come over a easy way of changing water depths before i loose interest in the game itself, then i will digg it back out,
right, on with TOM, 3 mods down, only two too go, getting there now,
.......Silent Fire Elite editing again, ouch.....
lurker_hlb3
12-31-09, 09:54 AM
1939
English channel, & the path getting there from Kiel (Bergen)
XXI
1st
your mod and EZ Plot,
i have made some adjustments to certain files from "Silent Fire Elite v1.5.1",
all manually done,
i guess i wasn't expecting the realism of the shallow waters of this mod,
couldn't find that in the mod read-me, but it's not really something that can be change, and given the maturity of this mod i doubt very much there is any kind of problem, shallow waters in the wrong area I'm sure would of been reported by now,
I'll play around with this mod for a bit today, but like i said i like to use the time compression a lot to get too A and B, in this mod, obviously that is something that can't really be done, as captain i always have to be aware of the depth, can't do that when going at speed 512-1024 LOL,
i'll put this mod into archive, if i ever come over a easy way of changing water depths before i loose interest in the game itself, then i will digg it back out,
right, on with TOM, 3 mods down, only two too go, getting there now,
.......Silent Fire Elite editing again, ouch.....
from the first post of this thread
WARNING
I do not look at “very possible” mod that is out there. If you load a mod up, after RSRDC or OM and JSGME generates a “conflict” warning and you go ahead and loaded it anyway and RSRDC / OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t.
WARNING
This also applies to "hand edits" to any OM/RSRDC files by users
Hello lurker_hlb3,
Can I use such sequence of mods:
(RFB2.0
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
OM705
OM705->720
OMEGU_v300
OMEGU_V300_Patch3_pkg)
?
What damage model will be used?
Thanks in advance
lurker_hlb3
01-01-10, 06:21 PM
Hello lurker_hlb3,
Can I use such sequence of mods:
(RFB2.0
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
OM705
OM705->720
OMEGU_v300
OMEGU_V300_Patch3_pkg)
?
What damage model will be used?
Thanks in advance
No.
Read the install instructions for OMEGU
john von holmes
01-06-10, 10:43 AM
this is the first time installing a Mod how do i get the downloaded mosoon files into silent hunter and get them to work
You need JSGME (look here: http://www.subsim.com/radioroom/showthread.php?t=105421)
then it's fairly simple :) read the help
john von holmes
01-06-10, 11:44 AM
this realey aint making any sense at all
Sailor Steve
01-06-10, 11:53 AM
WELCOME ABOARD!:sunny:
First you need to download the files (obviously).
Then you need to unzip them http://www.subsim.com/radioroom/downloads.php?do=file&id=1362 is the best tool for this I know of.
Then you use JSGME http://www.users.on.net/~jscones/software/ which makes it very easy to install them and uninstall them again.
I'm not at my own computer so I can't show you screenshots of what each step should look like. Try each step, and ask specific questions about each step. Once you've done it it's actually easier than it looks.
john von holmes
01-06-10, 11:56 AM
well im as about computer literate as a brick the downloading the jsgme to the root menu ?????????????. i have opened silent hunter 4
john von holmes
01-06-10, 12:12 PM
but its telling me to put it in the games root folder. ive got the op monsoon download but the jsgme is'nt picking it up
but its telling me to put it in the games root folder. ive got the op monsoon download but the jsgme is'nt picking it up
OMVxx is packaged in a Winrar compressed file. Double click to open the archive grab the OMV7xx folder with the left mouse button and drop into the MODS folder in the SH4 directory that JSGME created when installed.
You can also starte JSGME and drop the OMV7xx folder into the left pane of the JSGME which essentially does the same thing as putting it into the MODS folder.
Once you get to that point let us know, and we can look at the procedure for activating a mod with JSGME.
I remember my first time using JSGME it was not pretty! It is such a great and easy program to use but the first go around with it is like well 'your first time'!
Happy Hunting!
Someone post some how to pics, I am at work!
lurker_hlb3
01-06-10, 07:28 PM
OM v720 Patch 1 is up.
1. Adjusted the required renown’s for Promotion and Medals
2. Changes to visual sensors
Sailor Steve
01-07-10, 02:08 AM
You just keep making this thing better, don't you.:rock:
The man does not sleep!
Thank you!
loving monsun, but i want to buy more pitch and roll on my type viiC :haha:.
easy or hard edit to make?
I'm missing the wake on the steam torpedoes... is this done on purpose or do I have a faulty install?
Date: I'm in 1942 oct... but noticed it on previous patrols also
Type 9B
mods installed:
OpsMonsun_V705
OMv705_to_V720
OMEGU_v210
OMEGU_v210_Hotfix3
Silhouette and RecManual Mod v1.1
OMEGU_v300
OMEGU_v300_Patch1
OMEGU_v300_Patch2
OMEGU_v300_Patch3
lurker_hlb3
01-07-10, 05:52 PM
I'm missing the wake on the steam torpedoes... is this done on purpose or do I have a faulty install?
Date: I'm in 1942 oct... but noticed it on previous patrols also
Type 9B
mods installed:
OpsMonsun_V705
OMv705_to_V720
OMEGU_v210
OMEGU_v210_Hotfix3
Silhouette and RecManual Mod v1.1
OMEGU_v300
OMEGU_v300_Patch1
OMEGU_v300_Patch2
OMEGU_v300_Patch3
Unable to recreate your problem
Also
You need the "read" the "install" instruction for OMEGU again.
willdo
It looks now like this:
OpsMonsun_V705
OMv705_to_V720
OMEGU_v210
OMEGU_v210_Hotfix3
OMEGU_v300
OMEGU_v300_Patch4
Silhouette and RecManual Mod v1.1
Or am I very much mistaken on how to install it ?
markdenny
01-08-10, 05:07 PM
You you need to add om v 705 to v 720 patch 1 and get rid of
omegu v 210 and omegu v 210 hotfix 3 and all will be ok
markdenny
01-08-10, 05:08 PM
You you need to add om v 705 to v 720 patch 1 and get rid of
omegu v 210 and omegu v 210 hotfix 3 and all will be ok
lurker_hlb3
01-08-10, 06:52 PM
willdo
It looks now like this:
OpsMonsun_V705
OMv705_to_V720
OMEGU_v210
OMEGU_v210_Hotfix3
OMEGU_v300
OMEGU_v300_Patch4
Silhouette and RecManual Mod v1.1
Or am I very much mistaken on how to install it ?
OK, lets try this one more time
OpsMonsun_V705
OMv705_to_V720
OMv720 Patch 1
OMEGU_v300
OMEGU_v300_Patch4
and
Nothing else
msalama
01-09-10, 11:10 AM
This big fella is missing a skin it seems:
http://koti.welho.com/msalama/Skinless_merchant.JPG
Faulty object: M-M-K-F-K-M Merchant
Date: March 30, 1942
Location: CA76
Submarine: VIIC
Flotilla: 7th
Mods: Ops Monsun patched to current plus some homegrown adjustments, nothing having to do with shipping except OM however
Catfish
01-09-10, 11:26 AM
Hello,
Karamazovnew already gave some hints, so i tried to open the file and set those numbers to "0" - however this method does not work.
I used the SKWAS 3ditor, but was not able to change the numbers, it would always "spring back" to the default value, or at least to "1" - it just did not remain at "0".
Can someone explain exactly (for dummies) what to do ;)
Thanks and greetings,
Catfish
OK, lets try this one more time
OpsMonsun_V705
OMv705_to_V720
OMv720 Patch 1
OMEGU_v300
OMEGU_v300_Patch4
and
Nothing else
Tnx never would have figured that out myself....
lurker_hlb3
01-09-10, 11:36 AM
Hello,
Karamazovnew already gave some hints, so i tried to open the file and set those numbers to "0" - however this method does not work.
I used the SKWAS 3ditor, but was not able to change the numbers, it would always "spring back" to the default value, or at least to "1" - it just did not remain at "0".
Can someone explain exactly (for dummies) what to do ;)
Thanks and greetings,
Catfish
Load OM v720 patch 1 and it will take care of your problem
nikolavelimirovic
01-10-10, 06:36 PM
i can`t open it the archive is broken ops monsuv 705????
fromhell
01-11-10, 03:10 AM
have come back to om downloaded all latest files, and by the way it looks brilliant, but there are now a set of dials in the periscope view, which this duns doesnt understand, please anyone please help.:hmmm:
msalama
01-11-10, 02:54 PM
More problems - got an automatic Turmumbau upgrade after a patrol and as a consequence lost my radio room and engines operability:
http://koti.welho.com/msalama/Ownsub_1.JPG
http://koti.welho.com/msalama/Ownsub_2.JPG
Faulty object: Own submarine
Date: November 1942 - didn't check the exact date, sorry
Location: Just off St. Nazaire
Submarine: VIIC
Flotilla: 7th, although applied for transfer to the 11th in Bergen just before the patrol start - accepted
Mods: Ops Monsun patched to current plus some homegrown adjustments, nothing having to do with subs except OM however
lurker_hlb3
01-11-10, 05:44 PM
More problems - got an automatic Turmumbau upgrade after a patrol and as a consequence lost my radio room and engines operability:
Date: November 1942 - didn't check the exact date, sorry
Location: Just off St. Nazaire
Submarine: VIIC
Flotilla: 7th, although applied for transfer to the 11th in Bergen just before the patrol start - accepted
Mods: Ops Monsun patched to current plus some homegrown adjustments, nothing having to do with subs except OM however
require
"ALL" Mods (in install order)
Also require info on "plus some homegrown adjustments"
and a reminder
WARNING
I do not look at “very possible” mod that is out there. If you load a mod up, after RSRDC or OM and JSGME generates a “conflict” warning and you go ahead and loaded it anyway and RSRDC / OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t.
This also applies to "any hand edits" to original OM/RSRDC files by users
WARNING
lurker_hlb3
01-11-10, 09:05 PM
have come back to om downloaded all latest files, and by the way it looks brilliant, but there are now a set of dials in the periscope view, which this duns doesnt understand, please anyone please help.:hmmm:
http://www.subsim.com/radioroom/showthread.php?t=152590
msalama
01-12-10, 12:25 AM
OK, here goes:
OpsMonsun_V705
OMv705_to_V720
DBSM_SH4 (Das Boot sound mod for SH4)
OMv720_Patch1
SH4 - Murky seawater (as the name says, files modded EnvColors_Atl.dat & scene.dat)
SH4 - DC noise disruption (gave my depth charges a hydrophone disturbing noise effect, files modded DC***.sim, DepthCharges***.sim)
SH4 - Customized sensors (made my hydrophone a tad more sensitive & made the visual thermal layer signal attenuation a bit stronger in order for the planes not to see me when I'm submerged deep, files modded Sensors.fcg & Sim.cfg)
SH4 - Personal configuration (a moving camera I've used for ages, origin unknown & some crew command response strings changed, files modded cameras.dat & menu.txt)
1.4b Assisted plotting mod (by Observer, see http://www.subsim.com/radioroom/downloads.php?do=file&id=1328 for details)
msalama
01-12-10, 09:44 AM
Got it sorted. I only had 2 saves left, the ones you get written automatically when you enter or exit port, and this is what I did:
1) Junked the AutoSaveOnLeavingBase (or whatsitcalled exactly) save.
2) Replaced the AutoSaveOnEnteringBase -> 00000000\ActiveUserPlayerUnits.upc file with the UPCInitial\ActiveUserPlayerUnits.upc one and presto - my equipment is working again and the Turmumbau II is there too!
:hmmm:
I lost the transfer however so I'm still with the 7th flotilla and the boat is U-341 now, but what the hell...
lurker_hlb3
01-12-10, 10:15 AM
Got it sorted. I only had 2 saves left, the ones you get written automatically when you enter or exit port, and this is what I did:
1) Junked the AutoSaveOnLeavingBase (or whatsitcalled exactly) save.
2) Replaced the AutoSaveOnEnteringBase -> 00000000\ActiveUserPlayerUnits.upc file with the UPCInitial\ActiveUserPlayerUnits.upc one and presto - my equipment is working again and the Turmumbau II is there too!
:hmmm:
I lost the transfer however so I'm still with the 7th flotilla and the boat is U-341 now, but what the hell...
Glad it worked out
tomhugill
01-12-10, 11:36 AM
Hey lurker in omv720 i have to report the your NDD_E&F have no spheres in the zone file so wont colide or take damage.
lurker_hlb3
01-12-10, 01:14 PM
Hey lurker in omv720 i have to report the your NDD_E&F have no spheres in the zone file so wont colide or take damage.
You need to look at the NDD_V&W_F and NDD_V&W_B nodes
tomhugill
01-12-10, 01:59 PM
Oh yeh , I see them but it still doesnt collide or take damage.
lurker_hlb3
01-12-10, 02:46 PM
You need to look at the NDD_V&W_F and NDD_V&W_B nodes
Unable to recreate your problem.
Where is your test case to backup the claim?
tomhugill
01-12-10, 04:31 PM
Sorry it was the A&B not the E&F also the long range v&w suffers the same problem. I ran a test mission serveral times and happens every time
lurker_hlb3
01-12-10, 07:13 PM
Sorry it was the A&B not the E&F also the long range v&w suffers the same problem. I ran a test mission serveral times and happens every time
And how did you test it?
Treetop64
01-12-10, 08:03 PM
Very promising looking mod, though I have yet to actually use it in an Atlantic scenario. Really appreciate the addition of the Kiel-Wilhelmshaven and Panama canals!
However, I did run into what I hope is a minor problem:
100% occurance of the game CTD'ing while accessing the museum. The museum splash screen (Yamato) loading bar will fill completely, then hang for about one minute, then the game CTDs. The game plays normally otherwise (so far...)
System Specs:
Windows 7 64 bit
Intel Core i5 750
8GB DDR3 RAM
ATI Radeon HD 4770
Game Specs, in installed order.
All mods are installed manually:
1. SH4 v1.5
2. RFB v2.0
3. RSRD for RFB v575.7z
4. OM v720 (v705, v705 to v720, and v720 Patch 1)
Again, I hope this is something that does not eventually affect gameplay. These mods make an absolute gem out of SH4, and I'd hate to see anything disrupt that! :yeah:
lurker_hlb3
01-12-10, 08:33 PM
Very promising looking mod, though I have yet to actually use it in an Atlantic scenario. Really appreciate the addition of the Kiel-Wilhelmshaven and Panama canals!
