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View Full Version : [REL] "Game Fixes Only" mod for stock v1.5


Webster
02-10-09, 08:50 PM
GFO WILL NO LONGER BE RELAESED UNDER THAT NAME BECAUSE IT NO LONGER CONTAINS ONLY FIXES SO IT WILL BE RELEASED UNDER A NEW NAME AND CALLED:


"Unofficial SH 4 Patch to v1.6"




WHEN IT IS RELEASED IT WILL HAVE A NEW THREAD FOR IT BY THAT NAME

C DuDe
02-11-09, 10:12 AM
:o ...

omg, dude.

Very very nice thx!

banjo
02-11-09, 10:22 AM
More amazing Webster mods. Thanks much.

ReallyDedPoet
02-11-09, 10:26 AM
Nice work here :yep::up:


RDP

jimimadrid
02-11-09, 12:27 PM
Good work. Keep on. :rock::rock::rock:

Soundman
02-13-09, 12:30 PM
:rock: Fabulous! I just hope any mods I use don't screw the fixes up.

Webster
02-13-09, 12:44 PM
:rock: Fabulous! I just hope any mods I use don't screw the fixes up.

most big mods

rfb - tmo - rsrdc - fotrs have most if not all of these fixes in them as far as i know but i cant say they have every single one.

if you see ones not working let me know and i can help you try to make a compatable file to include it in that mod.

i dont know what the resistance level is on this idea but if mods new updates start with this mod or make sure it contains all of them then nothing will ever be broken. but it would require cooperation :hmmm:

tonschk
02-18-09, 08:03 PM
Thank you for this mod :yeah: , this SH4 have many bugs and errors

Hitman
02-19-09, 09:17 AM
Brilliant :yeah: was hoping for something like this since long ago when it was first discussed :rock:

Many thanks for sharing mate, you should get a medal for this :up:

We should call it the:

UNOFFICIAL 1.6 PATCH

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

I would like to add however some comments:

Manual Range and Mast Height Dial Fix by ottos and munchausen (http://www.subsim.com/radioroom/showthread.php?t=111371)

This mod allows you to input distance manually, but at the expense of being able to manually drag the mast heigth. In real submarines, mast heigth was used to measure distance, and distance when obtained via radar to measure mast heigth for succesive observations. However, the main function remains by being able to drag and move mast heigth and the game had it IMHO correct, so I would leave this "fix" out.

no hydrophone for u-boats on surface fix by kapitan zur see (http://www.subsim.com/radioroom/showthread.php?t=132675)

That is correct for some hydrophones, but not for all. The Balkongerät should work even if surfaced.

Webster
02-19-09, 02:40 PM
Brilliant :yeah: was hoping for something like this since long ago when it was first discussed :rock:

Many thanks for sharing mate, you should get a medal for this :up:

We should call it the:

UNOFFICIAL 1.6 PATCH

well here it is from way back when: http://www.subsim.com/radioroom/showthread.php?t=118494 (http://www.subsim.com/radioroom/showthread.php?t=118494)
------------------------------------------------------------------------------------

I would like to add however some comments:

Manual Range and Mast Height Dial Fix by ottos and munchausen (http://www.subsim.com/radioroom/showthread.php?t=111371)

This mod allows you to input distance manually, but at the expense of being able to manually drag the mast heigth. In real submarines, mast heigth was used to measure distance, and distance when obtained via radar to measure mast heigth for succesive observations. However, the main function remains by being able to drag and move mast heigth and the game had it IMHO correct, so I would leave this "fix" out.

unless i missed something, this just lets you have the ability (only if you choose to use it) to try a different reference point to base your calculations from. i only see it as adding more realism since in real life you could do the same thing. im not saying its good or bad, just didnt see any reason not to have that option should you want to use it.

no hydrophone for u-boats on surface fix by kapitan zur see (http://www.subsim.com/radioroom/showthread.php?t=132675)

That is correct for some hydrophones, but not for all. The Balkongerät should work even if surfaced.

i definately could use more imput on the hydrophones as well as these:

create GHG blind spot between 340 and 020 degrees

GHG and Balkon Gerat can pick up contacts at ~25km while at 20knots surfaced in bad weather

im not playing on german side much so im flying blind with these

Munchausen
02-19-09, 04:40 PM
I would like to add however some comments:

Manual Range and Mast Height Dial Fix by ottos and munchausen (http://www.subsim.com/radioroom/showthread.php?t=111371)

This mod allows you to input distance manually, but at the expense of being able to manually drag the mast heigth. In real submarines, mast heigth was used to measure distance, and distance when obtained via radar to measure mast heigth for succesive observations. However, the main function remains by being able to drag and move mast heigth and the game had it IMHO correct, so I would leave this "fix" out.

You need to read further. Ottos' original change did as you say but the fix, allowing both range and mast height to be adjusted, is further down the thread.

