View Full Version : [REL] The Game Fixes Only Mod
Webster
05-14-09, 06:19 AM
Please Note: when i updated GFO to v1.1 i intended to include my updated menu bar to fix the issue that has caused certain computer systems to not show the menu bar changes correctly.
it was pointed out to me by someone that somehow the new files were in fact NOT included so in order to fix this just add my "Webster's New Orders Bar Menu for v1.5" mod found here: http://www.subsim.com/radioroom/showthread.php?t=152912 (http://www.subsim.com/radioroom/showthread.php?t=152912) as a patch to fix the menu bar
Max Optics 3 mod will not work with GFO, you will get blurry out of focus images up close and sub skins do not work correctly so use Max Optics 4 instead because it seams to work fine without having these same issues.
CTD Issues with GFO:
there are CTD issues with a few of the single missions i included in GFO and below i will explain how to fix this:
anyone who uses GFO should manually delete all of the added single missions found in my GFO mod, they have about 6 or 7 with file errors that cause CTD issues that only show up under certain times or conditions so delete the missions that are numbered SM102 thru SM115 in the "singlemissions" folder found in GFO and then place the missions from this mission pack that has the newly fixed versions for all of those missions plus a few extra missions not originally found in GFO group numbered SM102 thru SM115.
get the tambor198 mission pack here: http://www.subsim.com/radioroom/showthread.php?t=158202 (http://www.subsim.com/radioroom/showthread.php?t=158202)
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Game Fixes Only Mod v1.1
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This mod will ONLY work properly on Silent Hunter 4: Gold Edition with the U-Boat Missions Add-on v1.5 installed or
Silent Hunter 4 game with the downloaded version of U-Boat Missions Add-on v1.5 installed.
The "Game Fixes Only Mod" is comprised of a collection of stand alone fixes and mods that were made by the modding
community for use with the stock silent hunter 4 UBM v1.5 game.
Always install the "Game Fixes Only Mod" first and then add any other mods you want to try using on top of it.
Mod compatability:
GFO is compatable with RSRDC v401 as long as you install the "GFO Patch for RSRDC v401" afterwards.
GFO is compatable with Real Environments #1 as long as you install the "GFO Patch for Real Environments #1" afterwards.
GFO is NOT compatable with any of the Real Environments ad-on option mods 2, 3, 4, & 5 because they replace too many
elements of GFO.
If you choose to go ahead and use the Real Environments ad-on option mods anyway then you will lose
some parts of GFO in doing so.
GFO is NOT compatable with TMO, RFB, or FOTRS mods.
As for adding other mods to GFO, unless they state otherwise, you will need to check them for compatability on a case
by case basis.
As with any mod, before installing it, you should make a backup copy of your complete unmodded stock v1.5 data folder
and save it to a backup drive or burn it to a disk so you can restore the game later if you ever have need to restore
any corrupted files.
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This mod will add some new keys to the keyboard layout as well as new buttons the in game orders menu bar at different stations.
The new buttons as well as the new keyboard changes were added for the US and the german side of the game.
(keyboard key changes)
KEY ------------------ACTION
CTRL+RETURN--------FIRE TORPEDO
I---------------------RAISE/LOWER SD ANTENNA OR SNORKEL
COMMA--------------RADAR DEPTH / SNORKEL DEPTH
NUMPAD ENTER------TIME COMPRESSION NORMAL
F--------------------FREE MOVE IN CONTROL ROOM
----------------------------------------------------
(COMMAND BAR MENU BUTTON CHANGES BY STATION)
- COMMAND ROOM:
replaced the "deploy decoys" button with a "weather report" button
replaced the "battery charging" button with "battlestations" button
replaced the "silent running" icon to use a different one
- NAVAGATION:
added a new button for "report range to end of course"
added a new button for "battlestations"
- PERISCOPE: (no changes made)
- BRIDGE:
added a new button for "report nearest visual contact"
added a new button for "heading to viewing"
added a new button for "battery charging"
added a new button for "battlestations"
- DECK GUN:
replaced the "aim for bridge" icon to use a different one
replaced the "aim for waterline" icon to use a different one
added a new button for "battlestations"
- FLAK GUN:
added a new button for "battlestations"
- SONAR:
added a new button for "report on nearest warship contact"
added a new button for "silent running"
added a new button for "battlestations"
- RADAR:
added a new button for "radar depth"
added a new button for "raise/lower SD antenna"
added a new button for "battlestations"
(no changes were made to the crew management or camera stations)
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NOTE - The snorkel controls were renamed and used as radar and SD antenna controls so when you are playing on the german side of the game You will need to install the included "Snorkel Name Change Fix" mod found in the "GFO Snorkel Name Change" folder if you want to restore the text to read as snorkel controls in the tool tips and orders boxes. This does not however mean the snorkel works, it is still unusable and non functioning.
please see the read me inside the "GFO Snorkel Name Change" folder for more info.
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Install information:
As with any mod, you should make a backup copy of your complete unmodded stock v1.5 data folder and save it to a backup drive or burn it to a disk so you can restore the game later if you ever have need to restore any corrupted files.
You need to unzip the "Webster's GFO Mod v1.1" to your desktop or to your "my documents" folder and then open it.
Take out the "Game Fixes Only Mod" folder found there and put that folder into the jsgme and then install GFO.
The "Webster's GFO Mod v1.1" folder contains the GFO read me as well as the read me for all the mods in GFO and install
info along with the "GFO Snorkel Patch" folder.
Mod Installation order for GFO + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-Webster's New Orders Bar Menu for v1.5
-RSRDC v401 for stock (v550+patch1 can be used but some ships wont get the manuvering fix)
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed
Mod Installation order for GFO + Real Env #1:
-stock game v1.5
-Game Fixes Only Mod
-Webster's New Orders Bar Menu for v1.5
-Real Environments #1
-GFO Patch for Real Environments #1
-then install the GFO Snorkel Name Fix only if needed
Mod Installation order for GFO + Real Env #1 + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-Webster's New Orders Bar Menu for v1.5
-Real Environments #1
-GFO Patch for Real Environments #1
-RSRDC v401 for stock (v550+patch1 can be used but some ships wont get the manuvering fix)
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed
NOTE - think of GFO as if it was the stock game when you are trying to decide on the correct install order for using additional mods.
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Changes and Fixes in Webster's GFO Mod v1.1
- 20mm Oerlikon Gun Sight camera position was adjusted to the proper position
- Sen toku submarine was added to the game as an AI target and is sinkable but it won't engage you in battle
- Balao class subs now have a 600' deep depth guage
- Fixes the texture mapping and Damage model for the Battleship Kongo
- Fixes the Missing AA Guns on the battleship Yamato added in the correct places for historic accuracy
- Interior guages were calibrated for accuracy or just made to move with the battery level so they look realistic
- When damaged, the forever leaking pipes will now stop leaking after a short while
- Torpedo bubble trails are now brighter and easier to see
- water streams coming from the subs are now more transparent
- underwater rocks and plants are much smaller now to look a little more realistic
- The bug that causes U-Boat Conning Towers to dissappear was fixed
- You can now start a german career with the Type XVIII U-boat
- Overly excessive number of german dud torpedos were fixed
- US torpedo bombers now attack properly and drop torpedos
- German AA guns were adjusted for better targetting accuracy
- German KDB had its direction of rotation and head position adjusted
- Added 4 bladed propellers to fleetboats and the backwards rotation direction was fixed
- IJN DD are now properly equipt with depth charge Y-throwers and DC inventories reflect somewhat realistic numbers
- The missing interior sounds for S-Class subs now work
- Destroyer escorts were improved in order to be a little more effective
- Underwater views and scenery are much less blury
- Shell splashes and torpedo explosions are now visable at much longer distances
- The range & mast height dial can now be maually adjusted
- The missing sonar sound for the HogIsland has been fixed
- Ship Fires will now have a fire sound to go along with them
- Added 50 more new map location labels to the game
- Added new realistic and better looking interior guages for US subs
- Added new mission loading screens made from in game screen shots
- The photo recon missions were fixed so they can now be completed
- Ship data was accurately calibrated so that ships can be more accurately targeted now
- The size of the radar contact blips were reduced and the radar smiley faces were also removed from the game.
- Deck watch crews are better at seeing and reporting visual contacts now
- Added 16 new US single missions, 12 german single missions, and 5 german single patrols to the game.
- I changed all 11 stock single missions to start the missions submerged at 60 feet to avoid instantly being detected
- Truk Atol was recreated in the game to be as accurate to history as possible
- The US medals and the way they get awarded have been corrected for historic accuracy
- U-boat hydrophones no longer work when you are on the surface
- Missing radars were added to US destroyers so they can now detect you
- US torpedo textures were changed to look more historically accurate
- The Free Camera was adjusted for 400' high view as well as to get much closer to ship hulls
- The periscope was given the historically accurate 1.5x and 6x views
- Air patrols have been reduced but pilots will now be a little more accurate when they are attacking you
- Sub halo marker color was changed to be easier to see
- Waterline colors on several ships were changed to look less pink
- A large number of missing speech files were fixed
- The captain's desk photo was changed (Catherine Bell)
- Added some new keybord command keys & new orders bar buttons
- On U-boats the UZO, radars, and antenna equipt is no longer visable when viewed from underwater
- Lifeboats will move much slower and more realisticly now and they dont move very far from where they spawn
- radio traffic has been greatly reduced and is now displayed correctly
- Some selected game sounds were replaced if a better one was available
- Draft heights for several ships and subs in the game were corrected
- Ship acceleration times are changed to be much slower now and the ships have inertia when they are trying to stop
- The clock or chrono hand Needles were replaced with skinny ones for easier viewing
- The game will now have much smaller sized and more realistic looking rain drops
- Adjusted the sonar station camera view to be at the correct height and closer to the dials
- Periscope depths and radar depths were all calibrated to be as accurate as possible
- Battery life was also calibrated to be as accurate as possible
- You will now start the game with the orders box view set to be transparent
- The SD antenna mast was made to raise and lower when ordered to
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More info:
Webster's GFO Mod v1.1 doesn't solve all the problems with the game and some available mods were left out to avoid making changes to the game that could be looked at as a matter of personal style, choice, game play, or anything that would have changed the difficulty level of the game too much.
I wanted GFO to appeal to everyone and also be easy for modders to add their own mods to it or create their own super mod from GFO but built to their own taste.
Game Fixes Only Mod is just a collection of the stand alone mods and game fixes that has been produced by the great SH4 modding community.
I am proud to be part of that community and i wish to thank them for all of their contributions and hard work and their continued dedication to the SH4 game.
I have included a Documents folder with a read me file for each of the fixes and mods included in GFO.
Not every modder included a read me for their mod so where needed i used their mods thread descriptions.
I have done extensive testing to make sure that all the fixes in this mod are working correctly.
The "Game Fixes Only Mod" works perfectly when it is properly installed over the stock unmodded v1.5 game.
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Modders who contributed to the "Game Fixes Only Mod"
In alphabetical order:
aanker, akdavis, anvart, captain america, Captain Cox, Carotio, CapnScurvy, dgrayson, Ducimus, fred8615, Hitman, Jace11, jmardlin, kakemann, kapitan zur see, Krishna, lurker_hlb3, miner1436, munchausen, Nisgeis, Oak Groove, Peabody, redwine, RFB team, RockinRobbins, sober, syxx killer, tambor198, tater, vickers03, Webster, Zantham, ZeeWolf
Many thanks to all the modders who gave me permission to use their mods and fixes to make this Game Fixes Only Mod.
Special thanks to Neal Stevens for his great website and I wish to thank the whole SUBSIM community for helping to make this game so great.