However, I did run into what I hope is a minor problem:
100% occurance of the game CTD'ing while accessing the museum. The museum splash screen (Yamato) loading bar will fill completely, then hang for about one minute, then the game CTDs. The game plays normally otherwise (so far...)
System Specs:
Windows 7 64 bit
Intel Core i5 750
8GB DDR3 RAM
ATI Radeon HD 4770
Game Specs, in installed order.
All mods are installed manually:
1. SH4 v1.5
2. RFB v2.0
3. RSRD for RFB v575.7z
4. OM v720 (v705, v705 to v720, and v720 Patch 1)
Again, I hope this is something that does not eventually affect gameplay. These mods make an absolute gem out of SH4, and I'd hate to see anything disrupt that! :yeah:
http://www.subsim.com/radioroom/showpost.php?p=1221428&postcount=1979
lurker_hlb3
01-12-10, 08:51 PM
Sorry it was the A&B not the E&F also the long range v&w suffers the same problem. I ran a test mission serveral times and happens every time
OK
The A&B is a "clone" of the V&W.
The .zon files are correct and the ship "sink" when torpedoed.
I don't know what your doing, but unless you can provided a "re-creatable on demanded" of your claim, there is nothing wrong with the DD's
Treetop64
01-12-10, 10:28 PM
@lurker hlb3:
Thanks for the redirect. So, I'd run out of RAM loading the ships into the museum, even though I have 8 gigs worth? Now that's a lot of ships! :haha:
I'm showing 3.1 gigs used and an additional 3.5 gigs cached by the time the museum crashes, and I'm using a 64 bit OS, so it sounds like some software limitation. Oh, well...
msalama
01-13-10, 08:44 AM
Eh... Hey Lurker, gotta come clean here. Seems that the last "bug" was probably my bad all the time, in that I actually seem to be unwittingly using the SH3 version of the assisted plotting mod! And who knows what weirdness _that'll_ produce :damn:
Sorry for all the bother man, getting me coat now :ping:
609_Avatar
01-13-10, 09:34 AM
Excellent looking mod! I have just reinstalled everything and decided t o start modding it again. This is the install I currently have:
RFB 2.0
RFB 2.0 Patch 1
Eye Patch for RFB
OM V705
OMv705 to V720
OMv720 Patch 1
In a current campaign docked when installed. I then went into my campaign and went to select the transfer button. CTD each time. As your install directions don't mention all the patches to date for other mods, i.e., RFB 2.0 and Patch 1 for it and the eye patch, I'm assuming it has to be one of these. Reading through the thread I haven't noticed anything similar but with so many pages and some skimming at times I may have missed it. Thanks for any tips!
lurker_hlb3
01-13-10, 11:42 AM
Excellent looking mod! I have just reinstalled everything and decided t o start modding it again. This is the install I currently have:
RFB 2.0
RFB 2.0 Patch 1
Eye Patch for RFB
OM V705
OMv705 to V720
OMv720 Patch 1
In a current campaign docked when installed. I then went into my campaign and went to select the transfer button. CTD each time. As your install directions don't mention all the patches to date for other mods, i.e., RFB 2.0 and Patch 1 for it and the eye patch, I'm assuming it has to be one of these. Reading through the thread I haven't noticed anything similar but with so many pages and some skimming at times I may have missed it. Thanks for any tips!
Require the following:
Date
Flottila
Location
Type of sub
609_Avatar
01-13-10, 12:49 PM
Require the following:
Date
Flottila
Location
Type of sub
Feb. 24th 1944
Not sure of the flotilla and since it's been so long since I've played I can't remember how to find out once a campaign is under way... Looked but no go. :(
Location is Surabaya
Sub is U-851 IX D2
Hope that helps and thanks for your prompt reply!
I just got back into SH4 and this is a really neat mod. I am running it with RFB 2.0.
My first mission is to Norfolk in 1942. I am worried about my fuel stores. Is there any resuply enroute? Where can I find info for the milkcows?
I am also having a problem with AOB tool not showing up with KiUB from the Omega mod.
I have stock game with
rsrd
omv705
705-720
720 patch
omega300
omegapatch4
Got my AOBF to work. I was in easy mode and forgot to change the manual targeting back on
lurker_hlb3
01-13-10, 06:20 PM
Feb. 24th 1944
Not sure of the flotilla and since it's been so long since I've played I can't remember how to find out once a campaign is under way... Looked but no go. :(
Location is Surabaya
Sub is U-851 IX D2
Hope that helps and thanks for your prompt reply!
I conducted a number of test and I'm not able to recreate your problem
lurker_hlb3
01-13-10, 06:21 PM
My first mission is to Norfolk in 1942. I am worried about my fuel stores. Is there any resuply enroute? Where can I find info for the milkcows?
You will receive messages about "when/where" Mich Cows will be available
Thats great! Adds to the realism.
ShoCkwaVe
01-13-10, 11:33 PM
To the devs of this great mod I just wanted to give my thanks
without it sh4 would be considered in my opinion *complete crap* when compared to sh3
Now onto my requests:
1) not sure why or how to fix this Annoyance myself but has anyone noticed that when
you lock onto a merchant threw the scope, binocs ..etc the game randomly decides sometimes
not to stay locked no matter how many times you click lock which results in lost efforts
as far as tonnage credit goes when the ship is sunk?
visual distances is royally jacked I have even surfaced and gotten within 1 km and the ship
becomes unseen by crew on deck, or a lockable target so then I quickly go to the overhead map
and sure enough no ship..
so i say screw it! and start to put off then I get a SHIP SPOTTED! at random distances away
then the ship disapears again when i turn back hoping to get tonnage credit for the kill..
this bit of code/bug is pure evil & needs to be changed cuz I'm pretty sure NO1 likes wasting all
that time with sonar, ploting a good position & waiting for your shot just to be screwed with.
I for one like to kick back & enjoy my Easy set game when I actually
get time to relax because I am the type of person who throws & break things so in thinking..
example: duding torpedos *shouldnt dud* if i have that unchecked (so thank god thats fixed)
in other words please fix this before I lose yet another mouse, keyboard or anything within reaching distance. :(
2) I saw somewhere someone added dead sailors as being apart of debris that floats up as the ship goes down ..any way to add this into this mod?
3) the torpedoes & deck gun creates translucent alpha holes as seen damage but why not
AA guns?
4) I once set a perfect mine along a ships path and it shredded the entire front of the
tugboats bow into what looked like almost no bow left at all then observed the tugboat
scurry away as though nothing happened...
erm I may be thinking in real life here but shouldn't ships sink if they get hit by a heavy explosive?
I mean c'mon Ive seen canoes sink if they rub a rock the wrong way..
P.S. please dont even THINK about retiring..
keep up the good work guys!
609_Avatar
01-14-10, 12:14 AM
I conducted a number of test and I'm not able to recreate your problem
Huh, that's odd. Just to try it out I have disabled the RFB 2.0 mod and installed yours and started a new campaign (tried to continue the one I already started from the base but it would CTD as soon as I launched. Just got command of a XX1 too. :) For some reason, I can't have them both enabled on this computer. I'll have to try it on my other one and see if it works there, if so it obviously has nothing to do with your mod. Thanks for checking!
Wolfling04
01-14-10, 01:54 AM
@Shockwave
I believe I can answer a couple for ya.
#3 That's the way the stock game came. Deck guns and torps left 3D damage, as for bullet holes with the AA gun that is not included.
#4 Lurker can be much more precise with this one but I believe ships only sink by flooding with OM, even though the bow is completely blown off the tugboat would have a VERY small compartment there to damage and to flood. Therefore most likely would not sink.
lurker_hlb3
01-14-10, 08:04 AM
1) not sure why or how to fix this Annoyance myself but has anyone noticed that when
you lock onto a merchant threw the scope, binocs ..etc the game randomly decides sometimes
not to stay locked no matter how many times you click lock which results in lost efforts
as far as tonnage credit goes when the ship is sunk?
Date
Location
Type of Sub
Flotilla/Task Group
Mods (in install order)
Wolfling04
01-14-10, 12:04 PM
Honestly, I get the locking bug to, I thought I remembered it being a stock game bug that was mentioned a while back but this is what I got:
Date: 1939
Location: always been in the North Sea or Atlantic, west, south west and north west of Great Britain.
Sub: VIIB
Flotilla: I believe its the 7th
Mods:
OM 705
OM705 to 720
OMEGU 300
OMEGU patch 3
OM Harder escort L1
SH3 Command Keys
karamazovnew
01-14-10, 01:09 PM
You don't need to be locked on a ship to receive credit for the sinking.
And god damn it guys, how are you supposed to understand and appreciate (or criticize) what a mod does if you haven't played the stock version? If you did, you'd know perfectly well that in stock the Locking problems are much worse than in OM. In light fog you couldn't lock on a ship that was 2000m away. In OM the lock breaks only on distant ships. Ships closer than 3000m don't break lock even in rough weather. Just keep you periscope on the target and press L, if it breaks lock, press L again...
Wolfling04
01-14-10, 01:28 PM
You don't need to be locked on a ship to receive credit for the sinking.
And god damn it guys, how are you supposed to understand and appreciate (or criticize) what a mod does if you haven't played the stock version? If you did, you'd know perfectly well that in stock the Locking problems are much worse than in OM. In light fog you couldn't lock on a ship that was 2000m away. In OM the lock breaks only on distant ships. Ships closer than 3000m don't break lock even in rough weather. Just keep you periscope on the target and press L, if it breaks lock, press L again...
I am not criticizing anything about this mod, I mentioned I remember it being a stock game issue. I have been playing sub series since Aces of the Deep, then SH2, SH3, and SH4. Playing the stock game and pressing A and CTD'ing I was there as most of us were. Please do not badger me, because, I have played the stock game. I LOVE this mod and play it almost on a daily basis, but when I lock onto a ship less then 2000meters away in perfect weather and I lose lock every 3-5seconds, I believe it is something worth mentioning.
In fog, storms, rough seas, or any other adverse weather I must agree just simply press L or the lock button on the scope. And no, you dont need to be locked on the ship to get credit ;)
http://www.subsim.com/radioroom/showthread.php?t=146118&highlight=Lock+Bug
karamazovnew
01-14-10, 01:51 PM
The previous post wasn't directed at you. Sorry, I should've quoted. But lurker already did that a post before.
Originally Posted by ShoCkwaVe
1) not sure why or how to fix this Annoyance myself but has anyone noticed that when
you lock onto a merchant threw the scope, binocs ..etc the game randomly decides sometimes
not to stay locked no matter how many times you click lock which results in lost efforts
as far as tonnage credit goes when the ship is sunk?
Actually my badgering wasn't even directed at Shockwave either. I wanted to say that 100 times, not sure why I did it now and here.
EDIT: Oh now I remember :D
Very promising looking mod, though I have yet to actually use it in an Atlantic scenario. Really appreciate the addition of the Kiel-Wilhelmshaven and Panama canals!
However, I did run into what I hope is a minor problem:
100% occurance of the game CTD'ing while accessing the museum. The museum splash screen (Yamato) loading bar will fill completely, then hang for about one minute, then the game CTDs. The game plays normally otherwise (so far...)
Game Specs, in installed order.
All mods are installed manually:
1. SH4 v1.5
2. RFB v2.0
3. RSRD for RFB v575.7z
4. OM v720 (v705, v705 to v720, and v720 Patch 1)
Again, I hope this is something that does not eventually affect gameplay. These mods make an absolute gem out of SH4, and I'd hate to see anything disrupt that! :yeah:
It's a wonder Lurker didn't break a fuse when reading this... You know, in Oblivion I actually used around 100 mods. I manually entered each file and searched every change they made. I never used a mod unless it fixed something that was bugging me. I found those mods by actually looking for the problems. Then I tested each mod to see if it worked as described. I ended up with a game that most players wouldn't recognize. Treetop64, if you had the patience to download such a big mod, why didn't you also take the time to read the first post? I mean c'mon... "Very promising looking mod"? :har:
Wolfling04
01-14-10, 01:59 PM
Ok Sir, no harm done, and my apologies for the little outburst.
BTW: Love the Interface :salute:
LOL @the edit. agreed I would be pretty steamed if some one said that.
lurker_hlb3
01-14-10, 03:12 PM
Honestly, I get the locking bug to, I thought I remembered it being a stock game bug that was mentioned a while back but this is what I got:
Date: 1939
Location: always been in the North Sea or Atlantic, west, south west and north west of Great Britain.
Sub: VIIB
Flotilla: I believe its the 7th
Mods:
OM 705
OM705 to 720
OMEGU 300
OMEGU patch 3
OM Harder escort L1
SH3 Command Keys
During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:- The values used in the “Visual” section of Sensors.cfg- The true position of the ship from the Sub- The date of the mission- The latitude and longitude of the player’s submarine What does this mean to the user? If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter(November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC ock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all. If you are on the equator you will see all contacts no matter what the date is If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all. With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this ssue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the ocation and/or number of the ships instead of having all ships instantly and magically appear n real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked
ShoCkwaVe
01-14-10, 05:06 PM
During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:- The values used in the “Visual” section of Sensors.cfg- The true position of the ship from the Sub- The date of the mission- The latitude and longitude of the player’s submarine What does this mean to the user? If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter(November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC ock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all. If you are on the equator you will see all contacts no matter what the date is If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all. With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this ssue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the ocation and/or number of the ships instead of having all ships instantly and magically appear n real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked
Thank you sir that more then explains it.. so in other words don't mess with it and deal with it the way it is considering other mods even try to expand on complications & must get a kick out of disfunctional equipment while at sea *shrug* I should be happy you atleast worked it your best. :salute:
alphlvr
01-14-10, 05:27 PM
id just like to say thanks for giving a decent nazi campaign to sh4, it really is great and will keep me busy for a long time.
it annoys me that the sh4`s sound seems to have taken a step backward from sh3 but even that area has been improved, well done
did i say thanks, thanks :DL
im still learning the ins and outs so back to the channel for me:salute:
609_Avatar
01-14-10, 07:43 PM
Installed everything on my other computer and RFB and OM played very well together! So I uninstalled it and reinstalled everything on this computer and all is good. So now I can enjoy both of these good mods.