Webster
02-21-09, 03:56 AM
I would like to add however some comments:

Manual Range and Mast Height Dial Fix by ottos and munchausen (http://www.subsim.com/radioroom/showthread.php?t=111371)

This mod allows you to input distance manually, but at the expense of being able to manually drag the mast heigth. In real submarines, mast heigth was used to measure distance, and distance when obtained via radar to measure mast heigth for succesive observations. However, the main function remains by being able to drag and move mast heigth and the game had it IMHO correct, so I would leave this "fix" out.



have a look at this post that explains the mod that i used, it is a little different from the way otto did it in the original post of the thread.

http://www.subsim.com/radioroom/showthread.php?p=831938#post831938

if you read you will see its different from the first version.

let me know if you still feel its not worth including in my patch.

i value everyones opinion, after all the whole point is to have something that is usefull for everyone.

Mav87th
02-21-09, 06:52 AM
I would like to add however some comments:

Manual Range and Mast Height Dial Fix by ottos and munchausen (http://www.subsim.com/radioroom/showthread.php?t=111371)

This mod allows you to input distance manually, but at the expense of being able to manually drag the mast heigth. In real submarines, mast heigth was used to measure distance, and distance when obtained via radar to measure mast heigth for succesive observations. However, the main function remains by being able to drag and move mast heigth and the game had it IMHO correct, so I would leave this "fix" out.


have a look at this post that explains the mod that i used, it is a little different from the way otto did it in the original post of the thread.

http://www.subsim.com/radioroom/showthread.php?p=831938#post831938

if you read you will see its different from the first version.

let me know if you still feel its not worth including in my mod.

i value everyones opinion, after all the whole point is to have something that is usefull for everyone.

Copied my own explanatin from the original thread

It works this way:

1) If you identify the ship via hacking it off in the recognitions book
or.... if you give the order "Identify Target" via the WO

In this mode the marker swings too the value given in the ships cfg file for mastheadheight. No matter what you slide it to afterwards it will take the stadimeter reading from this.

2) If you do NOT identify the ship (aka nothing is present in the top field of the TDC)

In this mode you can slide it to any value you want to and take a stadimeter reading that is calibrated from that height. AKA if you have a ONI-208-J book and thus can make out the Funnel height to say 60 ft. then you put the slider on 60 ft. and take your stadimeter shot at the funnel top. If you want the top of the mast then you slide it to the top of the mast height as given in the ONI..

This (2) is how i use it, as i find it VERY helpfull to be able to use any part of the ship i see fit for the measurement. I allso enjoy paging around in the ONI to identify the ship - on long ranges guestimessing from what i can see. fx. starting out with naming it from Mast Funnel placements like the HARUNA MARU is a MMF-split (Mast Mast Funnel with a split superstructure)

If anyone here is interested i can make a mod (build on top of "JP Ship Dimension Fix1.3") available for use with any SH4 ver. where you have the ONI pages for the merchants in SH4 and ship cfg files with Gross tonnage, height, beam, length and draft from the ONI (and crew amount when possible).

Rockin Robbins
02-21-09, 08:35 AM
The irony, the irony!:hmmm: Mr. Tweaker Mod, anti-supermodder himself brings forth his own and the newest supermod. Modding is a cruel mistress, but it looks like you can handle her.

So wow! We have Game Fixes Only (may I be the first to call it GFO?), Trigger Maru Overhauled, Real Fleet Boat, Fall of the Rising Sun, CA24-F and Operation Monsun, soon (?) to be joined by GWX4. This is one healthy game, I'd say with an explosion of creativity in the past several months to put new life in an old game. If I had said a year ago that today we would have six quality supermods, with a seventh on the way, for SH4 I would have been banned from Subsim for delusional thinking!

Great work Webster and Peabody. Looks like the future is in good hands.
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/fireworks-074.gif

Webster
02-21-09, 12:42 PM
The irony, the irony!:hmmm: Mr. Tweaker Mod, anti-supermodder himself brings forth his own and the newest supermod. Modding is a cruel mistress, but it looks like you can handle her.

So wow! We have Game Fixes Only (may I be the first to call it GFO?), Trigger Maru Overhauled, Real Fleet Boat, Fall of the Rising Sun, CA24-F and Operation Monsun, soon (?) to be joined by GWX4. This is one healthy game, I'd say with an explosion of creativity in the past several months to put new life in an old game. If I had said a year ago that today we would have six quality supermods, with a seventh on the way, for SH4 I would have been banned from Subsim for delusional thinking!

Great work Webster and Peabody. Looks like the future is in good hands.
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/fireworks-074.gif

well, thank you, but the goal is to NOT be a mod but rather a patch to be perminently installed over the stock game to get you as far as you can get to fix everything thats fixable.

im still anti-supermod in as much as to have stand alone mods to allow for everyones own personal taste to customize their own game. (i couldnt have done this without stand alone mods)

the idea is to create a whole new starting point to begin adding your mods to and i hope also allow the super mods to not have to include all the fixes so they will be smaller and faster and easier to download as well as to load or unload in the game.