I also wish to thank skwasjer for his wonderfull S3D Silent 3ditor utility that gives us all the ability to mod the game so easy.
enjoy!
webster
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Because of the changes made in GFO v1.1 I was not able to modify GFO v1.0 with a patch to update it to v1.1 so it will be necessary for you to redownload GFO v1.1 and then delete the old GFO v1.0 mod.
the actual changes GFO v1.1 makes are minor but its a large number of files involved in making those small changes.
changes in GFO v1.1:
- the easy to read colored text was removed
- the missing menu bar button images are fixed
- the radio display fix was added
- added new mission loading screens
- added Kakemann and ATR-42's Music Fix
================================================== ================================
Download GFO v1.1 here: SUBSIM (http://www.subsim.com/radioroom//downloads.php?do=file&id=1196) and Filefront (http://www.filefront.com/user/keakar)
Download GFO Patch for Real Env #1: SUBSIM (http://www.subsim.com/radioroom/downloads.php?do=file&id=1160)
Download GFO Patch for RSRDC v401: SUBSIM (http://www.subsim.com/radioroom//downloads.php?do=file&id=1159)
Download for RSRDC v401: SUBSIM (http://www.subsim.com/radioroom/downloads.php?do=file&id=4738)
tonschk
05-14-09, 09:06 AM
:salute::rock::woot: thank you WEBSTER :woot:,
I renamed the game version to v1.6 and this number will be seen on the main menu screen .
If somebody with the already new SH4 1.6 version suddenly want to play online do you think will have problems to play with other players which have the older previous SH4 1.5 version ?
ReallyDedPoet
05-14-09, 09:17 AM
Nice work :up:
Rockin Robbins
05-14-09, 10:03 AM
I love the mod, but I have to ask, what if Real Fleet Boat had renamed their mod to "Unofficial Game Patch 1.6" and claimed that future mods should be based on it? I have a problem with that, be it GFO, TMO, FOTRS, GWX or Rockin Robbins.
It also confuses the issue of just what a game patch is. The devs purposely made that distinction with 1.5, making hardwired code changes and leaving most moddable issues to the modders. Changing parameter files does not constitute a patch. Changing executable files is what a patch does. If we were to do this we would overstep our role of modders and turn into illegal hackers of Ubi's game code. Methinks we should avoid that.
Just my opinion that muddying the waters between mod and patch does everyone a disservice that we should avoid.
It's been a long way since you first proposed such a patch in the forums, I must congratulate you for having had the endurance and will to push it forward :salute:
Whiel supermods will always remain independent because they are already too much built up on a specific basis, this 1.6 is exactly what is needed for people who just want to play a stock game or add their own selected mods.
Many thanks for this :up:
ETR3(SS)
05-14-09, 11:56 AM
Wow! Very Impressed! I must say imo this is an excellent mod/unofficial patch and am glad I downloaded it. That being said, I believe I have the first bug report. :cry:
When ringing up Ahead 2/3 the telegraph needle moves and when the OOD is about to say Ahead Slow, the game will CTD. Also noted that my crew had no eyes! Talk about a creepy crew. But hey, they still manage to call out contacts! :haha:
Webster
05-14-09, 01:30 PM
after a few requests to upload this at various other sites i figured it would be best to post this:
anyone who wants to can feel free to put it up any place and anywhere they wish to.
it is what it is and it will never be altered or updated by me so i need no control over it.
as far as i am concerned it belongs to everyone now.
as for the rest of my mods, i feel they are there for everyone and if you want to post them then go ahead and feel free to do so.
each of my mods has a read me in it and that is what i use as the thread post so all you have to do is use that as the mod description for any mod.
Webster
05-14-09, 02:19 PM
:salute::rock::woot: thank you WEBSTER :woot:,
I renamed the game version to v1.6 and this number will be seen on the main menu screen .
If somebody with the already new SH4 1.6 version suddenly want to play online do you think will have problems to play with other players which have the older previous SH4 1.5 version ?
im not sure but it is only a simple text edit so i doubt it
Webster
05-14-09, 02:22 PM
Wow! Very Impressed! I must say imo this is an excellent mod/unofficial patch and am glad I downloaded it. That being said, I believe I have the first bug report. :cry:
When ringing up Ahead 2/3 the telegraph needle moves and when the OOD is about to say Ahead Slow, the game will CTD. Also noted that my crew had no eyes! Talk about a creepy crew. But hey, they still manage to call out contacts! :haha:
the eye thing is the eye bug fix, i guess it gives you the eye bug in some cases so i removed it from patch v1.6
the ahead 2/3 was a glitch in my sound files and i cant figure it out so i just removed the ahead 2/3 and back 2/3 so it stays with the stock ahead slow and back slow sounds.
i am re uploading patch v1.6 without those files at this very moment but for those of you who already have v1.6 PM me for a link to replace the files with copies of the original ahead slow and back slow sounds.
EDIT: ok the updated patch v1.6 is now uploaded without the bugged files as of 3:30pm US central standard time
Rockin Robbins
05-14-09, 02:48 PM
as far as i am concerned it belongs to everyone now.
SALUTE! Webster I wish we had a lot more modders with your attitude.:up:
Love your attitude, man ... wait a minute ... somebody was faster :doh::D
Lt commander lare
05-14-09, 06:17 PM
this patch is what we needed and the only bug i see is the ahead 2/3 button causes crash to desktop great job on the patch it was worth waiting for
lt commander lare
AVGWarhawk
05-14-09, 07:07 PM
You know what Webster, your laundry list of fixes really does look like a developers patch. Cool stuff! :up:
Webster
05-14-09, 07:24 PM
this patch is what we needed and the only bug i see is the ahead 2/3 button causes crash to desktop great job on the patch it was worth waiting for
lt commander lare
that only applies to filefront downloads before 3:30pm central time today
if anyone still needs the ctd fix its on my filefront (i put it back up until tomorrow)
@ AVGWarhawk :salute: thanks
How is the AI with this patch ?
Webster
05-14-09, 07:59 PM
How is the AI with this patch ?
thats a tricky question,
the read me files explain things about that but in general its tougher than stock v1.5 but its not a big difficulty change.
mainly it takes the "stupid" factor out of enemy escorts so you dont get ignored like in stock sometimes.
swmicros
05-15-09, 01:00 AM
Thank You WEBSTER. Awesome work! (as usual)
keltos01
05-15-09, 01:25 AM
I will definitely try it with the IJN Jyunsen B mod V3.4 and v3.9 !
Thanks !
keltos
Lt commander lare
05-15-09, 02:19 AM
thanks for the fix webster and yes i will agree the stupid factor in the escorts has been removed i almost got sunk by 2 destroyers but im a great sub commander so i puilled it off
lt commander lare
Webster,
Thanks for all of the effort and long hours to get this patch out the door.
:salute:
janusfrk
05-15-09, 03:42 AM
Just wanted to express my thanks for the "UGP" Unoffical Game Patch".
Will test this toinght with my existing mods which I have at had. Set up a small management system on my C drive, I have a mod sub directory each time, I apply a major mod application hence, allows me to see which fails and which acts in cohesion to make a perfect game play senario. Most refecent addtional was Real Relfections, man I have to give this a "WOW" factor. The waves, the depth of coluor effects of the ocaen, wind and clould most outstanding, mind you I am a using a heavy duty custom made machine, which I treasure most next to this forum.
So from Down Under, Good~ Day and thanks ~ "Mate".
I should probably work on a simley effect from Down Under just to be different, hence :sunny:, its sunny, :yeah:great work, :salute:, HMAS Salute
apathyps
05-15-09, 05:14 AM
is their some form of the natural sinking mod incorporated in this?
im currently using SH4 1.4 with TMOWTW. i am about to put the NSM mod on here to make the way ships sink more realistic.
would it be better for me to just get the u-boat expansion, and then update to this 1.6 patch?
or would it be better to use the RFB mod instead of TMOWTH + NSM4?
I really just want all the fixes, the realism, and really pretty graphics.
So I guess that means i want TMO + NSM4 + PE4.
HOW DO I GET NATURAL SINKING PLUS BEAUTIFUL ENVIRONMENTS PLUS FIXES!!!?!?!
im confused. what should i do?
Rockin Robbins
05-15-09, 06:05 AM
First thing you want to do is not use the UGP mod in conjunction with any other supermod. They are not compatible. Work within TMOWTW. NSM4 is not compatible with patch 1.5, but it does no harm. It's just that targets added to 1.5 will not sink in the NSM manner. Be cautioned that Ducimus dropped NSM from TMO because of some side effects to gamplay like occasional smoke columns following your submarine, even while submerged. It would be respectful to Webster if you took that discussion to the appropriate thread.
apathyps
05-15-09, 06:20 AM
ok, thanks RR.
just trying to figure out which mod is right for me.
im currently using SH4 1.4 with TMOWTW. i am about to put the NSM mod on here to make the way ships sink more realistic.
Careful! This patch by Webster is for SH4 1.5, I don't think it will work if applied over the old 1.4 version.
I congratulate on the termination of the big work!
But ...
The next assemblage of some mods ...?
Than this assemblage is better already existing RFB, TMO and so on ...?
anything ...?
Webster has already forgotten that i wrote to him don't touch mine mod "SDantenna_UpDown" ...? :damn:
...
and...
What nonsense you wrote?
"- The SD antenna mast will now properly raise and lower on command"
:rotfl:
Captain von Keldunk
05-15-09, 10:20 AM
I congratulate on the termination of the big work!
But ...
The next assemblage of some mods ...?
Than this assemblage is better already existing RFB, TMO and so on ...?
anything ...?
Webster has already forgotten that i wrote to him don't touch mine mod "SDantenna_UpDown" ...? :damn:
...
and...
What nonsense you wrote?
"- The SD antenna mast will now properly raise and lower on command"
:rotfl:
Hello:DL
"Than this assemblage is better already existing RFB, TMO and so on ..."
.......................:woot:..................... ..
I think that webster think so too ,but this 1.6 update is for those that do NOT use TMO OR RFB etc. :up:
......................................:woot:...... ...........................
Webster has already forgotten that i wrote to him don't touch mine mod "SDantenna_UpDown" ...? :damn:
...
and...
What nonsense you wrote?
"- The SD antenna mast will now properly raise and lower on command"
...........................:woot:................. ....
What do you mean, I do not understand ? What is the problem :06:
webster tweaked "SDantenna_UpDown" ...? wrong way?? :hmmm:
..............................:woot:.............. ...........
I myself think that this 1.6 update is very good to use with my stock 1.5 SH3 in Sh4 mod. I also have RFB and TMO versions and they do not need to be used with 1,6 update . Version3 of my mod for stock 1.5 -1.6 is ready and TMO
version also, and I think RFB version also today, but it needs a bit of more
work to get it ready.:yeah: Anvart all the bests for you and for Webster too. Great 1.6 update and Great "SDantenna_UpDown" mod...:woot:
Webster
05-15-09, 11:08 AM
I congratulate on the termination of the big work!
But ...
The next assemblage of some mods ...?
Than this assemblage is better already existing RFB, TMO and so on ...?
anything ...?
Webster has already forgotten that i wrote to him don't touch mine mod "SDantenna_UpDown" ...? :damn:
...
and...
What nonsense you wrote?
"- The SD antenna mast will now properly raise and lower on command"
:rotfl:
i dont know what you are saying? you dont think anyone is ever going to make another mod for this game anymore?
this patch was not designed for TMO or RFB users but it is for those who play the stock game with mods added.
as for TMO and RFB compatability, it is very possible the will work perfectly fine if installed over this patch but nobody has done any research on this.
i wrote that to explain how how YOUR mod fixed the SD antenna so it will now properly raise and lower on command because of your mod so if YOU didnt fix the SD antenna to work properly then please let me know.
EDIT: GFO will not work with RFB, TMO, or FOTRS
Webster
05-15-09, 11:15 AM
Careful! This patch by Webster is for SH4 1.5, I don't think it will work if applied over the old 1.4 version.
this patch was made specifically for the v1.5 game and as hitman said it will certainly have issues if used for the v1.4 game. the files are just too different.