One question though. Since trying out your mod, alone or with RFB, I've noticed that my game realism settings get overwritten by my selection on the campaign selection screen. Is there any way I can customize the realism settings again? I like everything selected except manual targeting and external views but your mod seems to want to make me learn the manual targeting or use a few other settings that I don't like. Is there a file that I can edit to customize things again? Thanks.
I also assume that the OMEGU 3.0 is not compatible with RFB mod? Again, great work that you've done here, very much appreciated!
Wolfling04
01-15-10, 12:59 AM
In the captain's office after choosing your Flotilla, year and sub you can customize the diffculty settings.
American Cam.- I believe its the radio on the left hand side of the office.
German Cam.- I believe its the filing cabinet on the right hand right of the office.
And you are right about OMEGU
BadKarma1001
01-15-10, 07:11 AM
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.
Exactly the same issue brought me here, while using 720.
Snorcheling my way in a XXIII from Norway to the Scottish coast got a message that my radioman detected radar signals, hauled in the snorchel went to 90 meters, changed course and get pinpointetly pounded by Catalinas the whole day.
How deep do i have to go for not be spotted by planes and also my understanding of the radar waring reciver is that i have way time to countermeasure when radar signals are detected and not get "made" on the first glimpse.
Another thing is the submerging times of the XXI and XXIII boats.
I recently read that the main leap in submarine technologie with these boats was their ability/purpose to travel large amount of times submerged (up to 3 day with batteries on 5 knots) but i cant do this in OM even if the batteries whould hold on this long time the CO² levels prevent it.
Shouldn´t the snorchel also take care pf the CO² levels?
I don´t want to tick somebody off, just asking!
lurker_hlb3
01-15-10, 07:55 AM
Exactly the same issue brought me here, while using 720.
Snorcheling my way in a XXIII from Norway to the Scottish coast got a message that my radioman detected radar signals, hauled in the snorchel went to 90 meters, changed course and get pinpointetly pounded by Catalinas the whole day.
How deep do i have to go for not be spotted by planes and also my understanding of the radar waring reciver is that i have way time to countermeasure when radar signals are detected and not get "made" on the first glimpse.
Another thing is the submerging times of the XXI and XXIII boats.
I recently read that the main leap in submarine technologie with these boats was their ability/purpose to travel large amount of times submerged (up to 3 day with batteries on 5 knots) but i cant do this in OM even if the batteries whould hold on this long time the CO² levels prevent it.
Shouldn´t the snorchel also take care pf the CO² levels?
I don´t want to tick somebody off, just asking!
PBY5A are equipped with "MAD"
and
Read Item 4 in the readme in the first post of this thread
and
http://www.subsim.com/radioroom/showthread.php?p=1176320&highlight=range#post1176320
609_Avatar
01-15-10, 09:14 AM
In the captain's office after choosing your Flotilla, year and sub you can customize the diffculty settings.
American Cam.- I believe its the radio on the left hand side of the office.
German Cam.- I believe its the filing cabinet on the right hand right of the office.
And you are right about OMEGU
:oops: Oops! Yes, it's been that long since I've played this game that I've forgotten simple stuff like that, though with RFB it appeared to use the settings that I set from the main screen, thus my confusion. Thanks for the reminder!! These are really great mods that I'm happy I can now get into with these colder slower months (in CT here) when I have a little more free time to play games. Life is good!
Thanks again to Lurker and all the other modders out there who put in so much of their time and share thier labors with the rest of us. Thanks guys. :salute:
Captain von Keldunk
01-15-10, 09:29 AM
Hello
BadKarma1001 "How deep do i have to go for not be spotted by planes"
lurker_hlb3 "PBY5A are equipped with "MAD" "
---------------:DL------------------
The function, then, of airborne MAD equipment is to detect the submarine-caused anomaly in the earth's magnetic field. Slant detection ranges are on the order of 500 meters from the sensor. The depth at which a submarine can be detected is a function both of the size of the submarine and how close the sensor is flown to the surface of the water.
http://www.fas.org/man/dod-101/navy/docs/fun/part09.htm
This 500 m detection range is for after war MAD gear.:DL
lurker what range are you using in OM?:hmmm:
P.S The Japanese Navy first employed an Airborne Magnetic Detecting instrument in antisubmarine warfare during the middle of 1944. The instrument had an effective range of 150 meters under average conditions and 250 meters under ideal conditions
Q. What was the best height for your aircraft to fly when using the MAD?
A. Expert pilots flew at 10 meters; ordinary pilots flew at 50 meters.
Q. What was the range of detection from these heights?
A. Under average conditions trained personnel could detect submarines at the depth of 150 meters from a plane flying from 10 to 50 meters above the surface. The radius range of detection in other direction was approximately 150 meters. However, experienced pilots with equipment in excellent condition and good operating personnel could detect a submarine at a maximum depth of 250 meters.
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/IJO-48.html
BadKarma1001
01-15-10, 11:15 AM
PBY5A are equipped with "MAD"
and
Read Item 4 in the readme in the first post of this thread
and
http://www.subsim.com/radioroom/showthread.php?p=1176320&highlight=range#post1176320
Hello
BadKarma1001 "How deep do i have to go for not be spotted by planes"
lurker_hlb3 "PBY5A are equipped with "MAD" "
---------------:DL------------------
The function, then, of airborne MAD equipment is to detect the submarine-caused anomaly in the earth's magnetic field. Slant detection ranges are on the order of 500 meters from the sensor. The depth at which a submarine can be detected is a function both of the size of the submarine and how close the sensor is flown to the surface of the water.
http://www.fas.org/man/dod-101/navy/docs/fun/part09.htm
This 500 m detection range is for after war MAD gear.:DL
lurker what range are you using in OM?:hmmm:
P.S The Japanese Navy first employed an Airborne Magnetic Detecting instrument in antisubmarine warfare during the middle of 1944. The instrument had an effective range of 150 meters under average conditions and 250 meters under ideal conditions
Q. What was the best height for your aircraft to fly when using the MAD?
A. Expert pilots flew at 10 meters; ordinary pilots flew at 50 meters.
Q. What was the range of detection from these heights?
A. Under average conditions trained personnel could detect submarines at the depth of 150 meters from a plane flying from 10 to 50 meters above the surface. The radius range of detection in other direction was approximately 150 meters. However, experienced pilots with equipment in excellent condition and good operating personnel could detect a submarine at a maximum depth of 250 meters.
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/IJO-48.html
Now i am looking sheepish!
I wasn`t aware that MAD was already used in WWII!
Thx for the heads up on my other "issue", too bad about the XXI and XXIII boats! Makes them somekind of redundant!
The end of the war in '44 and '45 are just that the end. Its sheer misery compounded by your eventual death. OM brings that to a brutal reality in SH4. But just for kicks factor this in; the Allies know when you leave port, where you are going and what grid you are patrolling. They know everything because they can decipher every chit-chat session the Nazi's had with Bdu. So if you are out patrolling and you happen to run into a lot of Catalina's and Liberators there is a reason.
Happy Hunting!
ambarata
01-15-10, 02:09 PM
Hi
Is there a penalty for sinking neutral ships in OM?
AMBARATA
alphlvr
01-15-10, 02:54 PM
hey, this could be my imagination but its happened a few times now unless im missing the cause.
while on surface in ocean between france and england when time compressing i suddenly get damage to ship components.
the hull never seems to change from 0% damage but all my compartments and equipment do, im currently experiencing critical flooding in 3 compartments and never saw a plane or ship (although i guess its a possibility.)
ive noticed the sea seems very shallow , 20m or so and its rough seas and am wondering if thats what has damaged me, ie i hit the bottom in a swell??
this is the 3rd time i think, many times ive trashed a boat by accident but on these occasions im wondering whats going on, i want to blame myself but cant understand what ive done wrong.
im in a type c 1940 boat, it was very rough and i was at flank speed
any ideas?
lurker_hlb3
01-15-10, 03:31 PM
hey, this could be my imagination but its happened a few times now unless im missing the cause.
while on surface in ocean between france and england when time compressing i suddenly get damage to ship components.
the hull never seems to change from 0% damage but all my compartments and equipment do, im currently experiencing critical flooding in 3 compartments and never saw a plane or ship (although i guess its a possibility.)
ive noticed the sea seems very shallow , 20m or so and its rough seas and am wondering if thats what has damaged me, ie i hit the bottom in a swell??
this is the 3rd time i think, many times ive trashed a boat by accident but on these occasions im wondering whats going on, i want to blame myself but cant understand what ive done wrong.
im in a type c 1940 boat, it was very rough and i was at flank speed
any ideas?
Mines
alphlvr
01-15-10, 04:34 PM
damn this just gets better and better, there was a armed trawler thingy around although normally when they see me im alerted by my crews attitude or the searchlight or gunshots whistling by....but mines as well , hell im gonna have to be more careful.
any tips on mines, ie should i stick to shipping lanes?
thinking about it the other day there was a armed trawler and a patrol craft nearby, on my hydrophones i could hear a clanking sound nowand again, is that a mine? i thought it wa unusual at the time
one other question, on tmo or rfb i think it had been modded so it was possible to open more than one tube door at once(i could be wrong) as we are in u-boats and have the ability to set a spread in op monsun is there anyway to open more than 1 door at once??
when i set up a spread shot the tune thats open hits my target but the others that were not open miss my firing solution because of the delay.
ive fiddled about but can only seem to open 1 door at a time like stock sh4. is there a way of doing this or any plans to incluse that feature in the future. why o why the devs left out that feature of sh3 ill never know, just like the sound its a step backwards.
also is there any way of manually selecting the speed of the target in the attack periscope or attack map and having the speed appear in the notebook next to the obs periscope. again ive been trying when using the obs periscope to make my attack and the wrong speed is appearing due to heavy seas or limited time and when trying to manually add in the attack map/scope it doesnt seem to affect the notebook on the obs scope?
cheers for rapid responses guys
You will receive messages about "when/where" Mich Cows will be available
It is January 25th 1942 and I have not recieved anything. I am out of torpedoes and have about 50% fuel. I can make it back to base but if I could get torps from a milkcow I would like to do that.
SgtSabre
01-17-10, 12:32 AM
one other question, on tmo or rfb i think it had been modded so it was possible to open more than one tube door at once(i could be wrong) as we are in u-boats and have the ability to set a spread in op monsun is there anyway to open more than 1 door at once??
when i set up a spread shot the tune thats open hits my target but the others that were not open miss my firing solution because of the delay.
ive fiddled about but can only seem to open 1 door at a time like stock sh4. is there a way of doing this or any plans to incluse that feature in the future. why o why the devs left out that feature of sh3 ill never know, just like the sound its a step backwards.
It is possible. First, select the first tube you want to open. Push "Q" to open it. Next, push "W" to move to the next tube. Then push "Q" to open that one. Continue for each tube you want to open.
also is there any way of manually selecting the speed of the target in the attack periscope or attack map and having the speed appear in the notebook next to the obs periscope.
No. Settings in the German TDC do not appear on the notebook.
Catfish
01-17-10, 07:07 AM
Hello,
well, planes do not spot me in '39-'40 when i am submerged, as it should be - did not try out the later years though.
As far as i have read the only device for a surface detection that was possible in 1945 was the centimeter radar, this being able to even spot the emerging tips of periscopes or snorkels, if only in calm seas. But a magnetic detector ?
"MAD" Magnetic Anomaly Detection in 1945 ? I know the magnetic changes in the sea-floor were detected accidentally by searching for russian subs in the 1960ies with those devices (thus giving an evidence for sea floor spreading, and plate tectonics -> Wegener's theory), but in 1945 ??! I doubt this, but will have a look for it and post here again.
Greetings,
Catfish
lurker_hlb3
01-17-10, 10:18 AM
"MAD" Magnetic Anomaly Detection in 1945 ? I know the magnetic changes in the sea-floor were detected accidentally by searching for russian subs in the 1960ies with those devices (thus giving an evidence for sea floor spreading, and plate tectonics -> Wegener's theory), but in 1945 ??! I doubt this, but will have a look for it and post here again.
http://www.history.navy.mil/avh-vol2/Appen3.pdf
Note: U-761, 24 February 1944, U-731, 15 April 1944, U-392, 16 March 1944.
Also you need to read the intro
Technology used by both sides in the conflict improved dramatically as the war progressed. On the Allied side the advantages of ASDIC, aircraft-borne radar, MAD gear, rockets and homing torpedoes temporarily offset wolfpack tactics and improved AA weapons.
http://www.history.navy.mil/avh-vol2/chap4-4.pdf
Go to page 489 and you will see a picture of a PBY-5A equipped with MAD gear
karamazovnew
01-17-10, 10:39 AM
one other question, on tmo or rfb i think it had been modded so it was possible to open more than one tube door at once(i could be wrong) as we are in u-boats and have the ability to set a spread in op monsun is there anyway to open more than 1 door at once??
also is there any way of manually selecting the speed of the target in the attack periscope or attack map and having the speed appear in the notebook next to the obs periscope. again ive been trying when using the obs periscope to make my attack and the wrong speed is appearing due to heavy seas or limited time and when trying to manually add in the attack map/scope it doesnt seem to affect the notebook on the obs scope?
cheers for rapid responses guys
The bug comes from the hardcoded torpedo buttons. When you press one you automatically close the last ones. So the only way to fix that is to comment out the commands that close tubes and only leave the "Toggle" one.
The notepad is bugged. It has default values for speed (0) and range (3000). When you send the AOB to the TDC you actually only send it to the first page of the notepad. If you then send it to the TDC, you'll also enter a zero speed and 3000 range.
Try OMEGU v300 with patch (what's the latest? 4?). You'll instantly see why.
lurker_hlb3
01-17-10, 10:47 AM
It is January 25th 1942 and I have not recieved anything. I am out of torpedoes and have about 50% fuel. I can make it back to base but if I could get torps from a milkcow I would like to do that.
You need to return to home base
Returned to home base. After multiple air attacks. I can only imagine how much worse its going to get as the months go on.
I take it that mad cows will be available at later dates?
For me it's early 1943 and sailing on the day in the biscany bay is a death trap.
No easy pickings anymore fro my IXB U-65 :( I wish I could get a different sub :)
alphlvr
01-17-10, 04:22 PM
The bug comes from the hardcoded torpedo buttons. When you press one you automatically close the last ones. So the only way to fix that is to comment out the commands that close tubes and only leave the "Toggle" one.
The notepad is bugged. It has default values for speed (0) and range (3000). When you send the AOB to the TDC you actually only send it to the first page of the notepad. If you then send it to the TDC, you'll also enter a zero speed and 3000 range.