Webster
02-21-09, 02:06 PM
i added the TMO Plot mod by Orion and Rockin Robbins

it will remove the ship ID, course, speed, and direction info from the map to be more realistic



comments:

i know its nice to have all that instant information you should have no way of knowing but its like having a built in cheat for the game and im thinking its something we shouldnt have, so in that reguard i kinda think removing it would be a "fix" but i will wait and see what comments i get about it. if too many people want this info to stay, then i will offer a patch to add it in seperately if wanted. but then i could offer a patch to undo the change too so im still up in the air as to what i should do here.

tonschk
02-21-09, 02:12 PM
well, thank you, but the goal is to NOT be a mod but rather a patch to be perminently installed over the stock game to get you as far as you can get to fix everything thats fixable.

im still anti-supermod in as much as to have stand alone mods to allow for everyones own personal taste to customize their own game. (i couldnt have done this without stand alone mods)

the idea is to create a whole new starting point to begin adding your mods to and i hope also allow the super mods to not have to include all the fixes so they will be smaller and faster and easier to download as well as to load or unload in the game.

I Totally agree with you :yeah: , may be send this " Unofficial 1.6 patch " to UBISOFT , and later we can have a " Official 1.6 Patch " from UBISOFT , this patch is really needed

Munchausen
02-21-09, 03:31 PM
If anyone here is interested i can make a mod (build on top of "JP Ship Dimension Fix1.3") available for use with any SH4 ver. where you have the ONI pages for the merchants in SH4 and ship cfg files with Gross tonnage, height, beam, length and draft from the ONI (and crew amount when possible).

:up: I'd be happy with a mod that just adds funnel height to the default recognition manual. Maybe beam length too ... I don't use it now but you never know when you'll get the itch to try something different.

Hitman
02-25-09, 03:20 PM
@Munchausen, Webster & Mav87th

Thanks for the clarification :oops: I downloaded and tried the mod when it first came out and wasn't aware that it had been further improved

Now this rocks :rock:

Munchausen
02-25-09, 03:28 PM
:03: NP.

Would "funnel height" be a change to the graphic (recognition manual) or would it be an alpha-numeric value "pasted" over the graphic?

Mav87th
02-26-09, 03:55 AM
Im not sure how much you can muck with the Recognitions Manual. My idea was to make a copy of the relevant pages from the ONI manual and edit the ships datafiles to relect the real numbers...

Webster
03-02-09, 12:01 PM
@Munchausen, Webster & Mav87th

Thanks for the clarification :oops: I downloaded and tried the mod when it first came out and wasn't aware that it had been further improved

Now this rocks :rock:

:yeah:

Hitman
03-03-09, 09:24 AM
I for one would prefer a fixed set of mast values in the cfg files instead of the super accurate values for funnels or superstructures by CptScurvy. Reason is -aside from personal and subjective taste- that the spirit of this patch is to fix the game, not to "improve" it with alternatives.:hmmm:

Webster
03-03-09, 11:32 AM
I for one would prefer a fixed set of mast values in the cfg files instead of the super accurate values for funnels or superstructures by CptScurvy. Reason is -aside from personal and subjective taste- that the spirit of this patch is to fix the game, not to "improve" it with alternatives.:hmmm:


yes

keep in mind its a grey line im dancing on and sometimes i may not follow my own guidelines but these are the guidelines im trying to use for things i include:

fixes something that didnt work correctly

corrects something that wasnt suppoesed to be that way

makes adjustments to the game for realism as long as game play difficulty isnt changed much

adds something to the game that should have been usable in the first place


my view on the rec manual is it should be realistic with the type and accuracy of the numbers that were available during the war.

if you get exact accurate numbers it is sort of a cheat because you shouldnt have that info. in real life most of those numbers were guesstimates based on spotty comparisons so there must be a certain margin of error to maintain realism. if you wanted to provide a "cheat sheet" text document of these exact numbers to use with the games rec manual you could do that but i dont think a perfectly accurate rec manual is something that belongs in my fixes patch because it is in no way reality based.

Mav87th
03-04-09, 01:14 PM
Reality based is to use the ONI pages of the ships in the game. Use the values of that manual for your target solution - no matter what is in the ships cfg file.....

el cheguevara
03-22-09, 12:22 AM
Any updates on the full release date? :D. Looking forward to it and also i need to download the pre-release again but it's not on your filefront anymore, any chance you could reupload it for the time being?

Hitman
03-22-09, 04:44 AM
yes

keep in mind its a grey line im dancing on and sometimes i may not follow my own guidelines but these are the guidelines im trying to use for things i include:

fixes something that didnt work correctly

corrects something that wasnt suppoesed to be that way

makes adjustments to the game for realism as long as game play difficulty isnt changed much

adds something to the game that should have been usable in the first place


Good :up:

On that line, I'd like to suggest something usually overlooked, which is both a realism and a probable game error issue, which enhances gameplay and has absolutely no drawbacks: Give the periscopes their historically correct 1,5x/6x zoom instead of the current 1x/4x zoom. It's a verye asy fix in the cameras.dat, and once you are tweaking it, some more fixes that allow a better (closer) view of radar screen would also be wellcomed.

Webster
03-22-09, 11:09 AM
Good :up:

On that line, I'd like to suggest something usually overlooked, which is both a realism and a probable game error issue, which enhances gameplay and has absolutely no drawbacks: Give the periscopes their historically correct 1,5x/6x zoom instead of the current 1x/4x zoom. It's a verye asy fix in the cameras.dat, and once you are tweaking it, some more fixes that allow a better (closer) view of radar screen would also be wellcomed.

yes that is a good fix, i cant believe how many simple easy things get overlooked trying to move mountains lol.

the periscope fix will be in the full release coming out in just a few days, it will also include my free cam tweak to allow getting up 400ft high and being able to get within 1 ft of things (without going inside them) so that should give you better radar view you want to.