Webster
05-15-09, 11:53 AM
the name was a last minute change only because this had gone a little beyond just game fixes only and this firestorm it created is unintended.
first i wish to state that i take no offense to people voicing their opinion and ducimus and rockin robbins and a few others are clearly upset by the name and version number change.
their contributions are after all, part of this creation and they have the right not to have their names attatched to something they find so offensive.
when none of you voiced any objections 2 years ago when i first started discussing the idea of creating this unoficial game patch for the game so i figured, why not just call it that. well obviously things like that shouldnt be decided without more thought.
the version number was also a last minute change to allow players an easy way to tell at a glance if they were using a stock game or one with my patch in it. again things like that shouldnt be decided without more thought.
i have pulled the patch down and it is no longer available for download. i hope to have it back up within 24hrs with the original "Game Fixes Only" name restored and the version number reset to v1.5 to stop all this drama.
PortsmouthProwler
05-15-09, 12:23 PM
I can understand the naming issues and respect the concerns of senior people here, but I, for one, will proudly play 1.6.
Webster, thanks for your extremely prompt attention to the 2/3 glitch. Let it be known that you got back to me tout suite and I was up 'n runnin' by early evening.
I originally logged on to post this, a mini-AAR/eval report:
****
Dec41 Asiatic - Sargo (USS Searaven) 93% Real - just the Event Camera ON.
Assigned to Luzon Strait (off Taiwan, really). Headed north. No SJ, just eyeballs and SD. Checked out some visual contacts that were friendlies. Finally, near Lingayen Gulf, at about 1830, a large TF with some merchants comes steaming right at me. Right in the middle, a huge capital ship is at 359. Had trouble with the ID, finally settled on it being a Mogami cruiser, doing approx 10 knots (see my previous posts about "Manual Eyeballs" - I don't do any geometry on the charts, I just try to get range, AOB, and estimate speed. I'll use the stadimeter, time for speed, anything that'll help with quick and dirty, with the emphasis on quick - No Pausing!).
I set a spread of four fish forward staggered at about 1.5 degrees Left (AOB is about 20 degrees Port). Depth is at what would be by the book (it's only Dec41, I don't know about Mk14 problems, right?), about 30 sumptin' feet. I've only got four for this baby and I want to break her back if I can, she's well armored on the hull.
At about 1800 yards, Uncle DD lets me know that uninvited guests are not welcome and starts pinging. The CA is at about 350 degrees relative now, so it's "Q and screw" time. I let four fly, drop the scope and start for 175 feet with my patented reload two only procedure (I approached on Silent, so must always remember to take it off for the reload).
Miss times four, no Event showing, can only guess that they ran deep, I shoulda had the spread on Right, or I just futzed my TDC numbers.
Evaded, reloaded, came up to PD, tried to get a coupla merchies, missed, went back down, got bounced around by the DDs, repaired some damage, came back up, damaged a DD, tried a couple of pot shots, missed, went back down, reloaded, repaired...ah, the hell with it, nuttin' left 'cept the destroyers, anyway, everyone else has skedaddled.
Crept away, fixed stuff and surfaced. Fixed more stuff. Hull is at 000. Am still in fighting trim. Saved game.
***
Great stuff, Webster! Thank you for your dedication, knowledge, and courtesy!
Respectfully,
PP
lurker_hlb3
05-15-09, 02:54 PM
Mod compatability:
I am happy to report the very popular "RSRDC" and "Real Environment" mods have been checked and found to be fully compatable in there present form with the Game Fixes Only Mod.
I would like to know to know what type of testing was conducted on RSRDC that lead to this statement ?
Also until I've done a complete code review of your mod, I recommend users not install this mod along with RSRDC or OM
Webster,
could you please upload again the patch that fixes the ahead 2/3 voices for those of us who were not able to download it yesterday? I am not willing to download again the large file if possible.:nope:
I also sent you a PM about a fix worth adding. If you are going to upload again the whole patch you could as well consider adding it, it sure would be worth it!
Cheers :up:
joker68
05-15-09, 03:45 PM
WEBSTER, thank you for this superpatch (or "1.6 unnoficial version"). Super! :up:
I'm currently running 1.5 version with Real Environment, and I would like to know if I can use the 1.6 with "SCAF for SH 1.5" and your previous "Ship Maneuvering Fix" patch.
I've already tried them togheter (installing first the 1.6, then RE, then Ship Maneuvering and SCAF using JSGME) and the game seems to be doing fine, but since those patches alter some files already altered by 1.6, I don't know what I may be messing then. Nothing that I've noted so far...:hmmm:
As I know, those patches weren't already included in the 1.6 version, right? I mean, I don't want to "overkill"... :06:
EDIT: Oh, and there is also "Lite Fog" fix for RE... didn't installed yet...
-JoKeR
Carotio
05-15-09, 04:12 PM
could you please upload again the patch that fixes the ahead 2/3 voices for those of us who were not able to download it yesterday? I am not willing to download again the large file if possible.:nope:
For you and anybody else, then take a look here (http://www.silenthuntermods.com/forum/index.php?topic=130.0)
regards
Webster
05-15-09, 04:59 PM
WEBSTER, thank you for this superpatch (or "1.6 unnoficial version"). Super! :up:
I'm currently running 1.5 version with Real Environment, and I would like to know if I can use the 1.6 with "SCAF for SH 1.5" and your previous "Ship Maneuvering Fix" patch.
I've already tried them togheter (installing first the 1.6, then RE, then Ship Maneuvering and SCAF using JSGME) and the game seems to be doing fine, but since those patches alter some files already altered by 1.6, I don't know what I may be messing then. Nothing that I've noted so far...:hmmm:
As I know, those patches weren't already included in the 1.6 version, right? I mean, I don't want to "overkill"... :06:
EDIT: Oh, and there is also "Lite Fog" fix for RE... didn't installed yet...
-JoKeR
SCAF is already in GFO so im sure those are the file overwrites you got but there are small changes i need to do with the manuvering fix because it doesnt include the more accurately calibrated periscope depth and radar depth settings in GFO. so you just have to remove the cgf files from the submarine folders in the manuvering fix to make it GFO ready.
i will be redoing the Manuvering fix to include this updated info and i was planning to do versions for TMO and RFB but that may not happen now.
Vikinger
05-15-09, 05:24 PM
Congratz Webster for the release. I know you have working real hard whit this edition.
Good work mate.
:woot:
Vikinger.
vanjast
05-15-09, 05:24 PM
A slight CTD with RFB (latest).. I'll look into it:D
Webster
05-15-09, 05:34 PM
I would like to know to know what type of testing was conducted on RSRDC that lead to this statement ?
Also until I've done a complete code review of your mod, I recommend users not install this mod along with RSRDC or OM
all i can say is i used GFO + Real Env + RSRDC and didnt notice any issues but im not looking for more drama so i updated it again to say:
"unless they state otherwise, you will need to check them for compatability on a case by case basis."
and i'll leave it at that.
EDIT: ok i redid the whole read me to try and be as politically correct as i could think of.
Rockin Robbins
05-15-09, 05:38 PM
Webster, is your maneuvering fix going into GFO? And everyone remind me. What was the problem with "Rudder....rudder" for "rudder amidships?" I seem to remember that a rerecording of the voice was not enough to fix it, but I don't remember the details. Wasn't that OK in patch 1.2 but broken by 1.3? It sure would be great to conquer that one.
I think you can leave it up to players to let you know if issues come up with RSRD or Real Environment. Players are much more ingenious than modders for finding bugs because the modders know how things are supposed to work and just do them that way. Players are liable to do ANYTHING!
Keep up the good work, Webster. Full speed ahead!
captgeo
05-15-09, 05:52 PM
Great job Webster :salute:
Webster
05-16-09, 02:08 AM
i added my my ship manuvering fix into GFO and it has now been uploaded and ready for downloading.
i also have a conversion patch to swap out the UGP files for GFO files and it also includes my ship manuvering fix so please use this patch to convert your UGP to GFO.
if you are trying to use rsrdc with GFO then the added rsrdc ships will not have the correct speed settings.
I will need to do a rsrdc version for those ships to add the speed settings to them as soon as lurker decides if rsrdc is compatable with GFO.
vanjast
05-16-09, 04:38 AM
Webster,
Is the ship maneuvering Fix the same as the previous one ?
Is it possible to upload it as a small seperate file, as downloading from our side is an 'unreliable mission', something like dud-torpedoes.
:yeah:
Webster
05-16-09, 06:50 AM
Webster,
Is the ship maneuvering Fix the same as the previous one ?
Is it possible to upload it as a small seperate file, as downloading from our side is an 'unreliable mission', something like dud-torpedoes.
:yeah:
yes, sorry i should have been clear on that.
anyone who already has GFO or if you have UGP and arent offended by the name can simply add my "webster's ship manuvering fix" to it perminently so you dont need to install them seperately.
i thought the manuvering fix might need updating but it didnt share any GFO files so the same manuvering fix that was already available for download is what i added into GFO.
just take note that when adding the "webster's ship manuvering fix" to GFO there is one file (SHSound.act) that goes into the main sh4 folder and not the data folder as we are so used to it being the only one to add files to, so keep that in mind.
if you dont already have it my "webster's ship manuvering fix" is in the SUBSIM downloads section
i dont know what you are saying? you dont think anyone is ever going to make another mod for this game anymore?
this patch was not designed for TMO or RFB users but it is for those who play the stock game with mods added.
as for TMO and RFB compatability, it is very possible the will work perfectly fine if installed over this patch but nobody has done any research on this.
i wrote that to explain how how YOUR mod fixed the SD antenna so it will now properly raise and lower on command because of your mod so if YOU didnt fix the SD antenna to work properly then please let me know.
and i dont know what you are saying?
:hmmm:
Webster
05-16-09, 08:35 AM
and i dont know what you are saying?
:hmmm:
i said you were the one who fixed the SD antenna to work
its all in the documents included with GFO :06:
i said you were the one who fixed the SD antenna to work
its all in the documents included with GFO :06:
Sorry, i am not talking about this ... :wah:
Armistead
05-16-09, 12:21 PM
Great work. I did try it today....have been adding other mods. Again, I found no problems with TMO that I can see, except the possible issues that Ducimas says may not be seen. The AI seems fine...so I'm moving on with it as there are several added things that I always used.
Now trying with RSRD.
This needs to be a thread where we can talk and discuss the patch/mod.
Anybody that has their feelings upset or whatever, why not do it with PM and keep that crap off the boards.
ncorpuz34
05-16-09, 02:26 PM
I think this was asked before but he never got a definite answer:
Is there any type of sinking mechanics built into this mod?
Webster
05-16-09, 03:43 PM
I think this was asked before but he never got a definite answer:
Is there any type of sinking mechanics built into this mod?
no it isnt, things like sinking mechanics i felt were too much a personal choice because there are as many people who want it to sink slower and more natural as those who like to keep the quick result of the stock game so the game moves along at a faster pace if you dont have a lot of time to play sh4.
this is why i was hesitant to include my manuvering fix but finally decided to add it.
Carotio
05-17-09, 10:00 AM
Alternative download links for GFO, new final version plus old:
SHMF (http://www.silenthuntermods.com/forum/index.php?topic=130.0)
Webster
05-17-09, 12:04 PM
Alternative download links for GFO, new final version plus old:
SHMF (http://www.silenthuntermods.com/forum/index.php?topic=130.0)
plus old ???
while the conversion patch and the 2/3rds fix are something people might still need, there is no reason for anybody to download the original Unofficial Game Patch anymore.
tonschk
05-17-09, 12:37 PM
:yeah: Thank you very much WEBSTER :salute: ,I play the Stock 1.5 game plus just the Real Environmental , tell me please which must be the order to install via JSGME , Game Fixes Only first and Real Environmental last or the opposite ? , thank you for the help
Rockin Robbins
05-17-09, 04:37 PM
GFO downloading now to go into my brand new GFO MultiSH4 installation. I'm afraid I will pollute it with TMOkeys right away, but I'll keep it as pure as possible.:har:
ncorpuz34 brings up a good point. Have you ever been motivated to make a sinking physics mod? With enough psychotropic drugs and if we can keep you out of reach of any weapons for several months, it could be a very interesting project. Or it could be a cruel and pitiless master.:eek:
Oh, my hard drive curses you, hopes you take on the sinking project, go insane and die a protracted and painful death.