Try OMEGU v300 with patch (what's the latest? 4?). You'll instantly see why.
cheers,
actually i am using omegu with patch 4....but unfortunatly im going to be a bit thick and say `what will i instantly see`, im embarrased im sure its obvious but you totally lost me, but thanks for the response.
ps. i did notice the notepad jumps to `0 speed` and `3000 range`
im going to try the tube cycle method suggested below in a mo.
i love the dials added to the attack (or is the obs) scope but does the info added go to the attack map? or do u have to just use the `obs scope` for a firing solution OR just the `attack map` for a firing solution OR just the `attack scope` rather than mix and matching info?
that sounds a bit cryptic, what i mean is must i just chosse one screen for entering info? the reason i ask is i find each screen has different benefits.
lastly is the obs periscope more `spottable` than the attack scope? and does having both scopes up make u even more spottable?
thanks for all responses once again.
karamazovnew
01-17-10, 09:29 PM
im going to try the tube cycle method suggested below in a mo.
If you want to open all the tubes in a salvo, don't bother, the game can't do that. Manually open all tubes. The switches in the periscope screen only show the status, you can't click on them. You'll have to use the Q key for each, but at least they don't close back when you switch the tube as they did in vanilla.
i love the dials added to the attack (or is the obs) scope but does the info added go to the attack map? or do u have to just use the `obs scope` for a firing solution OR just the `attack map` for a firing solution OR just the `attack scope` rather than mix and matching info?
that sounds a bit cryptic, what i mean is must i just chosse one screen for entering info? the reason i ask is i find each screen has different benefits.
The dials are just representations of unique "invisible" dials. It makes no difference if you use the Attack Map ones, or the new ones in the Attack Peri screen, you're changing the same thing.
lastly is the obs periscope more `spottable` than the attack scope? and does having both scopes up make u even more spottable?
No and no. But on the other hand, I've only rarely been spotted like this and usually by warships alone. Don't go sticking them out if they're closer than 1000m.
Catfish
01-18-10, 03:38 AM
Hello Lurker,
thanks for the links, i already found something about it but the links you provided are great ! I really had not heard of MAD being used before :salute:
From the links this MAD gear seems to have been used from february 1944 on - and even if it was not installed on all planes, it must have been impossible to evade planes equipped with those devices ? Does depth or salinity layers have any influence on detection ?
Only chance would have been to stay submerged until the planes' petrol ran out, unless there were destroyers being alarmed in the vicinity. But then there was no u-boat detector against MAD, so they would not even have known they had been detected ..
I have also read that even the russian titan-hulls of the Alfa and other titanium-hull built classes could be detected by MAD, because of the temperature differences between uper and lower hull -> changed salinity -> leading to magnetic anomaly.
And even coils of trucks with running engines can be detected via MAD gear :o.
I wonder whether detection of submarines can be evaded at all nowadays, as long as there is aerial supervision, or by the successor of SOSUS ? :o
Thanks and greetings,
Catfish
Captain MAXIM
01-18-10, 12:38 PM
Hello everyone,
I've been playing OM, and I was wondering.Can you change your submarine?:06: I have started in 1939 and I have a VIIB type submarine and now its 1941 and I want to change it to VIIC.
alphlvr
01-18-10, 11:08 PM
dunno if this is op monsun related but thats what im plating so ill pop it in here.
i see a ship, im at 700m and 90degrees off his bow, ready for perfect shot....but in rough seas....i save my game.(just in case im a nub :P )
i loose 2 g7a torps from my type c (march 1940 atm) and both explode before reaching target so i launch the 3rd and it does the same.
i reload and retry but set them deeper and further and all three pop before reaching target (about 300-400m)
i reload and it reoccurs, and reload and it reoccurs.
do rough seas increase duds? i dont mind duds as long as thats whhat it is and not me doing sonthin wrong?
any ideas? maybe the ships cap`n just has 9 lives due to his mother practising bestiality with her cat
edit, impact only seems to have fixed it...is that the probb, magnetic ?
edit2 i spoke to soon, i guess i kist got loaded with duds, i guess when you can only carry 5 fish the 1st 3 being duds seems a bit wrong....but if its authentic then i like it :)
Sailor Steve
01-19-10, 12:59 AM
Yes, that was the problem in real life, and also in the game. Unfortunately in real life they couldn't just flip a switch and change detonaters - it had to be done manually by the torpedo crew, and it took a little time.
They also had problems with the magnetic detonaters the further north they went. BdU finally ordered all magnetic heads removed at the home bases. Then, like the Americans two years later, they found that there were depth-keeping problems as well. The problem was solved around mid-1942 and by the first of 1943 they had usable magnetic detonaters again.
http://www.uboataces.com/articles-wooden-torpedoes.shtml
The Americans suffered almost the exact same sequence of events with the Mark 14 torpedo, starting when they entered the war in December 1941.
Catfish
01-19-10, 06:29 AM
Hello,
may also help to set the torpedo pistol to impact, not magnetic. I also mostly set the depth to 1 meter, because especially in rough seas the fish strikes the ship much too deep, so the pistol does not work when hitting a +-45 degrees part of the hull.
They also explode from time to time, but it generally works.
" ... maybe the ships cap`n just has 9 lives due to his mother practising bestiality with her cat ..."
What ? :o :dead:
Greetings,
Catfish
Hello everyone,
I've been playing OM, and I was wondering.Can you change your submarine?:06: I have started in 1939 and I have a VIIB type submarine and now its 1941 and I want to change it to VIIC.
I'd like an answer also. I'm not sure how it works in the US campaign. Also I like to know how and when I'm offered transfers to other flotillas.
On the subject of the pistols, I kinda like the way the devs handled this. Then again I think the notepad is usefull also.. specially when checking if the target is on the estimated track.
OrangeYoshi
01-19-10, 03:31 PM
Hello everyone,
I've been playing OM, and I was wondering.Can you change your submarine?:06: I have started in 1939 and I have a VIIB type submarine and now its 1941 and I want to change it to VIIC.
I had the same question, and after a short search, it looks like you will get a VIIc quite soon if you have some good patrols (you earn your upgrades), and it may be into 1942 before you get it if you keep getting average patrols.
I would like to know (or be told where to find) the complete list of new sub dates and flotilla transfer possibilities in OM, though.
sqdw77483
01-21-10, 09:04 AM
Why can not deck gun of IXB type rotated?
OM 705
OM705 to 720
OM720 patch 1
OMEGU 300
OMEGU patch 4
Hmm either faulty install, or heavy seas
Cause in my game the gun works normally. O can't see the steam torpedo wakes... haven't figured out why :)
alphlvr
01-21-10, 09:42 AM
hi, sorry for all my questions :)
ok `op monsun` is my mod of choice at the moment and i seem to remember reading that lurker added some german speech to it `but` if you played yanks it also played yankee speech. (i think thats right as i just heard `periscope depth` in a yankee sub.
well ive spent days fiddling with all the german soundpacks swapping sounds for my favourites into my personal nazi sound pack, so i now have a sound folder with the 9 sound folders full of german speech.
what i want to know is how did lurker get it to use yank and german speech? and what do i do to make the game just collect sounds from all 9 folders as it used to?? (i assume thats how he did it, yanks use a few folders and germanns a few??)
my op monson is a full nazi install and wont be needing any yankee sounds,.
also seeing as i filled em all with german sounds i would like them all used, i guess i need to swap 1 file (the one that tells it where to play files from????) but really i know nothing so ill be thankful for any help??
cheers
ps my torp problem was just magentic+heavy seas + a lot of duds, it was just 3 in a row that made me question it, ta for all the input.
609_Avatar
01-21-10, 10:26 AM
ps my torp problem was just magentic+heavy seas + a lot of duds, it was just 3 in a row that made me question it, ta for all the input.
lol, don't feel bad. I just did a patrol in June of '40 and only had 3 torps out of 14 that worked! This one merchant must have been wondering what the heck was going on with all those thuds against his hull until I finally had to surface and take him out with my deck gun... Yes, there were a few colorful expletives expressed on that particular patrol... :D
I stick to impact at 1-2 meters until mid 1942 :)
alphlvr
01-21-10, 12:41 PM
very helpful actually because my mind told me to make the fish run deeper thinking that they were coming up out of the water and that was what was exploding them.
trying shallower ne`er ever crossed my mind
luckily they were duds in the end, cuz what i thought was `st georges cross` (my monitors crap AND it was dark) was actually a swedish flag :)
*further to eradicating yankee called sounds* -...
ps it could be omegu that adds the germman voices actually, but still im wondering how it switches between american and german depending on campaign chosen. if i compare files muxh longer my ead will explode (inless its a dud :P)
Hm, I'm currently trying to get through the Kiel Canal, plotted the course and stepped up the time compression. But it keeps reverting back to 4x. I set the max time compression in the Main.cfg to LandProximity=1024 but it didn't help.
Anything I'm forgetting here ?
Great mod by the way ;)
tomhugill
01-21-10, 03:27 PM
You need to change the main.cfg in the sh4 file in your documents
Thank you. I didn't know/remember that there is another main.cfg outside of the sh4-data folder.
lurker_hlb3
01-21-10, 05:43 PM
Why can not deck gun of IXB type rotated?
OM 705
OM705 to 720
OM720 patch 1
OMEGU 300
OMEGU patch 4
Based on your "limited" input on the nature of your problem, I have been unable to recreate your problem
alphlvr
01-21-10, 08:00 PM
im also wondering how do i spot mines as i seem to hit an awful lot of them. (well i guess thars it, i trust lurker)
is that just the way it was or can i see or hear them somhow?
Glock17
01-21-10, 08:36 PM
After installing OM i do not get the OM campaigns option in the main menu. I only see the American and German campaign, but the german only offers the same old start dates and bases from the indian theatre.
Does anyone have a solution for this? Cause i would really like to give OM a spin :)
mods installed
RFB 2.0 + patch1
RSRDC RFB V575 + V5XX patch1
OM v705
OM v705 to V720 + patch 1
Signed on and saw the new RFB and several mod updates on and also decided to give OM a try. so previous to this install was alot of deinstalling of old RFB and RSRD etc.
All installs/deinstalling done with the mod enabler.
alphlvr
01-21-10, 08:44 PM
After installing OM i do not get the OM campaigns option in the main menu. I only see the American and German campaign, but the german only offers the same old start dates and bases from the indian theatre.
Does anyone have a solution for this? Cause i would really like to give OM a spin :)
mods installed
RFB 2.0 + patch1
RSRDC RFB V575 + V5XX patch1
OM v705
OM v705 to V720 + patch 1
Signed on and saw the new RFB and several mod updates on and also decided to give OM a try. so previous to this install was alot of deinstalling of old RFB and RSRD etc.
All installs/deinstalling done with the mod enabler.
id guess that there is 1 to many folder in the mod.
ie /MODS/ opmonson v705/ data/ is what they should be like, ie the `data` folder should be 1 folder after the mods folder if that makes sense.
if you dont see a op mionsun loadscreen when starting up, it aint installed
*edit* actually i see u have RFB as well so as ive never installed that way i cant swear u will see a opmonsun loadscreen although if you installed it after rfb id imagine u will/should
i know this and i even did it myself yesterday, i only noticed cuz i saw the `patch 3` folder folder next to the `mods` folder so i knew it wasnt installed correctly.
/MODS/ patch 3/ patch 3/ data/
that is what had happend, the patch was in a extra folder it didnt need so i removed it to look like ...
/MODS/ patch 3/ data/
Glock17
01-21-10, 08:59 PM
id guess that there is 1 to many folder in the mod.
ie /MODS/ opmonson v705/ data/ is what they should be like, ie the `data` folder should be 1 folder after the mods folder if that makes sense.
if you dont see a op mionsun loadscreen when starting up, it aint installed
i know this and i even did it myself yesterday, i only noticed cuz i saw the `patch 3` folder folder next to the `mods` folder so i knew it wasnt installed correctly.
/MODS/ patch 3/ patch 3/ data/
that is what had happend, the patch was in a extra folder it didnt need so i removed it to look like ...
/MODS/ patch 3/ data/
Checked, but sadly that aint it i believe.
Path is: Mods/Opsmonsun/data + support folders and these are filled with the useal subfolders like Air-campaign-Cfg etc etc.
Pretty sure that is the useal layout atleast for mods.
But thnx for the effort atleast :)
But yeah i indeed dont see a OM intro so something is borked on my end :S
sqdw77483
01-22-10, 08:55 AM
Based on your "limited" input on the nature of your problem, I have been unable to recreate your problem
In the submarine school, it is normal to control VII Uboat, controls IX Uboat, the deck gun can't be rotated.
OM 705
OM705 to 720
OM720 patch 1
OMEGU 300
OMEGU300 patch 4
lurker_hlb3
01-22-10, 10:34 AM
In the submarine school, it is normal to control VII Uboat, controls IX Uboat, the deck gun can't be rotated.
OM 705
OM705 to 720
OM720 patch 1
OMEGU 300
OMEGU300 patch 4
Still unable to recreate your problem. Are there any other details you wish to provide?
lurker_hlb3
01-22-10, 10:37 AM
BChecked, but sadly that aint it i believe.
Path is: Mods/Opsmonsun/data + support folders and these are filled with the useal subfolders like Air-campaign-Cfg etc etc.
Pretty sure that is the useal layout atleast for mods.
But thnx for the effort atleast :)
But yeah i indeed dont see a OM intro so something is borked on my end :S
There is no intro for OM with the setup you have. Your comment on the file structure are correct.
Glock17
01-22-10, 12:33 PM
B
There is no intro for OM with the setup you have. Your comment on the file structure are correct.
Yeah it was correct. Only thing that wasnt correct that once i checked SH4 after uninstalling everything again. That it stil ran as RFB 1.5 :P
So i gues JSGME messed up something over the years of swapping mods around :P
So after a reinstal of SH4 everything working smooth and nice.
Good work Lurk, plays awesome :)
fromhell
01-25-10, 12:41 PM
please lurker hlb3, please help or say your going to mod sh5:salute::salute::yeah:
i love om, but hate sh4. if om was put onto sh5, well, that would be outstanding.
lurker_hlb3
01-25-10, 05:37 PM
please lurker hlb3, please help or say your going to mod sh5:salute::salute::yeah:
i love om, but hate sh4. if om was put onto sh5, well, that would be outstanding.