Webster
03-22-09, 11:09 AM
Any updates on the full release date? :D.


full release coming out in just a few days :yeah:

tonschk
03-22-09, 12:21 PM
:up: Thank you very much WEBSTER to remove errors in this SH4 game :yeah:

Mourning_Lord
03-23-09, 02:23 AM
Hi there,

For some reason, when I click on the link to download the mod, it takes me just to the filefront home page. I cannot seem to find a link to download it, any help would be greatly appreciated. Thank you.

Webster
03-23-09, 07:56 AM
yes, i am having trouble due to the size of the file.


they dont delete files usually but huge files like this one they keep trying to delete every couple of weeks to save space and i was late returning an email from them and it had already been deleted.


please be patient i'll get it back up asap and pm you when its done :up:


EDIT: its back up now and the download link has been updated :yeah:

Mourning_Lord
03-23-09, 11:59 AM
Thank you Webster! :D

das numnutz
03-28-09, 04:53 PM
Any chance this has become unavailable again or am I to dense to find it?

Webster
03-28-09, 06:10 PM
Any chance this has become unavailable again or am I to dense to find it?


yes its gone again, thanks to filefront deleting all my mods and saying i must have done it myself and forgot i did it lol



GFO Patch is being redone from scratch and will be bigger and better than ever


please be patient its being constructed as i type this :up:

Vikinger
03-28-09, 06:34 PM
Sounds good Webster. Cant wait for it :)

Will this fixes be compatible whit the major mods or only for stock?

Webster
03-28-09, 06:57 PM
Sounds good Webster. Cant wait for it :)

Will this fixes be compatible whit the major mods or only for stock?


for now i would say dont expect it to work with anything other than rsrdc.

the reason is it touches about 80% of all the game files so you can imagine the headache to make it compatable by myself without any help at all from those mod makers.

i wont say never but i wont even look into that for a while at least, since i have been spending endless hours redoing every mod i have plus GFO and other projects.

i will definately need to take a rest. :zzz:

Vikinger
03-28-09, 07:17 PM
Grab your self a beer or 2 man. You deserve it.:yeah:

If you need any help just send a tell and perhaps i cud be to some use under your directive of course.

Just tell me what files to change and the values :) Some of them are repetable like the ships values.

Hitman
03-29-09, 09:10 AM
Browsing through my downloads archives, found something that is IMHO also necessary adding: The cloud fix by Seeadler. It not just improves the looks of the clouds, but also fixes the stock unnaturally fast movement and morphing of them.

If you don't have it, send me a PM and I will upload it for you (It dates back to v. 1.01 of the game I think, but works OK with 1.4 and 1.5) :salute:

Hitman
03-29-09, 10:01 AM
Oh, and another fix worth adding: When one of the official game patches raised visibility to 20k metres, suddenly some of the single missions became unplayable (F.e. Tokyo Saipan convoy) because they were originally scripted with the sub much closer to the enemy so a contact would be done. Now the enemy spots you as soon as the mission starts and you are already detected :damn:

Should be fixed easily with the mission editor, either by moving the sub away or simply submerging it.

Webster
03-29-09, 10:49 AM
Oh, and another fix worth adding: When one of the official game patches raised visibility to 20k metres, suddenly some of the single missions became unplayable (F.e. Tokyo Saipan convoy) because they were originally scripted with the sub much closer to the enemy so a contact would be done. Now the enemy spots you as soon as the mission starts and you are already detected :damn:

Should be fixed easily with the mission editor, either by moving the sub away or simply submerging it.


thats already taken care of because when i fixed draft heights i made all subs start the missions at the correct periscope depth so your not going to be detected anymore.

it was the best way so i didnt have to change anything

irish1958
03-29-09, 04:15 PM
I can't find this GFO patch listed on the SubSim download.
Is it posted there yet?

irish1958
03-30-09, 08:41 AM
Sorry for the above post; your first post stated that there would be no updates to the mod, so I thought that it was finished and not a work in progress as noted in the subsequent posts. Sorry:oops::oops::oops:

Hitman
03-30-09, 08:57 AM
One more thing (Sorry to be so annoying, but I know you want to include as much as possible to prevent having to do many updates later):

Will you also include

1.-the new tool bar buttons for functions actually working but not available (weather report, range with current fuel, etc.)

2.- snorkel depth for radar depth

3.- CTRL+ENTER for torpedo shooting -to prevent accidental shots-?

4.- Fixes to dive/climb rates of subs (i.e. physics in general)

Webster
03-30-09, 09:30 AM
One more thing (Sorry to be so annoying, but I know you want to include as much as possible to prevent having to do many updates later):

Will you also include

1.-the new tool bar buttons for functions actually working but not available (weather report, range with current fuel, etc.)

2.- snorkel depth for radar depth

3.- CTRL+ENTER for torpedo shooting -to prevent accidental shots-?