Webster
05-18-09, 07:00 AM
GFO downloading now to go into my brand new GFO MultiSH4 installation. I'm afraid I will pollute it with TMOkeys right away, but I'll keep it as pure as possible.:har:
ncorpuz34 brings up a good point. Have you ever been motivated to make a sinking physics mod? With enough psychotropic drugs and if we can keep you out of reach of any weapons for several months, it could be a very interesting project. Or it could be a cruel and pitiless master.:eek:
Oh, my hard drive curses you, hopes you take on the sinking project, go insane and die a protracted and painful death.
one of my main thoughts about this mod was that others would be able to easily adapt it to any style of game they like so mod away.
its all about each person getting the most custom tailored game they want so thats part of the main reason i tried to avoid difficulty or game style changes thinking the player would rather add those eliments for themself. after all you can never make everyone happy because we all have differet ideas and likes.
as for sinking mechanics, that was something i had planned to learn more about and try to understand better but at this point i have no plans for future mods
Kpt. Lehmann
05-18-09, 09:48 AM
Well done Webster. I can't offer a compliment that is strong enough.
What you've done has been important and HEAVY work!
~SALUTE!~ sir
:salute:
Webster
05-18-09, 12:51 PM
Well done Webster. I can't offer a compliment that is strong enough.
What you've done has been important and HEAVY work!
~SALUTE!~ sir
:salute:
thank you, :salute:
Rockin Robbins
05-18-09, 09:49 PM
Let me be the first to post a war patrol. Tonight between the hours of 7:00 and 9:00 pm I tested GFO to destruction, pitting my Balao up against the Convoy from Hell of Pimp My Ride II testing fame.
One thing I noticed quite quickly was that your Maneuvering Fix has the undesirable side effect of messing up convoy station keeping:
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/SH4Img2009-05-17_204550_156.jpg
There you go, the Convoy from Hell before my submarine has been detected. Bad weather and all, I decided to go in decks awash to see how close I could get. I got to 2500 yards and dove with no particular plan in mind. While under water, I pulled out the free cam and took a portrait of my victim(s).
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/SH4Img2009-05-18_175144_843.jpg
It's supposed to be three columns 500 yards apart. That's the bad news. The good news is that the convoy's individual ships behaved very well. There were no collisions, the merchies parted to let the Asashio and gunship through to pummel me and they scattered really well when the feathers began to fly. A plan began to form. I would use every piece of ammunition on the boat or die trying. Time to get in the thick of things and let fly!
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/SH4Img2009-05-18_190052_843.jpg
Didn't actually target much, just pointed and shot. Heck, who can miss! Oh the humanity!
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/MWSnap0112009-05-1820-58-14.jpg
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/SH4Img2009-05-18_184857_281.jpg
Sayonara Ashashio! Down the throat for you...
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/MWSnap0122009-05-1820-58-30.jpg
Darn! Out of torpedoes! I surfaced and gunned down the gunboat, then attacked the armed merchies one by one until there wasn't a firecracker left on board. How'd I do for two hours of carnage?
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/MWSnap0132009-05-1820-58-54.jpg
Actually I did about as well in two hours with pure GFO as I did in 20 minutes with Pimp My Ride II, but without all the danger, as I did all the early sinking, especially the dangerous targets, with torpedoes in GFO. A most enjoyable and profitable encounter it was! I'll publish the Convoy from Hell as soon as my laziness leaves me and I quit playing with it myself.:rotfl: The final tally:
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/MWSnap0142009-05-1820-59-16.jpg
No problems were encountered with GFO that were not present in the stock game. I'm looking forward to customizing TMOplot to be a GFO plugin for those interested in ramping up the challenge a bit. TMOkeys works perfectly with no side effects. I'll be checking out the 3000 yard/meter bearing plotter with the same end in mind.
I think when you plug one of those Huge European Liners with a torpedo they float higher and speed up! However, the deck gun puts them down VERY quickly. The deck gun vs the gunboat was a sad mismatch. I could outshoot him badly. I miss the free cams everywhere, control room, bridge and conning tower from TMO and RFB. You might consider adding them.
This thing is really bullet-proof! I thought I had a camera issue yesterday but it was a cute little program I picked up called Texter, filtering and scrambling keystrokes. Once I turned off Texter it was off to the slaughter. This is the most trouble-free early stage mod I've ever played. Congratulations Webster! You have a winner!
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/Partay.gif
http://www.subsim.com/radioroom/%5BIMG%5Dhttp://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/GFO/MWSnap0142009-05-1820-59-16.jpg%5B/IMG%5D
ncorpuz34
05-19-09, 02:12 AM
Getting a CTD when trying to use the Type XVIII boot. Applies to Single missions as well as trying to start a new career with it.
MODS:
NSM4
GFO
Real Environment + other visual enhancements (caustics/reflect, splash mod, PE4 Special effects...)
Rockin Robbins
05-19-09, 05:39 AM
Try pulling your other mods out of the soup first. Then add them one by one, always over the top of GFO, never under, and isolate the problem. NSM4, for instance, never dreamed of being used on a U-Boat and effects could be unpredictable. At best, it will have no effect on the U-Boat game. At worst, fasten your seatbelt.
When you find out what the problem is, please report back here for the benefit of other players. Please don't expect Webster to fix problems caused by other mods, but do expect him to fix a CTD that is native in GFO.
So, first test the situation with GFO only. If it CTDs, report, if not, load up the next mod and test again. Rinse and repeat until you hear a crash. Then report the last mod you loaded as the cause of the crash so others can avoid or perhaps even fix the problem.
Welcome to supermod hell, Webster. You're finding out why Kapitan Lehmann and LukeFF are often very cranky people.
Webster
05-19-09, 09:23 AM
Getting a CTD when trying to use the Type XVIII boot. Applies to Single missions as well as trying to start a new career with it.
MODS:
NSM4
GFO
Real Environment + other visual enhancements (caustics/reflect, splash mod, PE4 Special effects...)
theres no ctd from GFO for type 18 start so it is something else doing it
i never tested or intended NSM to be used with it so side effects may happen there.
i cant speak for Real Env but i dont think they intended you to use PE4 effects with it but i could be wrong about that.
Webster
05-19-09, 09:33 AM
One thing I noticed quite quickly was that your Maneuvering Fix has the undesirable side effect of messing up convoy station keeping:
was this during a single patrol or a campaign? because i noticed this before but couldnt tell if it was related to the manuvering fix or not.
EDIT: i never spent a lot of time looking into the convoy ships staying in formation thing but today i went to compare stock vs the manuvering fix and i found it was doing the exact same thing in stock so this ships leaving formation thing looks to be a stock bug and not related to GFO or the manuvering fix at all.
tonschk
05-19-09, 09:49 AM
Please can you tell me which is the better order to install GFO first and Real Environmental last or the opposite ? thank you for the help
Webster
05-19-09, 10:16 AM
Please can you tell me which is the better order to install GFO first and Real Environmental last or the opposite ? thank you for the help
always install GFO first and then any other mods you want to try using should be installed after GFO
Rockin Robbins
05-19-09, 10:18 AM
Webster, it was my soon to be released Convoy from Hell mission. I haven't tried a career yet, I was in a state of mind for some quick intense action. It worked.:D
In all my deck gun actions my hull took 51% damage, so the armed merchies coordinated well and got their licks in. As I said before, I was going to use every piece of ammo on the boat or die. Although there are only two warships in the Convoy from Hell, an Asashio and a generic gunboat, almost all the merchies are armed.
Folks, in general, mods installed later overwrite anything installed before. So if you want PE to work as intended, it should be installed over GFO. If it's compatible, you'll get PE effects in a GFO environment. If you install PE first, all the PE effects will be overwritten with whatever stock effects are contained in GFO.
When parts of an earlier mod are overwritten, the newest JSGME grays the name of the overwritten mod. That isn't necessarily bad, but it means that some features have been replaced. In all cases that I can think of GFO should be installed first and any modifiers installed later in an order of your choice, depending on what flavor of mod soup you are creating.
In any event, when cooking mod soup you lose the right to complain to Webster or any other modder. Your creation is your own responsibility. So be nice and ask for help if you have a problem. I'd start a new thread for that to keep this thread focused on GFO alone and issues with the base mod. That's the considerate way to proceed.
Don't let this keep you from experimenting. Unintended consequences are how great discoveries are made. JSGME makes it very easy to undo any conflicts you create and try something different!
Webster
05-19-09, 01:07 PM
Webster, it was my soon to be released Convoy from Hell mission.
ahh, ok i thought you were bringing up a mod issue.
well it was worth looking into anyway because those ships do seem to have very drunk captains driving them.
i ran the convoy catastrophy mission and some ships would do figure 8's then criss cross then get in the wrong line of ships and make others move out of the way and all for no reason.
i put the sub 5 miles away at 300 feet so i think im safe assuming i wasnt detected by them lol.
in both GFO and stock they looked like a bunch of drunken sailors who didnt know which ship to follow lol. use 32x time compression and it looks like those old time black and white keystone cops films.
tonschk
05-19-09, 03:36 PM
always install GFO first and then any other mods you want to try using should be installed after GFO
:salute: Thank you very very much :yeah::yeah:
Rockin Robbins
05-19-09, 05:37 PM
And now for your GFO listening and dancing pleasure, I am pleased to announce Rockin Robbins' Convoy from Hell (http://files.filefront.com/610+Rockin+Robbins+Convoyll7z/;13787102;/fileinfo.html) Mission. Enjoy. Of course it works with other mods but use it here, with GFO! Install with JSGME.
Webster
05-19-09, 06:07 PM
And now for your GFO listening and dancing pleasure, I am pleased to announce Rockin Robbins' Convoy from Hell (http://files.filefront.com/610+Rockin+Robbins+Convoyll7z/;13781782;/fileinfo.html). Enjoy. Of course it works with other mods but use it here, with GFO!
umm, shouldnt you have your own thread for that? :06:
there wont be much of a GFO thread left if everyone starts posting there GFO mods here
tonschk
05-19-09, 06:58 PM
And now for your GFO listening and dancing pleasure, I am pleased to announce Rockin Robbins' Convoy from Hell (http://files.filefront.com/610+Rockin+Robbins+Convoyll7z/;13781782;/fileinfo.html). Enjoy. Of course it works with other mods but use it here, with GFO!
Hi , I dont understand , this is a mod a singlemission or a singlepartol ? , thank you
Kamikaze Krazy
05-19-09, 07:39 PM
Indeed, this looks like a very nice mod!:DL Way to go WEBSTER!!!:yeah:
@WEBSTER: Sir, does GFOM fix the "Silent" Pocket Battleship? I noticed that in the Museum and in game that it is silent, and when I say silent, I mean no engine noise OR screw noises.:o Are you planing to add this into the "next" GFOM version? Has anyone else notice this?:hmmm:
@tonschk (http://www.subsim.com/radioroom/member.php?u=230724) Sir, I just downloaded it and it appears to be a Single Missions mod.:) It looks good, I'll try it right away.:D
Webster
05-19-09, 08:00 PM
Indeed, this looks like a very nice mod!:DL Way to go WEBSTER!!!:yeah:
@WEBSTER: Sir, does GFOM fix the "Silent" Pocket Battleship? I noticed that in the Museum and in game that it is silent, and when I say silent, I mean no engine noise OR screw noises.:o Are you planing to add this into the "next" GFOM version? Has anyone else notice this?:hmmm:
well the manuvering fix included in GFO adds new sonar sound files for all ships and subs to give them correct sonar sounds so i would say all ships in the game "should" be picked up accurately on sonar.
for this reason i believe it should also fix the pocket battleship as long it doesnt change any of the GFO sound files. i have not checked this for sure but try it and see.