No comment
BadKarma1001
01-26-10, 12:09 PM
What is the detection depth for the MAD in OM?
It is my understanding that MAD was only usefull for shallow submerged subs!
Kretschmer the IV
01-29-10, 05:27 AM
Hi,
first of all thank you for this great mod! :yeah:
I have a question, after installing this mod, i can not move the free cam up and down over Home and End. Only using the Shift+Home/End, but this is to fast.
Already tried all the command files which are delivered by mod but still same problem.
EDIT: works now. For some reason the commands.cfd was corrupt and the strafe_up and strafe_down commands were not set. Just copied the blocks from SH3 and it works ;)
NKVD-crazyivan
01-29-10, 07:45 PM
HI all
Just s quick question or two
its my first time since i have owned this game, which of course was when it was first relesed.I have always played TMO and american.
I want to try Lurkers great mod.......
is there german speech if not how do i get it?
is there any advantage installing RFB or is this mod have update changes etc over stock as to make the game better to play and more eye candy and bug fixes etc...
thank you in advance for all your help......................:yeah:
NKVD-crazyivan
01-29-10, 10:15 PM
hi Lurker
i am about to play your mod for the first time.
i have a fresh install of SH4 1.5
my folders all read in GME mods folder as opsmonsu_v705/data+support etc
so the file paths are correct just the same as when i installed TMO and that works on a differant install.
enabled in this order through GME
RSRDC_SH15_v550
RSRDC_v5xx_patch1
opsmonsun_v705
omv705_to_v720
omv720_patch1
i dont seam to get the mod load up screen just the normal stock one.
then it takes me to the standard menu, i select the german career
and it seams i have all the mod choices of start dates etc as i can see the 27th flotila trianing missions etc.
is the mod installed ? plese help......:06:
Captain von Keldunk
01-30-10, 01:17 AM
"newbie help please"
is there german speech if not how do i get it?
you need Omegu v300 + latest patch.:yep:
"is there any advantage installing RFB "
Omegu v300 do not work with RFP.:nope:
"no monsu splash screen on load up?"
you need Omegu v300 + latest patch.:yep:
lurker_hlb3
01-30-10, 09:13 AM
hi Lurker
i am about to play your mod for the first time.
i have a fresh install of SH4 1.5
my folders all read in GME mods folder as opsmonsu_v705/data+support etc
so the file paths are correct just the same as when i installed TMO and that works on a differant install.
enabled in this order through GME
RSRDC_SH15_v550
RSRDC_v5xx_patch1
opsmonsun_v705
omv705_to_v720
omv720_patch1
i dont seam to get the mod load up screen just the normal stock one.
then it takes me to the standard menu, i select the german career
and it seams i have all the mod choices of start dates etc as i can see the 27th flotila trianing missions etc.
is the mod installed ? plese help......:06:
RSRDC_SH15_v550
RSRDC_v5xx_patch1
opsmonsun_v705
omv705_to_v720
omv720_patch1
OMEGU 300
OMEGU Patch 4
read the following post "carefully" before installing OMEGU
http://www.subsim.com/radioroom/showpost.php?p=1211610&postcount=1
609_Avatar
02-01-10, 04:51 PM
Has anyone else had any issues with transfers? While on my last patrol from Kiel I got a message that our base of operations were going to be from Lorient from here on out. I twice tried to dock there but could not end my patrol. So I returned to Kiel, loaded up and thought I just might be "teleported" to Lorient and then start from there. No such luck. I looked to see if there was a transfer option from the "office" but there was no option to transfer. Will I now be able to dock at Lorient or am I forever stuck in Kiel? It's Sept. 15th 1940 if that means anything. Thanks.
lurker_hlb3
02-01-10, 07:53 PM
Has anyone else had any issues with transfers? While on my last patrol from Kiel I got a message that our base of operations were going to be from Lorient from here on out. I twice tried to dock there but could not end my patrol. So I returned to Kiel, loaded up and thought I just might be "teleported" to Lorient and then start from there. No such luck. I looked to see if there was a transfer option from the "office" but there was no option to transfer. Will I now be able to dock at Lorient or am I forever stuck in Kiel? It's Sept. 15th 1940 if that means anything. Thanks.
http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1
609_Avatar
02-01-10, 09:35 PM
I wasn't actually directing this at you, Lurker, but was asking if this was an issue anyone else has seen and if not I would have then asked you for help and provided the information you asked for. I know you're a busy guy and appreciate how quick and helpful you are here so I wasn't trying to make it something you had to look into yet. But since you've asked... ;)
Date: Sept. 15th 1940 (though the message that I received telling me operations have been transferred to Lorient happened soon after leaving port which was early July 1940.
Location: Kiel
Type of Sub: VIIb U-50
Flotilla: For the life of me I haven't been able to figure out how to find this out once you begin a campaign. I started in Kiel Jan. 3rd, 1940 I'm guessing it's the 7th but am not positive. I've looked everywhere in game to find what flotilla I'm in and just can't find it. If you know how to find it please share. :)
Mods (in install order):
RFB 2.0
RFB 2.0 Patch 1
Eye Patch for RFB
OM V705
OMv705 to V720
OMv720 Patch 1
I'm on my 5th patrol having just left port. I can't think of anything else to add to my original post that would be pertinent. Thanks for your help!
lurker_hlb3
02-02-10, 12:05 AM
I wasn't actually directing this at you, Lurker, but was asking if this was an issue anyone else has seen and if not I would have then asked you for help and provided the information you asked for. I know you're a busy guy and appreciate how quick and helpful you are here so I wasn't trying to make it something you had to look into yet. But since you've asked... ;)
Date: Sept. 15th 1940 (though the message that I received telling me operations have been transferred to Lorient happened soon after leaving port which was early July 1940.
Location: Kiel
Type of Sub: VIIb U-50
Flotilla: For the life of me I haven't been able to figure out how to find this out once you begin a campaign. I started in Kiel Jan. 3rd, 1940 I'm guessing it's the 7th but am not positive. I've looked everywhere in game to find what flotilla I'm in and just can't find it. If you know how to find it please share. :)
Mods (in install order):
RFB 2.0
RFB 2.0 Patch 1
Eye Patch for RFB
OM V705
OMv705 to V720
OMv720 Patch 1
I'm on my 5th patrol having just left port. I can't think of anything else to add to my original post that would be pertinent. Thanks for your help!
1. You are in the 7th Flotilla
2. Your home port is Kiel from Jan 1 1939 to Sept 15 1940
3. The message you received was directed to the "2nd Flotilla". When receiving messages it "important" to read the "to" and "from" lines of all messages. You will receive a message at 0000 16 Sept 1940 to tell you where your next home port is.
4. Your home port is "always" the "tiled anchor" icon.
609_Avatar
02-02-10, 12:34 AM
:oops: Thanks Lurker. Is there a way to find out what flotilla I'm in in case this numb-nut starts another campaign and forgets to write it down? I didn't realize I would see messages to other flotillas so I assumed it was to me but if I could verify my flotilla I would then know for sure. Thanks again.
Captain von Keldunk
02-02-10, 04:11 AM
Hello
While playing OM my topside crew got allways killed when attaced by plane
and diving underwater, one close depth charge explosion and all deck watch
died. as a Fix in sub crew menu I moved conning tower crew slots
nex to topside crew slots and added crew slots to conning tower :smug:
.................................................. ...............................................
http://www.pix8.net/pro/pic/22671f80ce/1151474.jpg
.................................................. .........................................
This way you can move bridge crew to safery of connin tower very fast.:DL
Also watch crews do not get mixed up.:up: and while bridge crew is in conning tower they can work there, fix damage etc.
question: lurker and OM players. If you like I can do all subs in OM
and send sub upc files to lurker to be added to OM.:salute:
OrangeYoshi
02-02-10, 12:36 PM
Weren't those slots already in vanilla OM just for that purpose?
Captain von Keldunk
02-02-10, 12:59 PM
"Weren't those slots already in vanilla OM just for that purpose?"
RSRDC_SH15_V550
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch1
OMEGU_v300
OMEGU_v300_Patch4
OmeguV300WaterFix
I only had 2 slots for connin tower for IXD2, what "vanilla OM":06:
"OmeguV300WaterFix" here are my experimental mods.:DL
lurker_hlb3
02-02-10, 06:35 PM
Hello
While playing OM my topside crew got allways killed when attaced by plane
and diving underwater, one close depth charge explosion and all deck watch
died. as a Fix in sub crew menu I moved conning tower crew slots
nex to topside crew slots and added crew slots to conning tower :smug:
.................................................. ...............................................
http://www.pix8.net/pro/pic/22671f80ce/1151474.jpg
.................................................. .........................................
This way you can move bridge crew to safery of connin tower very fast.:DL
Also watch crews do not get mixed up.:up: and while bridge crew is in conning tower they can work there, fix damage etc.
question: lurker and OM players. If you like I can do all subs in OM
and send sub upc files to lurker to be added to OM.:salute:
This capability has been in OM since v400, and this "fix" is unnecessary
from the readme in the first post of this thread
13. Crew Management
You will note the crew berthing and slots in the conning tower. These slots have been introduced as part of the new submarine damage model system introduced in OM and as a workaround to the way SH4 models crew damage. In essence, when a bridge watch crewman is off-duty, he does not “leave” the bridge; rather, the game just treats him as an inactive crewman still physically located on the bridge. This applies to both surfaced and submerged travel. Thus, to avoid exposing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to crew berthing and the officers to the conning tower.
Captain von Keldunk
02-02-10, 08:59 PM
"This capability as been in OM since v400, and this "fix" is unnecessary"
"you need to move your enlisted bridge crewmen to crew berthing and the officers to the conning tower. "
.................................................. .......................
http://www.pix8.net/pro/pic/22671f80ce/1151500.jpg
.................................................. ........................
OK I see now What you mean, But I think my "fix" is a faster way to tranfer crew and also they do not get mixed up.
briklebritt
02-04-10, 03:28 PM
i am looking for the key which "change heading to view"
in PDF it is "="
But not for me! What key changes the heading to view? i live in germany and got an german keyboard-layout.
i tried to use SH3-Key MOD too, but i do not find this key. Pleas help. Thanks
karamazovnew
02-05-10, 12:34 AM
i am looking for the key which "change heading to view"
in PDF it is "="
But not for me! What key changes the heading to view? i live in germany and got an german keyboard-layout.
i tried to use SH3-Key MOD too, but i do not find this key. Pleas help. Thanks
[Cmd148]
Name=Heading_to_view
Ctxt=1
Key0=0xBB,,"+"
So the ascii code of the key is 0xBB
For US keyboards:
VK_OEM_PLUS (0xBB)
Windows 2000/XP: For any country/region, the '+' key
For some german keybords:
100 Ctrl PFK 187 (f) ESC [ 1 8 7 q (0xbb)
So just press CTRL+F and see if that works... You should set your keyboard settings to a different German type from the Win Control panel, one of them should be more similar to the International one. Good luck...
Pete379
02-05-10, 03:39 AM
Hi I have a problem with SH4 crashing using Operation Monsun and Omegu. Everything works great until I sink a ship then I get either a CTD or the game freezing completely. I think it might have something to do with the Zones.cfg but i'm not sure. It happens after the ship does a big explosion right before it sinks. :hmmm:
I have a picture of it right before it went down and I have a weird smoke effect, not sure if that is the way its supposed to be? Any ideas? Thanks.
http://img683.imageshack.us/img683/579/crashc.jpg
Now it crashes to desktop right when I get a torpedo hit? Anybody ever have this problem before?
karamazovnew
02-05-10, 04:03 AM
Hi I have a problem with SH4 crashing using Operation Monsun and Omegu. Everything works great until I sink a ship then I get either a CTD or the game freezing completely. I think it might have something to do with the Zones.cfg but i'm not sure. It happens after the ship does a big explosion right before it sinks. :hmmm:
I have a picture of it right before it went down and I have a weird smoke effect, not sure if that is the way its supposed to be? Any ideas? Thanks.
http://img683.imageshack.us/img683/579/crashc.jpg
To quote Lurker:
One of the biggest problems I have as a mod builder is trouble shooting problems reported by users. Most of the time all I will get is “so and so is broke” or “such and such no longer works”, and will have to go back and forth with the users to get all the details. It would be nice to be able to reach through the screen and do the "Vulcan Mind Meld" for information about the user’s problem, but that is just not possible. When trouble shooting, I need the following information:
Date
Location
Type of Sub
Flotilla
Mods (in install order)
other relevant facts
I don’t thing that the above info is an unreasonable request and if people would follow these guidelines I will be able to resolve the reported problem in a timely manner
Lurker
Pete379
02-05-10, 04:50 AM
I'm doing the Submarine School Torpedo attack tutorial using a VIIC. The date is June 1,1943. Time is 20:43. This is my installed mods list. I'm going to try with all settings turned down and see if it still does it. Still does it with all settings turned off.
OpsMonsun_V705
OMv705_to_V720
OMEGU_v300
OMEGU_V300_Patch4
OM_Harder_Escort_L2
OM_SH3_Command_Keys
Aircraft_reflections
ATO_OfficeMod
SH4_Flag_Replacement
Silhouette and RecManual Mod v1.1
karamazovnew
02-05-10, 07:55 AM
I'm doing the Submarine School Torpedo attack tutorial using a VIIC. The date is June 1,1943. Time is 20:43. This is my installed mods list. I'm going to try with all settings turned down and see if it still does it. Still does it with all settings turned off.
OpsMonsun_V705
OMv705_to_V720
OMEGU_v300
OMEGU_V300_Patch4
OM_Harder_Escort_L2
OM_SH3_Command_Keys
Aircraft_reflections
ATO_OfficeMod
SH4_Flag_Replacement
Silhouette and RecManual Mod v1.1
Disable Silhouette and RecManual Mod v1.1 and see if it does that again. Omegu makes changes to most ships. If it's ok, try this to keep the new images, but it might give you an error again.
OpsMonsun_V705
OMv705_to_V720
Silhouette and RecManual Mod v1.1
OMEGU_v300
OMEGU_V300_Patch4
OM_Harder_Escort_L2
OM_SH3_Command_Keys
Aircraft_reflections
ATO_OfficeMod
SH4_Flag_Replacement
[/QUOTE]
lurker_hlb3
02-05-10, 07:56 AM
I'm doing the Submarine School Torpedo attack tutorial using a VIIC. The date is June 1,1943. Time is 20:43. This is my installed mods list. I'm going to try with all settings turned down and see if it still does it. Still does it with all settings turned off.