4.- Fixes to dive/climb rates of subs (i.e. physics in general)


where were you 6 months ago when nobody had any comments about what else i needed to include lol

#3 - i want to avoid certain areas of "choice" such as keyboard changes, some prefere the ctrl+return to fire and some (like me) prefer the enter be return to normal time compression and the fire button be moved to the F key so you can toggle tubes, open doors, and fire all done with one hand.

#2 - i already have anvarts working SD antenna you raise and lower it at periscope depth using ";" key to check radar if thats what you mean by snorkel radar depth.

#4 - now the sub physics is something i would like to address but so much changes depending on sea conditions and the mods you are using so i thing thats best kept as a stand alone mod where each persons favorite settings can control it.

#1 - you got a link? i'll check it out and see, i could never find a link to the post

Webster
03-30-09, 09:35 AM
Please be patient my friends, many small pieces are slow to come together and real life gets in the way if you know what i mean lol, its getting done it just takes time.

Hitman
03-30-09, 02:45 PM
where were you 6 months ago when nobody had any comments about what else i needed to include lol


LOL I was here, IIRC I was one of the first to encourage you to develop this patch :haha:

#2 - i already have andvarts working sd antenna you raise at periscope depth to check radar if thats what you mean by snorkel radar depth.


No sorry, I thought you would know what I meant. In SH3 U-Boats could be ordered to go to "Snorkel depth" which is a lower depth than periscope depth, so the snorkel can work. The good news is that you can also customize that depth AND that SH4 still has it :DL, hence you can assign a key for going to radar depth (A depth where your radar is operational yet you are still submerged, as in real fleet boats)

#1 - you got a link? i'll check it out and see, i could never find a link to the post

You can use Jimimadrid's menu tool to add whatever icons/functions you want at any station. A "battlestations" icon in all stations would also be very wellcomed :up:

#4 - now the sub physics is something i would like to address but so much changes depending on sea conditions and the mods you are using so i thing thats best kept as a stand alone mod where each persons favorite settings can control it.


OK, but some things like the sub crash diving faster when stopped than when ahead flank really need revising....


#3 - i want to avoid certain areas of "choice" such as keyboard changes, some prefere the ctrl+return to fire and some (like me) prefer the enter be return to normal time compression and the fire button be moved to the F key so you can toggle tubes, open doors, and fire all done with one hand.


Fair enough :up:

Webster
03-30-09, 06:19 PM
You can use Jimimadrid's menu tool to add whatever icons/functions you want at any station. A "battlestations" icon in all stations would also be very wellcomed :up:

well i would hate to throw stuff on there willy nilly and would want any such change be a majority favored addition.

what do "you" want to see and on what section?

and please anybody with opinion say something now cause im never doing an update, if it aint done now it never will.



OK, but some things like the sub crash diving faster when stopped than when ahead flank really need revising....

that was bernard leaving the hatch open again :03:

dont know how to fix that one :nope:

Hitman
03-31-09, 07:30 AM
I'd like to see this:

Navigation map station:

-Weather report
-Distance to end of plotted course
-Distance that can be covered with current fuel

Bridge:

-Nearest visual contact
-Change heading to viewing

Hydrophone:

-Follow nearest warship contact

Radar:

-Go to radar depth
-Raise/Lower radar mast

In all stations:

-Battlestations

Kpt. Lehmann
03-31-09, 10:52 PM
Please be patient my friends, many small pieces are slow to come together and real life gets in the way if you know what i mean lol, its getting done it just takes time.

So... what you seem to be saying is that, 'It will be done when it is done!'

:up::up::up:


For what it is worth, I admire what you are doing. Hang in there. Rome wasn't built in a day.

Webster
03-31-09, 10:55 PM
So... what you seem to be saying is that, 'It will be done when it is done!'

:up::up::up:


For what it is worth, I admire what you are doing. Hang in there. Rome wasn't built in a day.


im getting a little taste of what you went through with GWX even though this is minor compared to that.

how do you stop adding stuff lol.

Kpt. Lehmann
03-31-09, 11:34 PM
im getting a little taste of what you went through with GWX even though this is minor compared to that.

how do you stop adding stuff lol.

Well, when I figure out the answer to that... You'll be the second to know.:D

As you obviously know, keeping collected files continuously compatible with each other... is like constructing and maintaining a spider web.

I think it might have to do with a previously undiagnosed virulent disease process. Maybe we should name it... along the lines of 'chronicus modifcationitis.' Obvious side effects can eventually include recurrent headaches, insomnia, inability to concentrate while driving, (or any number of other complex tasks) back pain, numbness of the glutes, and difficulty with personal relationships.

I am happy to report that modders.... errr.... 'test subjects' have not so far shown any signs or symptoms indicating possible anal seepage.

Didn't mean to hijack your thread.