Webster
05-20-09, 05:23 PM
And now for your GFO listening and dancing pleasure, I am pleased to announce Rockin Robbins' Convoy from Hell (http://files.filefront.com/610+Rockin+Robbins+Convoyll7z/;13781782;/fileinfo.html) Mission. Enjoy. Of course it works with other mods but use it here, with GFO! Install with JSGME.
umm, shouldnt you have your own thread for that? :06:
there wont be much of a GFO thread left if everyone starts posting there GFO mods here
i figured i should clarify this:
i want people to feel free to report their GFO experiences and things but it was just the mod release part that troubled me because how can you deal with mod release without answering questions about the mod and then that sorta takes over the GFO thread so for the actual mod release it wasnt a good idea to do that here unless you already had your own thread for supporting it so you can redirect questions about it to that thread so this thread remains about GFO and doesnt get sidetracked.
Historic
05-21-09, 05:46 AM
Ahh now this is great ty Webster have been playing it with these mods for a good 8 hours np at all
GFO
RSRDC_SH15_V401
Real Environment Mod
LITE FOG V2+Slow Water (ok this mod will make you an easy target for air as they can see you tested to death lolz in boat school torp attack, water boat will do one pass then dive on you with out putting any thing up or moving removed it ran again didn't see me did this 12 times for both to make sure I was 100% right before post )
ROW sound effects V9
Narwhal camo
Playing US side have found that on hitting I no sound and it says raising Snorkel in chat box see you have fix for it for german side(fix was problem on install)
In the Game Fixes Only Mod I set the default wording in the game to say "radar depth" and "SD Antenna" instead of saying "snorkel depth" and "snorkel".
Is anyone else getting this ? if not then will remove mods and see which one is changing it.
Also you say you have ship center fix in but can see any mark on manual to set ranges too so is it all at masts again as I'm confused at what to aim for now mate :doh:
thanks again webster great work m8 :salute:
Webster
05-21-09, 08:31 AM
Playing US side have found that on hitting I no sound and it says raising Snorkel in chat box see you have fix for it for german side(fix was problem on install)
Is anyone else getting this ? if not then will remove mods and see which one is changing it.
there is no sound for raising SD antenna or for the raising Snorkel so i wasnt able to do anything but correct the text wording for it. the fix has a folder inside it and that is the one to put in jsgme to change the wording.
Also you say you have ship center fix in but can see any mark on manual to set ranges too so is it all at masts again as I'm confused at what to aim for now mate :doh:
thanks again webster great work m8 :salute:
you can use what you want, they both work. use mast height or funnel height or any point of reference you want to use like a cariers flight deck.
SCAF will just help you hit the right spot more accurately because you have more accurate ship data but its still up to you to do the math correctly.
as for using RSRDC v401 it contains some extra ships not yet included in my manuvering fix and it changes some ship sim files in GFO that will break those ships manuvering fixes so a side effect of all this is "some" ships will manuver much faster than the others.
i am working on a new update to my manuvering mod to include these new ships and make it RSRDC v401 ready so when that is done i will make a patch to use after RSRDC v401 to add the manuvering fix back into those files.
Rockin Robbins
05-21-09, 08:32 AM
Everything I used the stadimeter on was mastheight. That's good because I prefer it that way just from a game difficulty angle. It's great to have a choice.
fred8615
05-22-09, 03:30 PM
I just tried the mod and found three problems.
1- The menu bar is all messed up for me. This is a problem a few of us had with the SH4 Menumaker when it was first released. The creator finally figured out what was wrong, and provided a fix in later versions. For those of us who have the problem, we have to do a "special save" to avoid the corrupted view. If you used Menumaker to change the buttons, it appears you didn't use that type of save. It's no biggie for me as I use my own button layout anyway. I wanted you to know in case anyone else reported the problem.
2- I find the numbers in the messages box harder to read now. It looks like they're bolder that the rest of the text, and this causes them to blend together in some cases. EDIT: on a second look, it's not just the message box. They're hard to read any where there's "normal" text.
3- While there may be fewer messages, you're still having the stock problem of some of them not showing up at all. Like the Pearl Harbor attack message. A notice shows in the message box, but the clipboard doesn't show the text. There is a fix another modder found for this. A [X] needs to be added before the actual text part of each message. Example:
@CINCPAC@^...^&Enemy attack on Pearl!&[X]AIR RAID PEARL HARBOR X
All messages will appear properly after adding this. BTW, if you decide to fix the messages, I can send you a copy of Adm. Stark's "Execute unrestricted warfare" message I've added to my messages.txt.
Other than these problems, I like GFO so far. Great work!
Webster
05-22-09, 09:15 PM
I just tried the mod and found three problems.
1- The menu bar is all messed up for me. This is a problem a few of us had with the SH4 Menumaker when it was first released. The creator finally figured out what was wrong, and provided a fix in later versions. For those of us who have the problem, we have to do a "special save" to avoid the corrupted view. If you used Menumaker to change the buttons, it appears you didn't use that type of save. It's no biggie for me as I use my own button layout anyway. I wanted you to know in case anyone else reported the problem.
very strange? are you sure you didnt still have some mods installed before you installed GFO? in all my testing which included a few brand new fresh new installs of sh4 i never experienced any problems with the menu bar because i was watching to avoid any issues there.
2- I find the numbers in the messages box harder to read now. It looks like they're bolder that the rest of the text, and this causes them to blend together in some cases. EDIT: on a second look, it's not just the message box. They're hard to read any where there's "normal" text.
its just your eyes pick up on the brighter color because only the color was changed so the size and shape and sharpness of the letters is the same as stock.
if you or anyone else wants to restore the games original text color you just have to remove or delete the "Fonts" folder inside the data/ menu folder found in GFO.
3- While there may be fewer messages, you're still having the stock problem of some of them not showing up at all. Like the Pearl Harbor attack message. A notice shows in the message box, but the clipboard doesn't show the text. There is a fix another modder found for this. A [X] needs to be added before the actual text part of each message. Example:
@CINCPAC@^...^&Enemy attack on Pearl!&[X]AIR RAID PEARL HARBOR X
All messages will appear properly after adding this. BTW, if you decide to fix the messages, I can send you a copy of Adm. Stark's "Execute unrestricted warfare" message I've added to my messages.txt.
yes, i only removed messages i didnt fix any because i hadnt noticed they werent working.
PM me with more info so i see what its about and i need to give proper credit to who found the text fix
Other than these problems, I like GFO so far. Great work!
thanks for the bug reports, its great feedback :up:
NefariousKoel
05-23-09, 03:07 PM
Hey Webster?
Do you have any way of fixing the superfast cloud movement in your mod? The stock clouds move at insane speeds across the sky. :doh:
Munchausen
05-23-09, 03:41 PM
:oops: I realize I'm way late on this suggestion but I just noticed (while in the game ... kept thinking I was looking forward when, in fact, I was looking aft) that the conning tower still tilts the wrong way during a dive/surface. IIRC, this was changed in TMO ... so, a fix should be out there somewhere. (And, I think you gotta admit, it would be a "fix"!)
Webster
05-23-09, 05:16 PM
Hey Webster?
Do you have any way of fixing the superfast cloud movement in your mod? The stock clouds move at insane speeds across the sky. :doh:
yes, add the "Sky Environment Mod v1.0" by Seeadler
found here: http://www.subsim.com/radioroom/downloads.php?do=file&id=120
he likes opt4 the best and so do i, it will slow the morphing (mixing) of the clouds which is the real culprit that makes them look like they are moving too fast but the cloud moving speeds are actually not out of line with wind speeds but the morphing makes them seem to be moving in fast forward.
this is one of those mods that i left out of GFO for you to use only if it suits your taste.
Webster
05-23-09, 05:22 PM
:oops: I realize I'm way late on this suggestion but I just noticed (while in the game ... kept thinking I was looking forward when, in fact, I was looking aft) that the conning tower still tilts the wrong way during a dive/surface. IIRC, this was changed in TMO ... so, a fix should be out there somewhere. (And, I think you gotta admit, it would be a "fix"!)
yes, it sounds like a much needed fix for the game and it would make a great ad-on mod for GFO if someone would put it together.
vickers03
05-24-09, 03:42 PM
conning tower still tilts the wrong way, so, a fix should be out there somewherenot only that, i've made a fix for the command room tilt too.
will be released soon for stock and TMO.
fred8615
05-24-09, 09:22 PM
very strange? are you sure you didnt still have some mods installed before you installed GFO? in all my testing which included a few brand new fresh new installs of sh4 i never experienced any problems with the menu bar because i was watching to avoid any issues there.
Brand new fresh install done because I switched from XP to Windows 7 RC 1. I tried it without any mods unstalled and it was fine. With just GFO installed, it's messed up.
yes, i only removed messages i didnt fix any because i hadnt noticed they werent working.
PM me with more info so i see what its about and i need to give proper credit to who found the text fix
Here's the thread about the fix:
http://www.subsim.com/radioroom/showthread.php?t=125882
If you want the Adm. Stark stuff, I'll PM it to you.
kiwi_2005
05-25-09, 07:04 AM
Thanks :yeah:
Munchausen
05-25-09, 12:29 PM
not only that, i've made a fix for the command room tilt too.
will be released soon for stock and TMO.
:yeah: Thanks. There are some things you just can't ignore.
vanjast
05-25-09, 01:08 PM
Maybe this is not specific to GFO but..
Uboat 1.5, GFO, Real Environment (for stock), and a few of my mods (just images and cosmetic changes to the cameras.dat [scope parameters])
I have saved this game while underwater and with what looks like 3x destroyers approaching on the horizon.
Anyway, saving the game on any contact, I moved into position.. slightly out of position, I hit reverse engines.. and CTD.
OK.. reload and pickup from the last save.. No problem until I reverse engines.. CTD.
Anybody had similar problems :D
Oh I'm playing this on a Laptop, Acer Travelmate 5720 (2GB dram), with an ATI Radeon 2400XT GCard
I have a previous saved game on the surface with nothing around, but just wondering if Reversing Engines is common to CTD?
CastleBravo
05-28-09, 04:44 PM
I can definately use some of this......Thank you
Webster
05-30-09, 03:25 AM
Brand new fresh install done because I switched from XP to Windows 7 RC 1. I tried it without any mods unstalled and it was fine. With just GFO installed, it's messed up.
Here's the thread about the fix:
http://www.subsim.com/radioroom/showthread.php?t=125882
If you want the Adm. Stark stuff, I'll PM it to you.
wow, very strange, i think it has to be something in windows 7 then because i just rechecked it all one more time and cant find anything not working correctly.
no one has ever reported anything like that when using Windows XP or Vista
send me the stark stuff and i'll look at it but to be honest im not looking to do any more modding.
i have a corrected version of my reduced radio traffic mod that now includes lurkers display fix so you can just add that to GFO to solve that issue.
find it here: http://www.subsim.com/radioroom/downloads.php?do=file&id=1033
[RS]Wedge
05-31-09, 12:35 PM
How do I turn off Battery charging with the GFO mod? When I click on the battery button when surfaced the shipmate just says "charging battery".
In the stock version 1.5 I am able to toggle the battery charging on and off.
Thansk for any help.
Webster
05-31-09, 05:18 PM
Wedge;1109930']How do I turn off Battery charging with the GFO mod? When I click on the battery button when surfaced the shipmate just says "charging battery".
In the stock version 1.5 I am able to toggle the battery charging on and off.
Thansk for any help.
it hasnt changed but i moved the battery charging button from the command room to the bridge station controls since battery charging is only done when surfaced.
simply use the battery charging button on the bridge controls to toggle it off or on.
[RS]Wedge
05-31-09, 05:58 PM
When I click the button to turn it off - the reply is "Battery is charging", When I click the button again to turn it off - the reply is the same. It's the same reply everytime I click the button.
In the original version 1.5 there was a definite alternating replies to know when the battery was charging or not.
Is there anyway to fix this?
Thanks for your reply.
~S~
it hasnt changed but i moved the battery charging button from the command room to the bridge station controls since battery charging is only done when surfaced.
simply use the battery charging button on the bridge controls to toggle it off or on.
Webster
05-31-09, 10:11 PM
Wedge;1110118']When I click the button to turn it off - the reply is "Battery is charging", When I click the button again to turn it off - the reply is the same. It's the same reply everytime I click the button.