OpsMonsun_V705
OMv705_to_V720
OMEGU_v300
OMEGU_V300_Patch4
OM_Harder_Escort_L2
OM_SH3_Command_Keys
Aircraft_reflections
ATO_OfficeMod
SH4_Flag_Replacement
Silhouette and RecManual Mod v1.1
I will look into this, but as a reminder ( from the first post of this thread )
WARNING
I do not look at “very possible” mod that is out there. If you load a mod up, after RSRDC or OM and JSGME generates a “conflict” warning and you go ahead and loaded it anyway and RSRDC / OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t.
This also applies to "any hand edits" to original OM/RSRDC files by users
WARNING
Would recommend you "remove" these mods and do your test again;
Aircraft_reflections
ATO_OfficeMod
SH4_Flag_Replacement
Silhouette and RecManual Mod v1.1
Pete379
02-05-10, 08:34 AM
Thanks for the help guys but I just went ahead and reinstalled Sh4 and installed OM back and now it works. I was messing around with some files before because I have an old SH3 on another drive and replaced something I shouldn't have. :oops:
difool2
02-05-10, 11:11 PM
After a successful career in a Balao, decided to install OM, and go with my old standby the XXI for my first career (short as it will be starting in Jan '45). My mods:
OpsMonsun V705
OMv 705_to_720
OMv720_Patch1
OMEGU_v300
OM_MultiCmd Keys
OM_Harder_Escort_L2
Map Colour Scheme 3
Carotio_SH4_Small_Moon
[Last two very minor mods which shouldn't affect the main OM mod at all]
The issue is that the battery life in the XXI is much lower than it should be. In a mere one hour at 5 knots, 16% of my battery life is gone already. In GWX I'd probably lose only about 3% of the battery in one hour.
lurker_hlb3
02-06-10, 10:06 AM
After a successful career in a Balao, decided to install OM, and go with my old standby the XXI for my first career (short as it will be starting in Jan '45). My mods:
OpsMonsun V705
OMv 705_to_720
OMv720_Patch1
OMEGU_v300
OM_MultiCmd Keys
OM_Harder_Escort_L2
Map Colour Scheme 3
Carotio_SH4_Small_Moon
[Last two very minor mods which shouldn't affect the main OM mod at all]
The issue is that the battery life in the XXI is much lower than it should be. In a mere one hour at 5 knots, 16% of my battery life is gone already. In GWX I'd probably lose only about 3% of the battery in one hour.
from the readme in the first post of this thread
3.When using the snorkel on a U-boat, CO2 will continue to build up and you will have to surface from time to time to refresh your oxygen supply. Also SH4 does not use the "submerged range" from the .sim file, there fore the Type XXI/XXIII historical underwater range can not be correctly generated.
difool2
02-06-10, 11:12 AM
Okay thanks, somehow missed that last part...
rosentorf
02-07-10, 03:34 AM
Hi there,
sweet, sweet mod you've got yourself there. I realize now that I don't know how it looks without the OMEGU, but...man...with it, it looks damn pretty.
Anyway I have a question. I fired up a new Campaign Operation Monsoon / Oktober '43. Everything works great, except I can't reach the weapons and sensors screen.
My mod list is like that:
01_OpsMonsun_V705
02_OMv705_to_V720
03_OMv720_Patch1
04_OMEGU_v300
OM_Harder_Escort_L1
OMEGU_v300_Patch4
Csengoi's EnemiesOfGermany
OM_Pac_Env
Thanks for any help!
lurker_hlb3
02-07-10, 09:27 AM
Everything works great, except I can't reach the weapons and sensors screen.
The weapons and sensors screen can only be activated "in port"
609_Avatar
02-07-10, 09:57 AM
Anyone know of a list of the various Uboats that were available to the various flotillas and their dates of availability? I've looked around here with the search function and goggled it but haven't found what I'm looking for. Thanks for anyone that can point me in the right direction.
Installed with JSGME in the following order for Stock:
OM V705
OMv705_to_V720
Installed it on clean install of SH4
But I don't see any Operation Monsun in game :06:
rosentorf
02-07-10, 04:54 PM
The weapons and sensors screen can only be activated "in port"
I guessed that. Thanks for the confirmation Lurker. Could you point me in the direction of more info like that. There are a lot of readmes that come with the mods but I did not find a file with a manual or something like that. Maybe it's in the first post and I did not see it?
btw. it's a great mod!
--rosentorf
col_Kurtz
02-08-10, 01:14 PM
Installed with JSGME in the following order for Stock:
OM V705
OMv705_to_V720
Installed it on clean install of SH4
But I don't see any Operation Monsun in game :06:
Did you install SH4 U-boat Mission Pack? Try to find out more for this game, OMEGU_v300 and others.
col_Kurtz
02-08-10, 01:38 PM
Hi up...
OpsMonsun_V705
OMv_705_to_720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_Escort_L1
I have a problem with setting up for torpedos tubes. In VII is only 5 tubes... and have a look on this screen...
Switch on II and III backlit third and fourth
http://naforum.zapodaj.net/thumbs/f9a4f85a2b3d.jpg (http://naforum.zapodaj.net/f9a4f85a2b3d.jpg.html)
Switch on I and IV backlit first and second
http://naforum.zapodaj.net/thumbs/eb715975364c.jpg (http://naforum.zapodaj.net/eb715975364c.jpg.html)
Here is okay.
http://naforum.zapodaj.net/thumbs/79b6f7114954.jpg (http://naforum.zapodaj.net/79b6f7114954.jpg.html)
In IX is everything okay.
lurker_hlb3
02-08-10, 06:47 PM
Hi up...
OpsMonsun_V705
OMv_705_to_720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_Escort_L1
I have a problem with setting up for torpedos tubes. In VII is only 5 tubes... and have a look on this screen...
Switch on II and III backlit third and fourth
http://naforum.zapodaj.net/thumbs/f9a4f85a2b3d.jpg (http://naforum.zapodaj.net/f9a4f85a2b3d.jpg.html)
Switch on I and IV backlit first and second
http://naforum.zapodaj.net/thumbs/eb715975364c.jpg (http://naforum.zapodaj.net/eb715975364c.jpg.html)
Here is okay.
http://naforum.zapodaj.net/thumbs/79b6f7114954.jpg (http://naforum.zapodaj.net/79b6f7114954.jpg.html)
In IX is everythink okay.
contact karamazovnew about your problem in the following thread
http://www.subsim.com/radioroom/showthread.php?t=152590
609_Avatar
02-08-10, 10:01 PM
I deiced to give myself a little variety while playing one campaign and started another with the XXI as I've never really played with this uboat. On my first patrol I've been running into a good amount of PBYs with the MAD gear, no surprise there, but was wondering what, if anything, I can do to help my crew make it through these attacks. I've read through the thread/posts here again about this but saw no responses to the max depth for them (I'm assuming there isn't based on one post about detecting things on the floor) and was wondering if there are any "proven" techniques in-game to help avoid damage from them. I've dove down past 500' and have set various speeds and try to change course now and then but still seem to take damage. Any tips would be appreciated! Thanks.
Did you install SH4 U-boat Mission Pack? Try to find out more for this game, OMEGU_v300 and others.
Knew I forgot something:oops:
col_Kurtz
02-09-10, 11:41 AM
contact karamazovnew about your problem in the following thread
http://www.subsim.com/radioroom/showthread.php?t=152590
Okay, I`m going do that. Thanks so lot.
alexradu89
02-11-10, 06:20 AM
erm ok so...i downloaded Op. Monsun, and it's latest patches, should i need anything else to make my game more enjoyable ? NOTE: i have the vanilla version, does OM have an environment mod ? are there any other mods i should get that solve bugs or anything ?
lurker_hlb3
02-11-10, 07:31 AM
erm ok so...i downloaded Op. Monsun, and it's latest patches, should i need anything else to make my game more enjoyable ? NOTE: i have the vanilla version, does OM have an environment mod ? are there any other mods i should get that solve bugs or anything ?
http://www.subsim.com/radioroom/showpost.php?p=1211610&postcount=1
alexradu89
02-11-10, 09:11 AM
10x lurker_hlb3, so this is how my SH4 looks at the moment
http://img682.imageshack.us/img682/8614/asdcet.jpg am i missing anything else ? oh and also a small question, is there a way i can change the UI (from the periscope) dials to english, because i kinda don't understand the german ones, and also can i change the crew's speech to english instead of german ? -_-
lurker_hlb3
02-11-10, 06:37 PM
am i missing anything else ?
RSRDC patch1
is there a way i can change the UI (from the periscope) dials to english,
no
can i change the crew's speech to english instead of german ?
Remove OMEGU, but I don't think you want to do that
BadKarma1001
02-11-10, 07:03 PM
I deiced to give myself a little variety while playing one campaign and started another with the XXI as I've never really played with this uboat. On my first patrol I've been running into a good amount of PBYs with the MAD gear, no surprise there, but was wondering what, if anything, I can do to help my crew make it through these attacks. I've read through the thread/posts here again about this but saw no responses to the max depth for them (I'm assuming there isn't based on one post about detecting things on the floor) and was wondering if there are any "proven" techniques in-game to help avoid damage from them. I've dove down past 500' and have set various speeds and try to change course now and then but still seem to take damage. Any tips would be appreciated! Thanks.
That´s why i gave up on playing after 1943!
It´s kind of pointless playing a 1945 tour with a XXII crusing submerged in 200 meters and getting attacked by Catalinas all the time.
karamazovnew
02-11-10, 11:25 PM
is there a way i can change the UI (from the periscope) dials to english, because i kinda don't understand the german ones, and also can i change the crew's speech to english instead of german ? -_-
Actualy you can, but you'll have to photoshop a bit:
\Data\Menu\Karamazov\Torp_Metal_Panel.tga
and
\Data\Menu\Karamazov\TDC_Metal_Panel.tga
I don't know german either but I wanted to preserve the authentic feel:
Gegnerfahrt = Target Speed
Auftreff-W = Track Angle
Gegnerlage = Target AOB
Peilung = Bearing
Enfernung = Range
Tiefe = Torpedo Depth
T-Geschw = Torpedo Speed
Pistole = Torpedo Detonator
Einzelshuss = Single Selector
Salvenshuss = Salvo selector...
I'll make a small patch next week (the salvo selctor for VII seems wrong and there's a label missing for the Straight run dial) and post an english version too. Have fun till then.
BTW, roman?
609_Avatar
02-12-10, 08:14 AM
That´s why i gave up on playing after 1943!
It´s kind of pointless playing a 1945 tour with a XXII crusing submerged in 200 meters and getting attacked by Catalinas all the time.
I hear you! I'm starting to loose my patience a little... :) I wanted to try this sub out as it's a pretty neat design and sounded like it'd be fun to play with but with the deadly accuracy of those PBYs (is this even slightly realistic for them to manually gauge when they should drop to hit a sub 500'+ down traveling 3 knots taking into account water friction and speed of the depth charge in order to consistently hit my engine room?!) every single day it's just not as "fun" as I thought it would be. Yes, I know it was tough going in the last years of the war but for this sub in this way? I'm just a little skeptical I guess. :-?
lurker_hlb3
02-12-10, 06:24 PM
I hear you! I'm starting to loose my patience a little... :) I wanted to try this sub out as it's a pretty neat design and sounded like it'd be fun to play with but with the deadly accuracy of those PBYs (is this even slightly realistic for them to manually gauge when they should drop to hit a sub 500'+ down traveling 3 knots taking into account water friction and speed of the depth charge in order to consistently hit my engine room?!) every single day it's just not as "fun" as I thought it would be. Yes, I know it was tough going in the last years of the war but for this sub in this way? I'm just a little skeptical I guess. :-?
Ok,
make the following "changes" so you don't have to worry about the "MAD" anymore
go to Data\Air\ALBS_CATMKVI\
open .sns file with wordpad
change
[Sensor 2]
NodeName=O01
LinkName=MAD
StartDate=19440201
EndDate=19451231
to
[Sensor 2]
NodeName=O01
LinkName=AirB_Visual
StartDate=19440201
EndDate=19451231
do the same to Data\Air\ALBS_PBY5A\
609_Avatar
02-12-10, 08:28 PM
Ok,
make the following "changes" so you don't have to worry about the "MAD" anymore
Thank you sir! I'll give it a shot. Also, I hope you didn't take my little rant as a criticism of your choices as it was not meant to be. I was just blowing off steam after a particular frustrating few days trying to get to my patrol area... :wah:
col_Kurtz
02-14-10, 08:39 AM
Hi lurker...
Hmm... I`m confused. Sailing the IX from Wilhelmshaven, them moving to Lorient port I`m patroling, fighting, taking awards and other splendors, now is the 3rd July 1941 and still no available upgrades for my U-37. From begin to this moment in the game time, nothing change. What is wrong in my game? The points of renown are very high.
I`m looking for it forums but I can`t find out nothing about this problem.
Activated mods:
OpsMonsun_V705
OMv_705_to_V720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_ESCORT_L1
DBSM_SH4_Speech_Fix
Thanks...
609_Avatar
02-14-10, 08:54 AM
Hi lurker...
Hmm... I`m confused. Sailing the IX from Wilhelmshaven, them moving to Lorient port I`m patroling, fighting, taking awards and other splendors, now is the 3rd July 1941 and still no available upgrades for my U-37. From begin to this moment in the game time, nothing change. What is wrong in my game? The points of renown are very high.
I`m looking for it forums but I can`t find out nothing about this problem.
Activated mods:
OpsMonsun_V705
OMv_705_to_V720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_ESCORT_L1
DBSM_SH4_Speech_Fix
Thanks...
Maybe you should have tried the very first opst of this thread or the readme? ;)
9.Conning Towers / Turms
Unlike SH3, Turmumbau (Conning Towers) cannot be upgraded manually, but are coded to upgrade on certain dates within the *.upcge files. The only U-boats that are programmed for this upgrade are the Type VIIC, Type IXB and Type IXC. This is the schedule for the different subs
Type VIIC
Turmumbau I - 1940-07-30 to 1942-06-15
Turmumbau II - 1942-06-16 to 1943-12-10
Turmumbau III- 1943-12-11 to 1945-05-15
Type IXB
Turmumbau I - 1939-07-30 to 1942-08-18
Turmumbau II - 1942-08-19 to 1945-05-15
Type IXC
Turmumbau I - 1941-01-02 to 1943-02-15
Turmumbau III - 1943-02-16 to 1945-05-15
Remember, Renown is no longer used with this mod. You did read the first post about this mod, right? If so, you might want to read it again. Hope that helps you.
col_Kurtz
02-14-10, 01:38 PM
Maybe you should have tried the very first opst of this thread or the readme? ;)
Remember, Renown is no longer used with this mod. You did read the first post about this mod, right? If so, you might want to read it again. Hope that helps you.