Keep up the good stuff. This kind of work is important to EVERY player, regardless of play style or personal preference.:ping:

Webster
04-01-09, 12:23 AM
:yeah:

Webster
04-02-09, 03:07 PM
I'd like to see this:

Radar:

-Go to radar depth
-Raise/Lower radar mast



this is a small clip from the official navy records of how SD Radar was used


Use of the SD radar before surfacing.
1. The power switch should he on for 10 minutes before using the set.
2. Raise the antenna mast while at periscope depth. 3. When depth decreases to a point at which the antenna is clear of the water (7 to 10 feet), turn on the transmitter plate high voltage switch.


so you see there was no "radar" depth to have a key for, it was used at periscope depth so that is the key you use for your depth and then if you want you can go lower as the sea conditions allow.

as for operating it you use shift+x to raise and lower it. he says the ";" key goes to snorkel depth for radar but it doesnt work in his download but i heard its easy to enable it yourself.

anvart made this mod a while back for v1.4 and it works for v1.5 too so im surprised you didnt see the post.

here it is if you want to read about it: http://www.subsim.com/radioroom/showthread.php?t=127815&highlight=SD+radar

Nisgeis
04-02-09, 05:45 PM
Radar depth refers to the depth at which the surface search, the SJ and SJ-1 gear can be used, as the antenna for that is not on a mast. Radar depth does indeed exist :-). It's just shallow enough so you can poke the tops of the shears out of the water and have a look round.

Webster
04-02-09, 08:03 PM
Radar depth refers to the depth at which the surface search, the SJ and SJ-1 gear can be used, as the antenna for that is not on a mast. Radar depth does indeed exist :-). It's just shallow enough so you can poke the tops of the shears out of the water and have a look round.


ok, hmm but fleet boats cant use ";" for snorkel depth because i tried nothing happens so you have to open the text file and delete the ";" in front of the "snorkel" then it works.

i dont know how to create a new thing to have a brand new depth setting with a key command and anvart said dont mess with his mod so ....

by the way hows that SJ radar WIP coming along, i havent seen any mod release, have you given up on it?

any fix thats realistic i want to include in GFO

el cheguevara
04-02-09, 11:33 PM
Check out RFB or TMO, they have SD Radars included, and RFB also has snorkel implemented to be used as radar depth, maybe you can use some of that info, but i think all you you need to do is add in a key command in order to use snorkel depth.

kiwi_2005
04-04-09, 05:07 AM
I can't find this game fixes mod has it been taken down. I dont see a link anywhere on the first post?

Edit: nevermind, white background with yellow fonts is hard to see. I read the reason in first post. All good.

el cheguevara
04-04-09, 05:11 AM
Got it, in commands cfg, look for snorkel depth, remove the semicolon before the keymap, the keymap may say coma but it will actually be semicolon. Finally implemented a working sd radar (up and down) along with keymapping.

Webster
04-04-09, 12:44 PM
Got it, in commands cfg, look for snorkel depth, remove the semicolon before the keymap, the keymap may say coma but it will actually be semicolon. Finally implemented a working sd radar (up and down) along with keymapping.


thanks, i was looking at that too.

@ kiwi 2005 thanks for pointing that out, i'll switch colors :up:

el cheguevara
04-04-09, 02:01 PM
No prob. I also tweaked around and implimented captain cox's telemeter lenses so that each periscope has the approriate lens, starting to kind of get the hang of tweakin lol.

Webster
04-04-09, 02:10 PM
No prob. I also tweaked around and implimented captain cox's telemeter lenses so that each periscope has the approriate lens, starting to kind of get the hang of tweakin lol.


we can always use more modders around

the thing with radar depth i wasnt finding is the abilty to make it say radar depth when used on the american side rather than saying snorkel depth,

but it still has to say snorkel depth for the german side :damn:

i just have 12 things going at the same time so i get preoccupied with other things :ping:

el cheguevara
04-04-09, 02:52 PM
Here's what i changed int he menu.txt:1033=Radar depth;Snorkel depth and it says radar depth now, hopefully that helps. Don't know if you can have it say two things depending on which side though.

Hitman
04-04-09, 03:09 PM
the thing with radar depth i wasnt finding is the abilty to make it say radar depth when used on the american side rather than saying snorkel depth,


Then simply make it "shallow depth" or "coming to ordered depth, sir" :hmmm:

tonschk
04-05-09, 08:00 AM
:yeah: Thank you WEBSTER for this GFO mod :yeah:, this GFO must become the new official 1.6 Patch for SH4

http://i194.photobucket.com/albums/z58/tonschk/ubisoftpatch12pq4mmmm.gif

Regio Sommergibile
04-05-09, 08:41 AM
An ETA ?

Sailor Steve
04-05-09, 04:26 PM
SOON!(tm)

joker68
04-07-09, 10:12 AM
This and the Environmental Mod, and I'll be set! :)
Kudos!:|\\

Ssgt_Wolverine
04-07-09, 01:59 PM
Hello!

Where can I get this patch? I can't find it anywhere?

Thank you!

Regio Sommergibile
04-07-09, 02:56 PM
Not released yet!

Webster
04-09-09, 11:18 AM
i know many have been waiting for me to finish this project.

for several weeks i have been having back problems that is getting worse and may or may not be serious so at this point i have no idea when i will be able to finish this. rest assured it is still a priority to me.

i am sorry to dissappoint you.


webster

el cheguevara
04-09-09, 03:35 PM
No prob, i myself suffer from chronic lower back pain and know how much it can be a problem. Take some rest, get yourself checked out, then come back to it whenever you feel you're ready :03:.