In the original version 1.5 there was a definite alternating replies to know when the battery was charging or not.
Is there anyway to fix this?
Thanks for your reply.
~S~
open data/ menu / gui folder and delete all the files there except for the US_torpedos512 files then open the data/ menu / cfg folder and delete the ordersbar file there to remove the new orders bar buttons in GFO
[RS]Wedge
06-01-09, 01:59 AM
I figured it out. Here is what is happening:
When the battery is fully charged I keep getting the "Battery is Charging" dialogue when I'm clicking on the button to toggle off the battery charger. In all actuallity the battery charger is automatically toggled off when the battery reaches 100% even though you can still hear the "Battery is Charging" when trying to manually toggle off the charger.
I tested this and let the battery only charge to 90% and then toggled off the charger and it worked just fine and I got the correct dialogue stating that the battery charger is off.
:yeah:
fred8615
06-01-09, 11:55 AM
wow, very strange, i think it has to be something in windows 7 then because i just rechecked it all one more time and cant find anything not working correctly.
no one has ever reported anything like that when using Windows XP or Vista
As I said before, this is something a very few have had trouble with it when using the Menumaker. It's not Windows 7 specific.
send me the stark stuff and i'll look at it but to be honest im not looking to do any more modding.
i have a corrected version of my reduced radio traffic mod that now includes lurkers display fix so you can just add that to GFO to solve that issue.
find it here: http://www.subsim.com/radioroom/downloads.php?do=file&id=1033
Will download, and send the Stark stuff via PM.
Political Feud
06-02-09, 02:12 PM
Hey, is GFO compatible with RSRD? If so, what order should I install them?
Webster
06-02-09, 02:44 PM
Hey, is GFO compatible with RSRD? If so, what order should I install them?
they will work together but i need to do a patch to restore the manuvering fix to some ships that RSRDC makes changes to.
for now some ships will not accelerate as slowly as they should but other than that the mods work fine together.
for now you install GFO first then install RSRDC v401
when i finish the RSRDC v401 patch for GFO you will install GFO first then install RSRDC v401 and then the RSRDC v401 patch for GFO
Political Feud
06-02-09, 03:29 PM
Thanks!
I'm hoping someone can point out the obvious mistake(s) I'm making in trying to get the GFO mod to work. I purposefully held off playing SH4 until Webster released this mod. In the meantime I have played SH3/GWX Gold plus a few other minor mods thrown in.
Here's the steps that I've done with SH4:
1) Insert the SH4 Gold Edition disk and install the game.
2) Remove the disk and reboot.
3) Call up the game to ensure a V1.5 installation, then quit the game.
4) Access and install the JonesSoft Enabler to my SH4 Wolves of the Pacific folder.
5) Take a snapshot of the current file structure.
6) Access the GFO Mod at Filefront and download the folder contents to the Mods folder under the SH4 Wolves of the Pacific folder
7) Open the enabler and apply the GFO mod, then compare the results to the original snapshot. I get about 150 to 250 lines of information informing me of changes to the original data folder contents.
8) Call up the game expecting to see those modifcations. But in starting a career, I see that the captain picture is unchanged from stock and to go a step further: I start a patrol and see that the menu icons are unchanged. No use in going further, so I log out and begin swearing. :DL
I am at a total loss as to what it is I'm doing incorrectly. I usually don't post hear although I am a longtime member and lurker. I've found that with the tremendous support found at this site, one only has to do a couple of searches to get an answer to his/her issue. And besides, I've learned a lot of supplemental information to both SH3 and SH4 by just reading the posts. Many thanks in advance to those who take the time to assist me.
Webster
06-07-09, 03:09 PM
I'm hoping someone can point out the obvious mistake(s) I'm making in trying to get the GFO mod to work. I purposefully held off playing SH4 until Webster released this mod. In the meantime I have played SH3/GWX Gold plus a few other minor mods thrown in.
Here's the steps that I've done with SH4:
1) Insert the SH4 Gold Edition disk and install the game.
2) Remove the disk and reboot.
3) Call up the game to ensure a V1.5 installation, then quit the game.
4) Access and install the JonesSoft Enabler to my SH4 Wolves of the Pacific folder.
5) Take a snapshot of the current file structure.
6) Access the GFO Mod at Filefront and download the folder contents to the Mods folder under the SH4 Wolves of the Pacific folder
7) Open the enabler and apply the GFO mod, then compare the results to the original snapshot. I get about 150 to 250 lines of information informing me of changes to the original data folder contents.
8) Call up the game expecting to see those modifcations. But in starting a career, I see that the captain picture is unchanged from stock and to go a step further: I start a patrol and see that the menu icons are unchanged. No use in going further, so I log out and begin swearing. :DL
I am at a total loss as to what it is I'm doing incorrectly. I usually don't post hear although I am a longtime member and lurker. I've found that with the tremendous support found at this site, one only has to do a couple of searches to get an answer to his/her issue. And besides, I've learned a lot of supplemental information to both SH3 and SH4 by just reading the posts. Many thanks in advance to those who take the time to assist me.
your mistake was #6 where you downloaded the GFO mod contents to the "MODS" folder.
you need to unzip the GFO download to your desktop or to your "my documents" folder and then open it.
take the Game Fixes Only Mod folder found there and that is the actual mod so put that folder into the jsgme MODS folder and then install GFO.
as with most mods the mod is not the first unzipped folder you see because the first folder contains extras included with the mod like the read me and install info or any accessary mods to go along with the primary mod.
for some reason there are people out there who think you are supposed to unzip mods directly into jsgme which i find to be a very dangerous and risky thing to do.
you should never blindly add files to your game or your computer without at least looking at them first to know what files you are adding and confirm that they are sorted properly in order to work correctly.
i dont know if this is what you did or not but you are not the first to be confused about how to install this mod so i updated the install instructions which i hope will clear up any confusion over this.
Webster,
Thank you for taking the time to offer a detailed explanation of the proper way to add a mod.
And thank you (and all other modders) for the work performed in improving this game.
BobB
alexradu89
06-07-09, 04:47 PM
hey i just got your mod, it's very nice, but i just tried playing 2 german quick missions, (hunter killer and an other one), they both had the Walther uboat and i get a crash to desktop...
here is what and the order of mods that i have:
game fixes only mod
snorkel name fix...
gfo radio message fix
real environment
row sound effect
submarine splash and roll
webster's smaller rain
EDIT: apparently if i turn off the submarine splash and roll mod it all works, but i really want to play with that mod included... splash and roll mod has support for ALL submarines up to UBM addon (so type 9d2 and xviii walther work with it, but apparently there is a conflict or some sort between gfo and splash and roll mod...) is there a way you could look it up please, and maybe if i can change some figures and numbers around so that it can all work fine
Webster,
Thanks again for helping me get your mod loaded. It's up and 5 by 5. BobB
Webster
06-08-09, 04:22 AM
EDIT: apparently if i turn off the submarine splash and roll mod it all works, but i really want to play with that mod included... splash and roll mod has support for ALL submarines up to UBM addon (so type 9d2 and xviii walther work with it, but apparently there is a conflict or some sort between gfo and splash and roll mod...) is there a way you could look it up please, and maybe if i can change some figures and numbers around so that it can all work fine
im not promising anything but if you give me a link to the mods thread, i'll take a look at it to see if i can figure it out
alexradu89
06-08-09, 05:36 AM
10x webster, http://www.subsim.com/radioroom/showthread.php?t=149596 this is the mod...(the mod is split into 5 mods, 1 primary and 4 optional if im not mistaken)
PS: the game only crashes if i activate this mod: #2 Submarine splash and roll pitch mod...if i deactivate it, everything works fine...
Webster
06-08-09, 06:33 AM
10x webster, http://www.subsim.com/radioroom/showthread.php?t=149596 this is the mod...(the mod is split into 5 mods, 1 primary and 4 optional if im not mistaken)
PS: the game only crashes if i activate this mod: #2 Submarine splash and roll pitch mod...if i deactivate it, everything works fine...
ok, i did some testing and i cant solve this issue for you because its not GFO doing it.
when i tested it i found it crashes in the stock game too with only real env and the opt#2 Submarine splash and roll pitch mod so its something in Submarine splash and roll pitch mod that is conflicting with the german sub files so you will have to hope Kriller2 or w_clear know what you can to do to fix it.
my guess is they probably arent even aware of the issue causing ctd.
alexradu89
06-08-09, 07:18 AM
10x a bunch webster, will contact them about this ;)
Webster
06-08-09, 08:10 AM
10x a bunch webster, will contact them about this ;)
no problem, but remember if they manage to get it working you wil lose this from GFO by using the #2 opt mod in real env
- sub draft heights calibrated to be accurate
- Periscope depths and radar depths were calibrated to be accurate
- Battery life was calibrated to be as accurate as possible
so just be aware you will lose these fixes
alexradu89
06-08-09, 12:59 PM
webster i see you have added a RE patch fix on filefront... what is that about ? if you dont mind asking
Webster
06-08-09, 04:26 PM
webster i see you have added a RE patch fix on filefront... what is that about ? if you dont mind asking
shhhh......
its a secret
im updating the GFO read me to explain it all in detail so be patient but here it is:
-----------------------------------------------------------------------------------------
Mod compatability:
GFO is compatable with RSRDC v401 as long as you install the "GFO Patch for RSRDC v401" afterwards.
GFO is compatable with Real Environments #1 as long as you install the "GFO Patch for Real Environments #1" afterwards.
GFO is NOT compatable with any of the Real Environments ad-on option mods 2, 3, 4, & 5 because they replace too many elements of GFO. If you choose to go ahead and use the Real Environments ad-on option mods anyway then you will lose some parts of GFO in doing so.
----------------------------------------------------------------------------------------
Mod Installation order for GFO + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-RSRDC v401 for stock
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed
Mod Installation order for GFO + Real Env #1:
-stock game v1.5
-Game Fixes Only Mod
-Real Environments #1
-GFO Patch for Real Environments #1
-then install the GFO Snorkel Name Fix only if needed
Mod Installation order for GFO + Real Env #1 + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-Real Environments #1
-GFO Patch for Real Environments #1
-RSRDC v401 for stock
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed
NOTE - think of GFO as if it was the stock game when you are trying to decide on the correct install order for using additional mods.
----------------------------------------------------------------------------------------
i will also be updating GFO to v1.1 but very little will change and nobody will "need" to redownload and reinstall GFO unless they want to.
i'm mainly doing it to resolve a duplicate named folder issue thats causing confusion with people trying to install the mod and it will allow new users to start off with a version of GFO that doesnt need the radio message fix to be added to it because that will be added in already.
items i'm planning on removing from GFO for v1.1:
i will take out the easy to read colored text and leave it up to the player to choose if they want to add it to GFO as a stand alone mod.
i havent fully decided yet if im going to remove the new menu bar buttons from GFO but i'm thinking i should also leave that up to the player to choose if they want to use my menu buttons or one of their own choosing or keep them stock but i will still keep the keyboard keys the way i have them now.
the elements above were not all that popular with everyone so i figured pulling them out is a lot easier than having to explain how to open the mod files and remove them manually.
for those players who did like them or who want to try them, they are easy enough to add to GFO v1.1 as stand alone mods and they are all posted for downloading.
PortsmouthProwler
06-08-09, 11:28 PM
Hey, been playing GFO and like it a lot. 'Scuse me if I'm behind the times here, but if you would, Mr. W, let me record an observation:
* I go to the Sonar station and can't hear anything. Zip, zippo, nada. Sonarman reports OK and how I want him to report, but can't hear for myself. I have the sound file installed, whatever it is, per your early installation instructions.
* While I'm here: is the Range Readout for Radar mod GFO friendly?
Thanks,
PP
alexradu89
06-09-09, 01:36 AM
1 thing that confuses me regarding your mod is the snorkel thing... i dive to snorkel depth and whatever... but it says snorkel unavailable @ both type 9d2 and walther.... must i download another mod for the snorkel to be available ? (same goess for SD antenna... when pressing " I " i only get snorkel not available..)