Thanks, right.
"Unlike SHIII"... sounds bad ;) To the point.
U-37 is a IXa. If I started the game on the 1 Sept 1939 on the IXa type it means ONLY this boat is playable till the end of the game and war, and no chance to change (award/bonus or promotion for good duty) on IXb/IXc, am I right?
609_Avatar
02-14-10, 05:06 PM
Thanks, right.
"Unlike SHIII"... sounds bad ;) To the point.
U-37 is a IXa. If I started the game on the 1 Sept 1939 on the IXa type it means ONLY this boat is playable till the end of the game and war, and no chance to change (award/bonus or promotion for good duty) on IXb/IXc, am I right?
Ah, you're in a IXa... sorry, I just assumed it was one of the other two and thus referred you to the initial post. I don't know how that will work then. I'm sure Lurker will be along at some point to chime in with the definitive answer. I do doubt that you'll be "stuck" with that boat for the duration but I honestly don't know as I haven't been playing with this mod for very long. I've only started two careers, a VIIb and a XXI and am still in the early stages of both. I know the XXI won't last too long ;) but the VIIb I'm up to late '40 so I should be able to get an upgrade in the not too distant future.
Anyway, I hope you're enjoying this mod as much as I am and I'm willing to bet you'll be upgraded at some point, or at least have the opportunity to transfer to another flotilla/boat.
psykopatsak
02-14-10, 05:28 PM
Fun mod! now one question, is there any compatible HUD mod? like the one in TMO 1.9 with all asorted buttons?
col_Kurtz
02-14-10, 06:15 PM
Ah, you're in a IXa... sorry, I just assumed it was one of the other two and thus referred you to the initial post. I don't know how that will work then. I'm sure Lurker will be along at some point to chime in with the definitive answer. I do doubt that you'll be "stuck" with that boat for the duration but I honestly don't know as I haven't been playing with this mod for very long. I've only started two careers, a VIIb and a XXI and am still in the early stages of both. I know the XXI won't last too long ;) but the VIIb I'm up to late '40 so I should be able to get an upgrade in the not too distant future.
Anyway, I hope you're enjoying this mod as much as I am and I'm willing to bet you'll be upgraded at some point, or at least have the opportunity to transfer to another flotilla/boat.
Yeah ;)
That`s right, this is great mod - mods, best ever seen and I played. AI enemies warships and airplanes - good, very realistic. Ones hit the destroyer, not deadly, just hit... she is escaping from battlefield! Cool! Great, fantastic!
I remember planes, shooting to my boat and firing as a torch and still attacking my boat - kamikaze in the brit planes? :D So weird pilots! Here is everything absolutely different and I love this game ;)
Okay, I`m waiting and I`m trying the OMEGU with pleasure ;)
Thanks anyway...
I change my mind... Unfortunately. I don`t understand one think... When I start the new carrier, difficulty Normal, not Easy as usual... Yeah, yeah, I know... the planes are get crazy. Starting attacking me... I`m shooting, hit the plane... bourne up and... That crazy pilot steel attack, attack and attack... Burning as a torch and attack and attack... I think... should be escape... gone... because is hit and burning.
I don`t know...
lurker_hlb3
02-14-10, 06:35 PM
Fun mod! now one question, is there any compatible HUD mod? like the one in TMO 1.9 with all asorted buttons?
no.
DirtyACE
02-16-10, 08:14 PM
lurker, perhaps you can help me with something. I'm having problems with my game. I'm using OM, OMEGU, and Admiral Scheer for OM. I've been playing for a couple days without any problems, but today my game started crashing. It crashes whenever I try to load a saved game. I have saved the game while I was out on my third patrol and now whenever I try to load one of the saves, the game simply CTD.
I have also tried to load a save after coming back from my second patrol, but something very strange is happening in it as well. The save does load, but when I go to subsystems to check on my crew or upgrade the boat, this is what I see:
http://img685.imageshack.us/img685/772/sh4error.png (http://img685.imageshack.us/i/sh4error.png/)
As you can see the entire crew roster is empty. I have no idea why this happened.
As I said earlier, I was able to play SH4 + OM for two days without any problems whatsoever. The saves were loading fine without any crashing, but today it all went haywire.
Date: January 23, 1941
Location: Gotenhafen
Type of Sub: Admiral Scheer
Flotilla: Group West
Here's also a pic of my JSGME:
http://img651.imageshack.us/img651/3021/modsenabled.png (http://img651.imageshack.us/i/modsenabled.png/)
I activated all mods according to the recommendations found in their respective threads. They should all be compatible with OM.
Any idea why my game keeps crashing or behaving strangely like in the screen shot?
PS - I tried loading a different save, which right after I came back from the first patrol. I again went to subsystems to check on the crew and it seems to be working fine as the boat is fully manned. However, I still don't understand why the crew disappeared after my second patrol.
lurker_hlb3
02-16-10, 09:30 PM
lurker, perhaps you can help me with something.
The save is corrupted.
Try starting a new campaign. If you still have a problem let me know
DirtyACE
02-16-10, 11:41 PM
The save is corrupted.
Try starting a new campaign. If you still have a problem let me know
That's what I was suspecting too, a corrupted file. Do you have any idea how this may have happened? I want to try to avoid corrupting any future saves as much as possible.
Plus, as I said in my previous post, it seems that the campaign was corrupted either during or after my second patrol, because I can load the save while in port after the first patrol and everything seems to be fine.
PS - I was thinking, could extreme uses of TC be the cause of corrupting saves? Sometimes I do use like 4096 TC to traverse really long distances.
I also remember in SH3 it was advisable not to upgrade anything on your boat/ship before the first patrol because it would cause the game to do strange things sometimes. Could this be the case also with SH4?
DirtyACE
02-17-10, 06:12 AM
A small update:
I'm not sure why this is happening but after restarting my second patrol, everything seemed to work fine. However, I tried to save the game during the patrol and then exited the game. I reloaded it and tried to load the save, I got a CTD. So I try to load the same save again and got another CTD. I try a third time and it actually loads up fine, and I can continue playing. This is really strange :doh:
psykopatsak
02-17-10, 09:21 AM
TC doesent affect me, and u regularly speed to 8192x...
609_Avatar
02-17-10, 11:10 AM
A small update:
I'm not sure why this is happening but after restarting my second patrol, everything seemed to work fine. However, I tried to save the game during the patrol and then exited the game. I reloaded it and tried to load the save, I got a CTD. So I try to load the same save again and got another CTD. I try a third time and it actually loads up fine, and I can continue playing. This is really strange :doh:
Out of curiosity, are you overclocking your CPU or video card? I remember with SH3, and even with 4, that it was very sensitive to this. I was able to play other games just fine with the overclock I had, many of which were flight sims with massive calculations taking place and I thought therefore more stressful on my computer, but these games would regularly CTD at weird times. For SH3, when I used to play it, I had to back off a bit in order to get it stable, with SH4 I just had to up my voltages a little higher and it is now stable.
So if you are, try removing the overclock and see if that fixes it. If so, then you need further tweaking or may have to give up on it altogether. Good luck!
col_Kurtz
02-17-10, 11:55 AM
Maybe, maybe...
Did you update drivers for your vid card? Maybe this... I had this problem with my ATI card.
DirtyACE
02-17-10, 06:15 PM
Out of curiosity, are you overclocking your CPU or video card? I remember with SH3, and even with 4, that it was very sensitive to this. I was able to play other games just fine with the overclock I had, many of which were flight sims with massive calculations taking place and I thought therefore more stressful on my computer, but these games would regularly CTD at weird times. For SH3, when I used to play it, I had to back off a bit in order to get it stable, with SH4 I just had to up my voltages a little higher and it is now stable.
So if you are, try removing the overclock and see if that fixes it. If so, then you need further tweaking or may have to give up on it altogether. Good luck!
No, not overclocking anything. My CPU is a AMD Phenom II X4 965 3.4 Ghz Quad-Core. I have never had problems with any other games (Empire Total War, Fallout 3, Football Manager, Modern Warfare 2). I do have other games on my computer that require tons of calculations and they work perfectly. Plus my computer is practically brand new, only 2 months old.
What do you mean by upping your voltages? Are you referring to the power supply unit?
Maybe, maybe...
Did you update drivers for your vid card? Maybe this... I had this problem with my ATI card.
Hmm, well I do have the latest drivers for my video card. However, the card is the only not so new component in my otherwise new PC. It has 256 mb of memory. Made by nvidia. To be honest though, I've used it to play games that are more graphic-intensive than SH4 without any problems.
PS - Could these problems also be cause by the type of RAM being used?
Hello all,
I want to try OM for a long time, but I have a problem - Whenever I enter the museum, the game crashes to desktop without any report or info from windows just when the loading phase seems to be over.
My Mods: OMv705, OMpatch to 720 and OMv720_patch1
Also tried it with RFB and made a couple of reinstalls, but still the same results.
My PC: MB Asus P5K
Gcard: Asus EAH 5750 (1024MB)
CPU Intel Core2Duo E6750 (2,66GHz)
2048 MB RAM
Win XP Home
Thanks for help!:salute:
col_Kurtz
02-18-10, 11:12 AM
Hello all,
I want to try OM for a long time, but I have a problem - Whenever I enter the museum, the game crashes to desktop without any report or info from windows just when the loading phase seems to be over.
My Mods: OMv705, OMpatch to 720 and OMv720_patch1
Also tried it with RFB and made a couple of reinstalls, but still the same results.
My PC: MB Asus P5K
Gcard: Asus EAH 5750 (1024MB)
CPU Intel Core2Duo E6750 (2,66GHz)
2048 MB RAM
Win XP Home
Thanks for help!:salute:
Help...
Never, ever go to museum. Too much ships. That is the answer ;)
Point 14. of the Readme ;)
14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 with CTD
col_Kurtz
02-18-10, 11:18 AM
No, not overclocking anything. My CPU is a AMD Phenom II X4 965 3.4 Ghz Quad-Core. I have never had problems with any other games (Empire Total War, Fallout 3, Football Manager, Modern Warfare 2). I do have other games on my computer that require tons of calculations and they work perfectly. Plus my computer is practically brand new, only 2 months old.
What do you mean by upping your voltages? Are you referring to the power supply unit?
Hmm, well I do have the latest drivers for my video card. However, the card is the only not so new component in my otherwise new PC. It has 256 mb of memory. Made by nvidia. To be honest though, I've used it to play games that are more graphic-intensive than SH4 without any problems.
PS - Could these problems also be cause by the type of RAM being used?
The RAM min. req is 1 GB, but the best way is 2GB.
After update my Vid Card I had this problem. Crash the save and I had to start the patrol from port, not all game, just last patrol. And I think, that is the reason. 256 MB card... should be OK. It`s depend of type nVidia. My card is from ATI, bit stronger ;)
I think some components of update change somethink in the save... That is the problem with loading the save game.
:salute:
col_Kurtz
02-18-10, 11:21 AM
Out of curiosity, are you overclocking your CPU or video card? I remember with SH3, and even with 4, that it was very sensitive to this. I was able to play other games just fine with the overclock I had, many of which were flight sims with massive calculations taking place and I thought therefore more stressful on my computer, but these games would regularly CTD at weird times. For SH3, when I used to play it, I had to back off a bit in order to get it stable, with SH4 I just had to up my voltages a little higher and it is now stable.
So if you are, try removing the overclock and see if that fixes it. If so, then you need further tweaking or may have to give up on it altogether. Good luck!
By the way... My CPU is overlocked, from 1,8Ghz to 2,8Ghz ;) And still is to slowly to my V card ;) And SH4-5UBM with OMEGU looks OK and no problems ;)
609_Avatar
02-18-10, 11:51 AM
No, not overclocking anything. My CPU is a AMD Phenom II X4 965 3.4 Ghz Quad-Core. I have never had problems with any other games (Empire Total War, Fallout 3, Football Manager, Modern Warfare 2). I do have other games on my computer that require tons of calculations and they work perfectly. Plus my computer is practically brand new, only 2 months old.
Then no worries, that's not your issue obviously.
What do you mean by upping your voltages? Are you referring to the power supply unit?
No, don't worry about it. As you're not into overclocking you don't need to know about it. It's something overclockers do to stabilize their systems.
Thank You and sorry for spamming... I had to miss it in the .doc version of OM manual...:oops:
col_Kurtz
02-18-10, 05:09 PM
Thank You and sorry for spamming... I had to miss it in the .doc version of OM manual...:oops:
No problem ;)
DirtyACE
02-18-10, 06:21 PM
The RAM min. req is 1 GB, but the best way is 2GB.
After update my Vid Card I had this problem. Crash the save and I had to start the patrol from port, not all game, just last patrol. And I think, that is the reason. 256 MB card... should be OK. It`s depend of type nVidia. My card is from ATI, bit stronger ;)
I think some components of update change somethink in the save... That is the problem with loading the save game.
:salute:
Well, I have 4GB of DDR3 1600 so that should be more than enough.
Then no worries, that's not your issue obviously.
No, don't worry about it. As you're not into overclocking you don't need to know about it. It's something overclockers do to stabilize their systems.
Do you have any other suggestions as to what may be causing my game to behave in such manner?
It's a real mystery to me. Basically, I can try loading a certain save several times and it will crash, but then suddenly it will load fine and I will able to play normally. In fact, I just tried loading a save. The first five times it crashed while loading, but on the sixth time it loaded fine and now I'm playing.
609_Avatar
02-18-10, 07:00 PM
Do you have any other suggestions as to what may be causing my game to behave in such manner?
It's a real mystery to me. Basically, I can try loading a certain save several times and it will crash, but then suddenly it will load fine and I will able to play normally. In fact, I just tried loading a save. The first five times it crashed while loading, but on the sixth time it loaded fine and now I'm playing.
Wish I did but I can't think of anything to add that hasn't already been suggested. Sorry.