Vikinger
04-09-09, 06:18 PM
Take your time Webster.
I hope you get well soon.

I also know what it is like to have back problems. 2 slipped disc in my neck that i struggle whit.

Lawndart
04-22-09, 08:54 PM
Webster, after strugling to find the right mods to start with I think this is it!!! At least from here I can have an enhanced experaince without some of the frustrations of stock, before going to a super mod!!!

Hey, a tip about the back, I have no idea what you did but I started getting a mysterious lower back pain and no one could help me beyond pain killers... Once my dad (was a pro-cyclist) noticed I was sitting a funny way becasue I had a low couch... He told to never sit with my knees higher than my waist... It would cause the small of the back to straighten, messing up the nateral curve... guess what? My back is perfect now... And I spent years in pain... PRO TIP: You can still sit launged back, just make sure you use support for the lower back :) Not sure is this is of any help but you've been helpful to me so I hope it helps!

Webster
04-22-09, 09:06 PM
Hey, a tip about the back, I have no idea what you did but I started getting a mysterious lower back pain and no one could help me beyond pain killers...


my doctor told me if you have a good looking young lady with big hooters rub your back it makes you feel much better.

i would try it but i cant seem to find a good looking young lady with any size hooters to help me out yet :D

i've had back surgery a few years back that helped but left me with perminent cronic back pain and i have diabetic issues as well.

im feeling better now and trying to get GFO out the door ASAP but i want it done right so im being carefull to test as i go but it takes time.

i wont say when but hopefully soon, i added about twice as much as was in the prereleased version so its big, around 1gb now.

Lawndart
04-23-09, 02:35 AM
Wow, a gig of just fixes and minor enhancments? Isn't that quite a bit bigger than any of the "super mods"?

I'll wait till that's done since it should be really soon yeah??? :rotfl:

Webster
04-23-09, 03:30 AM
well i think i can actually trim it down to about 600mg because of some sound files and a few mods that im thinking of leaving out for various reasons.

as for the big mods, they are pretty big, tmo is 1gb and rfb is 1.7 gb, then op monsun and fotrs are 700mb each so its not very easy to keep it small

Lawndart
04-23-09, 05:05 PM
Webster, in your opinion, what’s the most all inclusive supermod you would use? I know this might be tricky since you’re a modder and showing bias might be frowned appon but I know I can still use most (easy/hard) targeting mods but immersion is most important.

In my opinion between SH3 and SH4 this was a huge mess up... SH3 had you moving around the boat and working with your crew, it just felt more immersive, like playing Das Boot.

SH4 seems more static. You see some graphics but you manipulate most things with a tool bar (some interiors have been moded for functions). I totally get the devs intention by streamlining the interface but it came at a cost in MHO.

I want to try and recapture that immersion... Should I go with RFB? I've read most of the manual but I may have to drop real environments...

Webster
04-23-09, 08:58 PM
Webster, in your opinion, what’s the most all inclusive supermod you would use? I know this might be tricky since you’re a modder and showing bias might be frowned appon but I know I can still use most (easy/hard) targeting mods but immersion is most important.

In my opinion between SH3 and SH4 this was a huge mess up... SH3 had you moving around the boat and working with your crew, it just felt more immersive, like playing Das Boot.

SH4 seems more static. You see some graphics but you manipulate most things with a tool bar (some interiors have been moded for functions). I totally get the devs intention by streamlining the interface but it came at a cost in MHO.

I want to try and recapture that immersion... Should I go with RFB? I've read most of the manual but I may have to drop real environments...


lol thats like asking which lady would be a better wife :D

its all about individual taste and since i dont play tmo or rfb i cant give you anything more than the basics about them.

neither can give you what your missing from sh3 crew management and such but they can blind you to the outside world so you must use the equipt to evaluate whats going on.

many people do a dual install and play them both by clicking one or the other so you avoid the install and uninstall times


there isnt a very big difference but its more of a game style difference.

tmo is geared to be a tough game thats very realistic unless it needs not to be to keep the game hard

rfb is geared to be realistic and tries to stay within those bounds so its not as tough as tmo

rsrdc is a campaign realism mod to make ship trafic follow historic times and dates and with massively cut down on the ship traffic that you see in stock game.

to find ships you have to go to the right areas at the right dates and you will find ships to shoot at but they will be fewer.

as far as real environments goes i think it works with both mods

edjcox
04-23-09, 10:56 PM
Looks and sounds good...

Let us DL and install and we'll let you know what we think.

Try a heating pad. Helps me out.

Meanhile I'll :zzz: till you release it..


:smug:

swmicros
05-02-09, 11:46 AM
my doctor told me if you have a good looking young lady with big hooters rub your back it makes you feel much better.

Find yourself a good Chiro, they usually have "good looking young ladies with big hooters to rub your back" :haha:

That's what I do anyway, 3 popped discs in the lower back, old war, err, softball injury. What a pain! I feel for ya' WEBSTER.