Webster
06-09-09, 07:39 PM
1 thing that confuses me regarding your mod is the snorkel thing... i dive to snorkel depth and whatever... but it says snorkel unavailable @ both type 9d2 and walther.... must i download another mod for the snorkel to be available ? (same goess for SD antenna... when pressing " I " i only get snorkel not available..)
well the last time i looked into the snorkel the game still doesnt allow the snorkel to work but at least with that mod it activated even though it doesnt restore your co2 levels. ubi really messed up on not having that working IMO.
i just never saw the point of adding that mod if it doesnt do anything for co2 levels.
since im redoing GFO anyway, i guess i could add that mod in just for it to move. i just never saw any point in modding something that still wont work after its modded.
what do you guys think? should i try to add this mod anyway?
XTBilly
06-10-09, 02:13 AM
Redoing GFO you say?:DL
That's VERY good news Webster, since I like GFO VERY much!!:D
And after the RE patch, this mod ROCKS!!!
(As all your mods do).:cool:
Keep up the excellent job!!!:yeah::salute:
alexradu89
06-10-09, 04:35 AM
no... dont add it, i've seen the snorkel mod and it sux... i'd rather not have it on my SH4... (PS: i used a balao i think and that had a snorkel.. it worked, in terms of going up and down ;D)
tonschk
06-10-09, 04:58 AM
Redoing GFO you say?:DL
That's VERY good news Webster, since I like GFO VERY much!!:D
And after the RE patch, this mod ROCKS!!!
(As all your mods do).:cool:
Keep up the excellent job!!!:yeah::salute:
I agree , i think is good to add the snorkel to GFO
Webster
06-10-09, 01:15 PM
no... dont add it, i've seen the snorkel mod and it sux... i'd rather not have it on my SH4... (PS: i used a balao i think and that had a snorkel.. it worked, in terms of going up and down ;D)
actually that was the SD antenna you saw going up and down but sometimes people mistake it for a snorkel at first untill they look closer.
as for the snorkel mod:
i looked into the snorkel mod and it seems that it still has some issues with it even though it has come a long way from where it started.
only if i knew it didnt have any issues with it and it was wanted by the majority of the GFO users would it make any sense for me to think about adding it to GFO. this is one of those "choice" mods that should be left up to the individual user if they want it or not.
if you want to use it with GFO knowing it serves no real benefit in the game, then you can add the snorkel mod as a stand alone mod.
since the snorkel mod does not touch any of the files found in GFO, it should not have any sort of compatability issues with it.
Im using gfo and think its great but does any one know why my order bar and tabs are all messed up and i cant tell what buttons do what. Much obliged.
XTBilly
06-11-09, 01:11 AM
Im using gfo and think its great but does any one know why my order bar and tabs are all messed up and i cant tell what buttons do what. Much obliged.
Welcome mate!:salute:
Read the Webster's post in the first page. He explains everything there.
Also, if you hold the cursor on the order, the help appears telling you what this button does.
Personally, I strongly like the GFO's order bar configuration.
Makes more sense and the orders are more realistically combined with the stations.
Cheers dude. I've had a look at all the posts and cant find any mention of the problem i'm having. I dont have any other Mod installed but its fresh install of 1.5 and uboat. Everything works properly and the help pops up but all the Tabs and orders images are scrambled. It loloks like the images for the buttons are stetched across multiple buttons. i might just need a fresh install by the sounds of it but any suggestions would be appreciated.
fred8615
06-11-09, 08:16 AM
Im using gfo and think its great but does any one know why my order bar and tabs are all messed up and i cant tell what buttons do what. Much obliged.
That's the same problem I reported. There's something on a very few computers that causes the order bar to screw up if it gets changed. It first appearred when using the SH4 Menumaker. The fix is either use Menumaker to create your own orders bar, and use the "Save Special" option, or remove the order bar parts from GFO.
Ah that sounds likley. I,ve got menumaker now all i need to do now is figure it out. cheers thanks for the help i'll let you know if it works.:DL
Webster
06-11-09, 07:15 PM
That's the same problem I reported. There's something on a very few computers that causes the order bar to screw up if it gets changed.
i'll try to get this bug fixed before releasing GFO v1.1
SPECIAL NOTE - i had a mistake in the GFO Patch for Real Env #1
i accidentally left a duplicate data folder in the unzipped folder so just delete that extra folder since its not needed (the download has already been corrected as of 6 pm cst Thursday)
XTBilly
06-12-09, 12:33 AM
Ok. Thanks Webster !!:salute:
tonschk
06-13-09, 02:42 AM
Hello there , i installed the GFO in the order showed below , but even if GFO include the historical four propeller for US submarines fix , my Balao have still the stock three blades propeller spinning in the wrong direction , even if GFO include germans quick single missions , my game dont have german quick single missions , even if the GFO include the transparent orders window , my game have the stock non-transparent order window , even if GFO include some kind of improvements to the gauges on the bottom right corner to control speed rudder etc etc , my game have the normal stock gauges on the bottom right corner to control speed rudder dept etc , I dont know may be even the other fixes included in the GFO are not working in my SH4 game , please can you tell me if you think I must delete uninstall my SH4 game and after make a Fresh brand new installation of the SH4 game ? , thank you for the help
http://i194.photobucket.com/albums/z58/tonschk/agl-2.jpg
Webster
06-13-09, 09:54 AM
Hello there , i installed the GFO in the order showed below , but even if GFO include the historical four propeller for US submarines fix , my Balao have still the stock three blades propeller spinning in the wrong direction , even if GFO include germans quick single missions , my game dont have german quick single missions , even if the GFO include the transparent orders window , my game have the stock non-transparent order window , even if GFO include some kind of improvements to the gauges on the bottom right corner to control speed rudder etc etc , my game have the normal stock gauges on the bottom right corner to control speed rudder dept etc , I dont know may be even the other fixes included in the GFO are not working in my SH4 game , please can you tell me if you think I must delete uninstall my SH4 game and after make a Fresh brand new installation of the SH4 game ? , thank you for the help
http://i194.photobucket.com/albums/z58/tonschk/agl-2.jpg
try the simple things first, make sure you have the correct GFO folder installed.
the mod is actually another folder contained within the unzipped folder so make sure when you open the GFO folder that you placed in jsgme, that you only see the data folder and an SHSound.act file there.
tonschk
06-13-09, 11:35 AM
Yes I think I have made a mistake , I put the whole unzipped GFO folder with all the subfolders included and the readmy inside MODS folder of the SH4 game and later I enabled it with JSGME , big mistake :oops:
Why you dont include the four blades propeller with your GFO ? is something wrong with the four blades propeller ?
I have done something not really healthy for the SH4 files , I deleted the GFO from the SH4 MODS folder without before removed first with the JSGME tool , do you think this can have bad consecuences/effects for my SH4 installed Game ?
I correct the mistakes and in the process of enabling with JSGME the various mods in the order you tell us to do , the JSGME tool was asking me every time if I want to overwrite some files , and I click yes , can you tell me please if is something wrong with this ? , thank you for the help
Webster
06-13-09, 04:55 PM
Yes I think I have made a mistake , I put the whole unzipped GFO folder with all the subfolders included and the readmy inside MODS folder of the SH4 game and later I enabled it with JSGME , big mistake :oops:
Why you dont include the four blades propeller with your GFO ? is something wrong with the four blades propeller ?
I have done something not really healthy for the SH4 files , I deleted the GFO from the SH4 MODS folder without before removed first with the JSGME tool , do you think this can have bad consecuences/effects for my SH4 installed Game ?
I correct the mistakes and in the process of enabling with JSGME the various mods in the order you tell us to do , the JSGME tool was asking me every time if I want to overwrite some files , and I click yes , can you tell me please if is something wrong with this ? , thank you for the help
as for the 4 bladed props, they are in GFO already
the jsgme "mods" folder has an unseen hidden folder where it keeps backup files and you can "clear" some mod soup issues by moving your mods out of jsgme and then deleting the entire mods folder to get rid of these hidden files, then you just run jsgme to create a new "mods" folder then put the mods back in jsgme and see if they work ok. if not then replace the whole data folder using your backup copy or uninstall and reinstall the game to restore the files.
as for overwriting files, this is because many mods use the same files so you end up replacing files that were already replaced by another mod but its fine to do this as long as the mods are compatable to work together. (this means the combination of files you end up with all work together to do what they are supposed to without causing issues with the game)
tonschk
06-13-09, 06:34 PM
Thank you very much for your help :yeah:, I like the changes in the game made by GFO , for example the very well done sound of the air escaping in the " blow ballast " , and the very nice amazing sound of the much better now " Ping " when the DD is looking for you , there are still mistakes in the SH4 game , step by step can be improved , thank you very very much :salute:
I downloaded the first release you made, while it was still the "unofficial 1.6 patch", the one with the bug in the engine telegraph sound orders, etc.
Is there any download that can convert it directly into the current version of GFO ? Reason I ask is because I don't want to download all the big pack again :nope:
Webster
06-14-09, 02:54 PM
I downloaded the first release you made, while it was still the "unofficial 1.6 patch", the one with the bug in the engine telegraph sound orders, etc.
Is there any download that can convert it directly into the current version of GFO ? Reason I ask is because I don't want to download all the big pack again :nope:
yes, on my filefront there was a patch to convert UGP to GFO but i deleted it and no longer have it.
i deleted it because i didnt think anyone would still need it and with the changes i made, you really are better off redownloading it anyway even though i know its a PITA on a slow ISP
i'll put something together to hook you up when i get time and send you a link :up:
Cheers, thanks. But if there are already too many changes, then I'll bit the bullet and download the whole thing again :hmmm:
Webster
06-18-09, 09:11 PM
The new version of GFO v1.1 has now been released and the download and fixes for the older version of GFO has been removed and is no longer available.
Because of the changes made in GFO v1.1 I was not able to modify GFO v1.0 with a patch to update it to v1.1 so it will be necessary for you to redownload GFO v1.1 and then delete the old GFO v1.0 mod.
the actual changes GFO v1.1 makes are minor but its a large number of files involved in making those small changes.
changes in GFO v1.1:
- the easy to read colored text was removed
- the missing menu bar button images are fixed
- the radio display fix was added
- added new mission loading screens
- added Kakemann and ATR-42's Music Fix
XTBilly
06-19-09, 12:31 AM
:yeah::rock::rock::woot:
BIG GFO weekend approaching!!
Thanks Webster!:salute:
ivanDurak
06-19-09, 06:34 AM
The new version of GFO v1.1 has now been released and the download and fixes for the older version of GFO has been removed and is no longer available.
Where?
Webster
06-19-09, 08:22 AM
Where?
for now its only at my filefront page but it is in process of being uploaded here as soon as they get a chance to do it for me. :up:
NOTE - just in case anyone was wondering about them, the Real Env. and RSRDC patches have not changed at all and you dont need to redownload those if you already have them.
tonschk
06-19-09, 09:56 AM
The new version of GFO v1.1 has now been released
changes in GFO v1.1:
- added new mission loading screens
This GFO mod is excellent :up:, is a pity that the main loading GFO screenshot is a bit blurred
ivanDurak
06-19-09, 10:07 AM
Thank you, Webster! :up:
Webster
06-19-09, 11:31 AM
This GFO mod is excellent :up:, is a pity that the main loading GFO screenshot is a bit blurred
thats an actual in game screen shot and the lighting and water distortion effect it too but if its too clear then you start to notice things so sometimes a little blurred helps hide things in the game.
if you had sharp clear hi resolution images of things the flaws in the game would stand out too much and be noticed.
SgtPotato
06-20-09, 01:12 PM
Do I have to overwrite the old v1.0 with v1.1? Or do i have to remove the old mod and install the v1.1?
Webster
06-20-09, 02:06 PM
Do I have to overwrite the old v1.0 with v1.1? Or do i have to remove the old mod and install the v1.1?