KarlKoch
02-19-10, 02:24 PM
Hey folks,
i couldnt find an answer for the question, if OM has any advantage when installing RFB, RSRD, TMO, oder other mods before OM, or is OM the happy-from-all-sides-mod concerning the atlantic war?
Hey folks,
i couldnt find an answer for the question, if OM has any advantage when installing RFB, RSRD, TMO, oder other mods before OM, or is OM the happy-from-all-sides-mod concerning the atlantic war?
I use OM plus OMEGU in a stand alone install for the ATO only. TMO and RFB each get their own dedicated install, keeps things neater and more flexible plus if you break one....well you know the rest of the story.
Hi there,
I just installed the mod, just OpsMonsun_V705, OMv705_to_720 and OMv720_Patch 1.
My problem is when I hit a ship with a torpedo there isn't a damage texture on the ship, my crew says that the torpedo hit the target and I can hear it, too but I can't see the damage on the enemy ship.
Any help for this problem?
DirtyACE
02-19-10, 06:58 PM
It seems that the problem with my game constantly crashing is because of the high amount of renown I've accumulated. If you look at the pic I posted earlier, there's a renown counter in the upper left corner, it reads 99999. I've been informed that that has caused games to crash in the past for some people.
Since I'm playing using the Admiral Scheer, the whole renown system has become pretty much useless, because there are no upgrades to buy for this ship which cost renown, so there's just no way for me to use it up.
lurker (or anyone else), is there a way to fix this for the Admiral Scheer or should I simply edit the CareerTrack file in the saved games folder to reduce the renown I have back to zero?
lurker_hlb3
02-19-10, 07:00 PM
Hi there,
I just installed the mod, just OpsMonsun_V705, OMv705_to_720 and OMv720_Patch 1.
My problem is when I hit a ship with a torpedo there isn't a damage texture on the ship, my crew says that the torpedo hit the target and I can hear it, too but I can't see the damage on the enemy ship.
Any help for this problem?
http://www.subsim.com/radioroom/showpost.php?p=1174639&postcount=1620
lurker_hlb3
02-19-10, 07:06 PM
should I simply edit the CareerTrack file in the saved games folder to reduce the renown I have back to zero?
This is my recommended course of action
DirtyACE
02-19-10, 07:13 PM
This is my recommended course of action
Thanks lurker. As always, brief and straight to the point :up:
609_Avatar
02-19-10, 08:06 PM
It seems that the problem with my game constantly crashing is because of the high amount of renown I've accumulated. If you look at the pic I posted earlier, there's a renown counter in the upper left corner, it reads 99999. I've been informed that that has caused games to crash in the past for some people.
Nice find! I haven't been affected by this, though using the AS campaign I haven't gotten that high in renown yet so maybe later it will cause problems... I have maxed out my renown in my VIIb career and it's been no problem so far. If I do start getting CTD I'll know what to do.
Yes, using OM renown is now useless as it's not used at all.
col_Kurtz
02-20-10, 07:18 AM
[QUOTE=DirtyACE;1272685]Well, I have 4GB of DDR3 1600 so that should be more than enough.
4GB in... XP OS or Vista or 7? Because the XP if I remember can`t "read" more than 2GB, so... ;)
col_Kurtz
02-20-10, 07:26 AM
Hi there,
I just installed the mod, just OpsMonsun_V705, OMv705_to_720 and OMv720_Patch 1.
My problem is when I hit a ship with a torpedo there isn't a damage texture on the ship, my crew says that the torpedo hit the target and I can hear it, too but I can't see the damage on the enemy ship.
Any help for this problem?
Probably you hit the "old" ship :D
It`s meaning taken from SH3 :)
Anyway go to the readme straight away for more information :)
You can add the following mods, to your free choice:
OMEGU_v300
OMEGU_v300_Patch2
OMEGU_v300_Patch4
It`s just my suggestion :)
col_Kurtz
02-20-10, 07:37 AM
Hi lurker...
One question. Why does the burning airplane keep attacking me:hmmm: Is it possible to change it? My IX is to slow and I don`t have to much time even going to crash dive :oops: Change in some .cfg or somewhere else.
Thanks and sorry...
lurker_hlb3
02-20-10, 10:23 AM
Is it possible to change it?
No.
lurker_hlb3
02-20-10, 10:28 AM
OM v720 Patch 2
Adjustments to the MAD sensor to make it less sensitive and give the users a chance to escape air attacks
Download link in first post
Lurker,
Just curious are the Training Missions still viable after all the changes to OM and OMEGU.
With the following install I am getting a CTD during the Torpedo Training Mission. This happens while going out to the training area where the objective is located. At about 20km from the destination.
Related to particles file per error report.
Rel_SH4_Trans-Atlantic_Radio
Setup Trans-Atlantic Radio and BBC
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch5
OM_SH3_Command_Keys
OM_Arct_Env
No hurry on this, I am off in a Monsun boat career.
Thanks for all your hard work and dedication!
col_Kurtz
02-20-10, 02:02 PM
OM v720 Patch 2
Adjustments to the MAD sensor to make it less sensitive and give the users a chance to escape air attacks
Download link in first post
Done! :salute:
And I found new patch for OMEGU, downloaded too:)
Thanks so lot :salute:
pelucho25
02-20-10, 08:59 PM
RFB 2.0 is compatible with the Operation Monsun and patches to date?.
What would your teacher load order combining the two?
Thanks and greetings from Spain!
KarlKoch
02-21-10, 04:57 AM
As stated in the OMEGU thread, Patch5 is causing this and some other CTD issues. It seems to be the open-hatch mod. Patch 5a is released and doesnt contain this.
Lurker,
Just curious are the Training Missions still viable after all the changes to OM and OMEGU.
With the following install I am getting a CTD during the Torpedo Training Mission. This happens while going out to the training area where the objective is located. At about 20km from the destination.
Related to particles file per error report.
Rel_SH4_Trans-Atlantic_Radio
Setup Trans-Atlantic Radio and BBC
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch2
OMEGU_v300
OMEGU_v300_Patch5
OM_SH3_Command_Keys
OM_Arct_Env
No hurry on this, I am off in a Monsun boat career.
Thanks for all your hard work and dedication!
KarlKoch
02-21-10, 09:17 AM
I have another question: can i run a full career with latest version of OM? Starting date 1.9.39 and still get mission objectives that are "planned"? Or do i have to play a few patrols, and then begin a new career with another startdate?
lurker_hlb3
02-21-10, 09:22 AM
I have another question: can i run a full career with latest version of OM?
Yes
lurker_hlb3
02-21-10, 09:23 AM
RFB 2.0 is compatible with the Operation Monsun and patches to date?.
What would your teacher load order combining the two?
Thanks and greetings from Spain!
You can find the answer in the first post of this thread
9th_cow
02-21-10, 07:25 PM
Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of “any” Uboat
^^
Doh!
I gave up on SHIV Ages ago as the pacific and a few minor flaws put me off, and just recently re installed SHIII to get my sub fix again, only to find out i have a memory leak, cant load saves (ever under any circumstances) and various random crashes.
so I headed back to the stable but boring SHIV, only to find this mod.
Can't tell you how much I love it!!! A+ Really loving SHIV now and still getting my type 7 fix :D
Stuck a mine in the nose of one to test it lol. I will read instructions next time however.
Love the new kinds of ships, and designations, have no clue how the damage model works but it "feels" right, and has me wasting torps left right and centre for more realistic tonnages.
Hate the RAF with a passion, but it also feels right, barely above the surface during daytime now, and I hate the run south of england as im constantly forced under by Blenheims, but again feels just right.
I have not read any documentation on this, mines for example lol, so I guess I have a lot to learn.
I do have one question though, do I lose any subs to make way for the new ones ? or are they additional models ?
really going to put some time into this game, get my first patrol out the way and get back to base and get rid of that mine :D
so far i got 2 ships, had a dud torpedo and claimed around 11K, had to finish them both on the surface with the deckgun, and run from the RAF shortly after wards both times.
Ah thats one thing, I would rather not attack "neutrals" and I did read there are no true neutrals in this mod, but is there a simple way of knowing who i should and should not be attacking ? I think I already claimed a Dutch ship (oops) and just broke off an attack run on a Norweigan ship too.
Galanti
02-22-10, 01:24 PM
Ah thats one thing, I would rather not attack "neutrals" and I did read there are no true neutrals in this mod, but is there a simple way of knowing who i should and should not be attacking ? I think I already claimed a Dutch ship (oops) and just broke off an attack run on a Norweigan ship too.
I almost broke off my run on a Norwegian Hog Islander last night, then I reasoned that it was March, 1940, well after the Altmark incident and war with Norway was imminent. I had earlier abandoned an attack on an American tanker.
I guess you can roleplay it that way, or perhaps print out a list of nations and there entry into the war, or perhaps use this mod:
http://www.subsim.com/radioroom/showthread.php?t=141862&highlight=enemies+of+germany
Pomorza
02-22-10, 02:11 PM
Hey guys
I installed the operation monsoon over a copy of SHIV with the TriggerMaru Overhaul 19. (For some reason if I don't have TMO installed I loose all my menus). The game will play fine but upon returning to port I crash to the desktop. Any ideas? Reading the first post explained that it is not compatible with TMO. Is there any version of this mod that is? I love this game to death so I would like to know.
Jan
609_Avatar
02-22-10, 02:48 PM
Based on what the first post says I don't think there is a version of OM that is compatible. You may try an earlier version of TM that would work, one earlier than the version mentioned that breaks OM. Sorry, forgot which version that is.
609_Avatar
02-22-10, 02:50 PM
Because of recent changes to TMO v18x, OM is "NO LONGER COMPATIBLE" with TMO. If you do so you will "Break" the mod
One before that one should work based on this. Good luck.
col_Kurtz
02-22-10, 03:39 PM
Hey guys
I installed the operation monsoon over a copy of SHIV with the TriggerMaru Overhaul 19. (For some reason if I don't have TMO installed I loose all my menus). The game will play fine but upon returning to port I crash to the desktop. Any ideas? Reading the first post explained that it is not compatible with TMO. Is there any version of this mod that is? I love this game to death so I would like to know.
Jan
Hej...
Clear SHIV... without UBM?
Pozdrowionka ;)
Hey guys
I installed the operation monsoon over a copy of SHIV with the TriggerMaru Overhaul 19. (For some reason if I don't have TMO installed I loose all my menus). The game will play fine but upon returning to port I crash to the desktop. Any ideas? Reading the first post explained that it is not compatible with TMO. Is there any version of this mod that is? I love this game to death so I would like to know.
Jan
Setup a second install of SH4, and utilize MultiSH4 to create the Save Game and Setting folders. This requires a bit of work but will deliver trouble free game play and less mucking about with activating different mods and changes.
Happy Hunting!
9th_cow
02-22-10, 06:23 PM
I almost broke off my run on a Norwegian Hog Islander last night, then I reasoned that it was March, 1940, well after the Altmark incident and war with Norway was imminent. I had earlier abandoned an attack on an American tanker.
I guess you can roleplay it that way, or perhaps print out a list of nations and there entry into the war, or perhaps use this mod:
http://www.subsim.com/radioroom/showthread.php?t=141862&highlight=enemies+of+germany
thank you, I will use that.
I am having some strange times in this mod at the moment.
mission one lots of ships, hell of a lot of RAF planes, 5 sinkings all merchant.
Mission 2 made my way into Scapa Flow and sank a Battle Cruiser. on my way out I mounted a sub net and took a daft amount of damage considering I was doing 1knot. and also surprised myself as I came in that way... they must have errected the net quickly lol.
Saw nothing on the way to the north of England, bumped into a task force in the North West moving far too quickly for me to intercept with was a shame, 3 cruisers no escorts.
After 10 days on patrol I headed home again north of England ( I learned my lesson about going through the channel on my first mission) and the next ship I saw was a Merchant. so in 15 days or so I saw next to nothing.
As for that merchant.... 3 direct hits below the engine comparment, and for once all 3 torps worked ( I hate duds!) 1 hour later nothing happened.
Surfaced and put 100 shells into it.
turned my back on her and put one more fish in her.
put another 40 shells into it.
It eventually sank, but you have to credit the ppl who build her :D my sub breaks in two if we drop our binoculars on the deck, that merchant was outstanding.
The one worthwhile target I saw other than the Battle Cruiser was of course American, as it is 1939 I let her go.
Well out for patrol 3, will be bringing in the new year at sea.
Pomorza
02-22-10, 07:41 PM
Nevermind guys I just installed a nice clean version of SHIV UBM and then OM. Works great. Thanks for the advise though I'll keep it in mind.
Jan
9th_cow
02-23-10, 04:55 PM
I discovered mines :-) by running into them :-(
So can anyone point me in the direction of a map that lists they're locations please ?
I am currently searching the readme files but there are many of them, and it wasnt where i expected it to be in the intell folder.
lurker_hlb3
02-23-10, 07:32 PM
I discovered mines :-) by running into them :-(
So can anyone point me in the direction of a map that lists they're locations please ?
I am currently searching the readme files but there are many of them, and it wasnt where i expected it to be in the intell folder.
There are no maps of mine fields
Regarding the patches, do I need to install every patch or will the latest patch suffice?
lurker_hlb3
02-24-10, 08:30 PM
Regarding the patches, do I need to install every patch or will the latest patch suffice?
All Patches for OM and OMEGU are roll ups
mikwarleo
02-25-10, 01:57 AM
Hi all, sorry if this has been reported before, at 100+ pages cant read it all to find out.
I'm getting no sound from AA guns in OM. If tested mods I have installed one by one and can confirm it is only after enabling OM that I lose AA gun sound:
RFB 2.0 (patched)
RSRDC_RFB_v575 (patched) sound works to here
OM_v705 (patch v720 + patch 2) sound on AA guns is gone even on boats available in pacific campaign.
I miss my AA gun sound and love playing OM so is there a fix, even one I can do myself (like copy releavnt sound file from previous mod or something - anyone know what those are and where to find them)? Or is it an issue with a reference to a file being wrong or something? i.e. so prog doesn't find the AA gun sounds in OM?
EDIT: Also is it normal to have no renown in OM? I notice (at least at the start of my campaign) uboat upgrades like the dual barrel 2cm flak and crew cost zero renown?
THANKS! :)
I have AA Sound, so I don't know about that. But I am also wondering about the renown system.
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