Been able to avoid surgery, I worked my way back to the active lifestyle I had before with aforementioned Chiropractor (more of a sports doc) and a trainer and now I am on "maintenance" with my Chiro every couple of weeks. Those back rubs sure are nice too. :03:

Love your mods, use lot's of them now. Looking forward to GFO! :salute:

Webster
05-02-09, 08:05 PM
im happy to report that GFO Patch to v1.6 is now finally completed and im doing a week of final testing before releasing it next weekend :woot::woot:

Armistead
05-02-09, 08:57 PM
Web,

Have you come to any conclusion about running the game fix before the supermods by just overwriting the data file. I did this once and didn't see any problems, as the mod just overwrites, but seem Ducimas says no.

Sorry about the back pain. I have RSD, just a freak nerve disease that comes from an injury. It's considered the most painful disease known. Hate to hear anybody living in pain. I just finally got off my back for 2 months. Glad I found the game. helped with the boredom.

And a good looking woman with little hooters can give give back rubs.

Webster
05-02-09, 11:03 PM
Web,

Have you come to any conclusion about running the game fix before the supermods by just overwriting the data file. I did this once and didn't see any problems, as the mod just overwrites, but seem Ducimas says no.



well ducimus knows his mod best but in doing this mod i took extra care to only use fixes and mods that dont have conflicts so the only side effect i can see from using other mods over GFO is they are based on stock files so not only are you getting there changes but the file itself reverts to stock so a change unconnected to a fix will undo the fix as well when it goes back to stock settings for everything else.

more over you must understand large mod makers arent going to want to address any questions about something in my GFO thats not working with their mod. so i think a good portion of it is being overly cautious about it and you cant go wrong by just saying no dont use them together.

my suggestion is give it a try and judge for yourself how things work.

if you suspect somethings not right then try them seperated and see if the problem goes away. in short you just do your own detective work and if all else fails just eliminate a feature from one or the other if they cannot be combined. with few exceptions these are mods you can add to RFB or TMO yourself so GFO is not something that will make your computer explode if combined with large mods lol.

remember these guys put a lot of hard work and hours of testing to get everything working right together so "some" things if changed can throw that balance off. another thing is while i listed things i wanted to put in it some of those were left out to avoid just such worries so wait untill after its released and they can see what its really about before asking them if things are compatable.

speaking of the original post and the list of included mods, i will update that now :up:

Armistead
05-03-09, 02:55 AM
Well, I'm going to try it again. I didn't see one problem with TMO Beta and I did see some changes I liked that GFO gave not included with TMO.

Just hope you get the speed thing worked out...be the best thing since bread.

LTD.KUNNINGHAM
05-10-09, 01:20 PM
i cant find the dowload link, isnt it ready yet? im eager to try this

tonschk
05-11-09, 08:21 AM
im happy to report that GFO Patch to v1.6 is now finally completed and im doing a week of final testing before releasing it next weekend :woot::woot:

Hello , I hope everything is OK :yeah:, I only have added Real Environmental to the stock 1.5 SH4 Game , can you tell me please if you think I can have problems with my SH4 game if I add your GFO mod to my SH4 game ? , thank you for tghe help

Webster
05-11-09, 11:26 AM
Hello , I hope everything is OK :yeah:, I only have added Real Environmental to the stock 1.5 SH4 Game , can you tell me please if you think I can have problems with my SH4 game if I add your GFO mod to my SH4 game ? , thank you for tghe help


GFO is fully compatable with real environments.


it is completely finished and ready for release but is being delayed by a last minute speech sound fix im waiting on someone to supply for me so hopefully it will be done soon. sorry for the repeated delays :damn:

tonschk
05-11-09, 12:16 PM
Thank you WEBSTER :woot::yeah::up: , , This fixes for the SH4 game are very important , the possible release of SH5 have been shifted may be for another two years , therefore the best thing to do is to add patchs to this SH4 game , thank you for your big help :salute:

talesofvalor
05-11-09, 01:20 PM
Thank you for this patch!
It's really great!:up:

Webster
05-11-09, 02:48 PM
i had a test version of GFO on filefront for a few testers to download but i forgot to remove it after the testers downloaded it.

if any of you were the dozen or so people who saw it and downloaded it, be advised that it is not the complete GFO and has elements missing (about 150mb worth) along with a few kinks that still needed tweaking.

i removed this test version to avoid confusion and if you are using it, when i release GFO you need to replace this test version to get a properly working version of GFO :up:

tonschk
05-11-09, 05:17 PM
:woot::salute: :yeah:Thank you WEBSTER :woot::yeah: :salute:

Webster
05-14-09, 04:46 AM
GFO WILL NO LONGER BE RELAESED UNDER THAT NAME BECAUSE IT NO LONGER CONTAINS ONLY FIXES SO IT WILL BE RELEASED UNDER A NEW NAME AND CALLED:


"Unofficial SH 4 Patch to v1.6"




WHEN IT IS RELEASED IT WILL HAVE A NEW THREAD FOR IT BY THAT NAME

Hitman
05-14-09, 06:42 AM
May I suggest that a moderator changes the thread title to prevent further confussions? :hmmm:

Webster
05-14-09, 07:25 AM
its released now: http://www.subsim.com/radioroom/showthread.php?t=151796