Because of the changes made in GFO v1.1 I was not able to modify GFO v1.0 with a patch to update it to v1.1 so it will be necessary for you to redownload GFO v1.1 and then delete the old GFO v1.0 mod.
the actual changes GFO v1.1 makes are minor but its a large number of files involved in making those small changes.
changes in GFO v1.1:
- the easy to read colored text was removed
- the missing menu bar button images are fixed
- the radio display fix was added
- added new mission loading screens
- added Kakemann and ATR-42's Music Fix
tonschk
06-20-09, 05:06 PM
Hello , thank you for the answer WEBSTER :salute:, I am not sure about this bug because never happened to my SH4 before the addition of GFO , when I use high speed time compression , the game crash and in the screen appeared " Silent Hunter 4 got a problem and need to be closed " when I play the game without time compression there is no problem , and when I use time compression at low speed no problem either , therefore the problem only happened at high time compression " already two times my game crashed using high time compression
Webster
06-20-09, 06:25 PM
when I play the game without time compression there is no problem , and when I use time compression at low speed no problem either , therefore the problem only happened at high time compression " already two times my game crashed using high time compression
hmmm, is this with GFO v1.0 or GFO v1.1?
it could be your running out of memory so make sure you clean out your temp internet files and run a disk cleanup and see if that fixes it.
also what mods are you running?
tonschk
06-20-09, 08:05 PM
Hello , thank you for the help , I already downloaded the GFO 1.1 but not yet replaced the GFO 1.0 , today I played a bit SH4 and I have done two times middle speed time compression without crash , I must check better the situation using more time compression
I have 3Gb DDR2 800GHz of memory nVidia 8800GT 512Ghz and a INTEL 8400E 3Ghz , of course I will do again disk defragmentation , disk clean etc
http://i194.photobucket.com/albums/z58/tonschk/gfo1.jpg
Webster
06-20-09, 09:16 PM
ok, less limber holes are already built into GFO so theres no reason to add that (but it wasnt hurting anything)
snorkel name fix is only needed to play the german side, otherwise you do NOT want it activated (just clarifying when to use it)
as for the ctd:
i think its a Real Env. thing, go to that thread and see page 9-10 of the Real Env. mod thread and you will see that the mod has ctd issues with the german side in some situations and if i remember correctly there may be a limit of how much TC you can use with Real Env.
environmental changes can have the most effect on time compression so try without real env mod and see what happens.
about memory usage:
the memory thing usually isnt that you dont have enough ram installed on your computer but rather that the memory you do have is filled with BS from everything you have been doing on your computer before so theres not enough available ram storage space left over when you game.
every time you visit a website or you download something it leaves temp files stored on your computer that stay there untill you reboot or run a disk cleanup utility.
well you can see how just doing normal every day stuff your temp internet files can grow as big as 1 to 1.5 gb in size.
this doesnt mean that its all causing direct ram usage but it does have a draining effect on the overall memory storage availability of the entire system.
now im not a big computer guy so i might be a little fuzzy on the specifics here but i think i explained it good enough for you to get the picture why not running disk cleanup utilities and having a lot of temp files slows your computer down and effects its performance.
tonschk
06-21-09, 08:36 AM
:yeah: Thank you very much :up:, Yes I agree ,I remember the Environmental Five or Environmental Four and may be the Real Environmental mods have problems with time compression , better to use time compression at just low or medium speed , thank you for the info/suggestion to clean temporary internet files and disk cleanup :salute:,
But the detail about the less water limber holes , I add this mod to the GFO mod because in my opinion the water limber holes were still excessive white , and in my opinion after adding the less water limber holes mod to GFO , the water limber holes become acceptable reduced
Webster
06-21-09, 09:53 AM
But the detail about the less water limber holes , I add this mod to the GFO mod because in my opinion the water limber holes were still excessive white , and in my opinion after adding the less water limber holes mod to GFO , the water limber holes become acceptable reduced
i just reconfirmed that the limber water is working in GFO and it makes no change at all if you add the limber holes mod on top of GFO so its something else going on.
in looking further i found that the real environments mod replaces the GFO file for the limber holes so thats the conflict causing the problem.
im glad this came up, now i can add the limber holes files back into GFO through the GFO patch for Real Env. so i'll go update that right now :up:
EDIT - the Webster's GFO Patch for Real Env #1 has now been updated to include the fix to restore the lighter limber holes water color
if you arent sure if you have the correct version of this patch then check the file size which should be 611 KB in size. (the old version was 55 KB)
tonschk
06-21-09, 01:35 PM
Thank you WEBSTER :yeah:, I download at once the new version of GFO Patch for Real Env #1 :up:
The General
06-25-09, 12:01 PM
Firrst off, this is exactly what this game needed to make it halfway playable. I use it with the Real Environment Mod and it's very good. It badly needs a Sinking Mechanics overhaul though, as everything goes down in about 30 secs, like a freakin' arcade game! How 'bout it WEBSTER?
Webster
06-25-09, 04:52 PM
Firrst off, this is exactly what this game needed to make it halfway playable. I use it with the Real Environment Mod and it's very good. It badly needs a Sinking Mechanics overhaul though, as everything goes down in about 30 secs, like a freakin' arcade game! How 'bout it WEBSTER?
well that gets to the root purpose of what GFO was designed for.
i wanted to leave the specifics of modding the "style" and "feel" of the game to you.
my goal was to give "you" the player an 80- 90% complete super mod that you can finish modding to fit your own taste.
i wasnt trying to make a super mod for you but instead make it easy for even the beginner to "complete" the mod to their own taste.
XTBilly
06-26-09, 01:14 AM
Firrst off, this is exactly what this game needed to make it halfway playable. I use it with the Real Environment Mod and it's very good. It badly needs a Sinking Mechanics overhaul though, as everything goes down in about 30 secs, like a freakin' arcade game! How 'bout it WEBSTER?
Well, I've been running GFO with RE and NSM4.
This was created for 1.4V but runs fine with 1.5V.
If you focus in the Allied campaign, the ships sink realistically, with the occasional and very rare ship that will take the double amount of fish to go down... Of course, correct targetting is a must, because two torpedo hits in the same spot will not create extra flooding.
But only the Axis ships... new ships of 1.5V and Allied ships sink the stock way. In seconds that is.
GFO also works fine with Pacific Environments 4. With A LOT of extra special effects (explosions etc).
Give it a try!:03:
The General
06-26-09, 04:22 AM
Thanks Webster & XT Billy :up:
XTBilly
06-26-09, 05:50 AM
Thanks Webster & XT Billy :up:
Anytime mate!:salute:
Webster
06-26-09, 09:14 AM
Well, I've been running GFO with RE and NSM4.
Of course, correct targetting is a must, because two torpedo hits in the same spot will not create extra flooding.
But only the Axis ships... new ships of 1.5V and Allied ships sink the stock way. In seconds that is.
GFO also works fine with Pacific Environments 4. With A LOT of extra special effects (explosions etc).
Give it a try!:03:
well when installing any evnironment mod you will lose the small rain mod from GFO and im not sure if the real environments patch will work correctly with PE4 or Env 5.0 but if you use them you should give it a try just to see.
i would hate to make and upload another patch for PE4 or Env 5.0 just for a few players but in a PM i could tell you how to do your own. :up:
as for NSM its a lot of work, a whole lot of work so spending hours and hours testing and retesting things gets old real quick lol.
all we can hope for is that maybe, just maybe now that the game has matured and the number of new ships added to the game has leveled off, that someone will do a new stand alone NSM type mod that isnt only available as part of a super mod.
XTBilly
06-26-09, 09:33 AM
well when installing any evnironment mod you will lose the small rain mod from GFO and im not sure if the real environments patch will work correctly with PE4 or Env 5.0 but if you use them you should give it a try just to see.
i would hate to make and upload another patch for PE4 or Env 5.0 just for a few players but in a PM i could tell you how to do your own. :up:
as for NSM its a lot of work, a whole lot of work so spending hours and hours testing and retesting things gets old real quick lol.
all we can hope for is that maybe, just maybe now that the game has matured and the number of new ships added to the game has leveled off, that someone will do a new stand alone NSM type mod that isnt only available as part of a super mod.
Yes, you're right. NSM was a great mod, a revolution. Too bad never reached 1.5...
But if played on the American side, the effects of NSM are applied very well. I haven't (so far) seen any smoke following me or met unsinkable ships. In some rare cases, a ship that sinks with 2 fish correctly placed, will need another two.. but this is very rare as I said...
Let's hope that the sinking mechanics (currently wip) of RFB will be completed and given as a single mod, because it is superior compared to NSM.:cool:
Thank you very much Webster!! I can surely use your help!!:up::salute:
Truckerich
07-03-09, 01:28 PM
IT also needs improvment in the command room.
Who ever made that part of the game [command room] has never been on a boat. lol
If someone could make a mod that would correct the axis point in the game SH4.They made the axis point using the center of the ship. They need to move the axis to the bottom [floor] and make the floor stationary and everything else sway left to right [execept the men]. Just move the boat like a pendlum of a clock [reversed]and leave the men stationary. Now thats realistic.Move the axis point to the bottom of the ship [floor] make the floor stationary and the men. The crew is suppose to stay veticial [stationary] Make the men stand still and make the boat move [sway]. They made the men sway with the boat. If the men were like the sh4 is now the men would fall over on a real boat. lol
anyway my 2 cents.:salute:
Firrst off, this is exactly what this game needed to make it halfway playable. I use it with the Real Environment Mod and it's very good. It badly needs a Sinking Mechanics overhaul though, as everything goes down in about 30 secs, like a freakin' arcade game! How 'bout it WEBSTER?
NICE WORK WEBSTER
Your mod is compitable with RUIM or not?
(it says about medals.ups)
Next question is about info table on the display, now its inpossible to change its brightness, how to turn this option back working?
http://img195.imageshack.us/img195/9518/nololk.jpghttp://img195.imageshack.us/i/nololk.jpg
Carotio
07-12-09, 09:49 AM
GFO 1.1 + patches now available in SHMF (http://www.silenthuntermods.com/forum/index.php?topic=130.0) too :03:
Webster
07-12-09, 07:03 PM
NICE WORK WEBSTER
Your mod is compitable with RUIM or not?
(it says about medals.ups)
"As for adding other mods to GFO, unless they state otherwise, you will need to check them for compatability on a case
by case basis."
i think RUIM has trouble running with some mods depending on which files are used and with the number of mods contained in GFO my guess is there will be probably be side effects resulting in combining them. that said, they might just be minor but you need to check with John W. Hamm since he made RUIM and only he will know for sure if they are compatable and if not, perhaps he can help you create a GFO compatable version for your game.
Next question is about info table on the display, now its inpossible to change its brightness, how to turn this option back working?
ok, to be honest i never noticed my mod disabled it because i always use it as fully transparent.
(the way i looked at it, why would you want more of your vision blocked by it)
its very easy to undo this since its done by switching only 2 numbers in a text file.
here is how you undo it: (first uninstall GFO)
open the "menu_1024_768" file found in GFO using windows "notepad", then follow the instructions below.
look about one third of the way down the list to find the "G3F" section
================================================== ================================================== ====================================
if you are using game v1.5:
[G3F I260]
Name=Bkgr capture
Type=1031;Stat bmp array
ItemID=0x3F2A00FF
ParentID=0x3F2A0000
Pos=0,0,350,94
Zone= 256 764 350 94 0 1 0x3F2A0000 0.5 -1 0x3F2A00FF -0.5 1 0 0
Color=0xFFFFFF00 <<<< (change this line to read - Color=0xFFFFFF80 )
Materials=1
Display=2;Linear
Mat 0=data/menu/data/black.tga
Crop 0=0,0,0.5,0.5
MatFlags=0x1
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
================================================== ================================================== ==============================================
when you finish, save the changes when you close the file, that is all you have to do.
reinstall GFO and its back to normal color and you can adjust the brightness as you want it. :up:
fred8615
07-20-09, 08:18 AM
I've got a couple of questions.
First, you say you fixed the excessive german dud torpedoes, but did you do anything to the U.S. ones? I find the GFO dud rate highly excessive now. It's definitely more than the stock game.
Second, using GFO there are no more crewman available with "Leadership" or "Guns" as a primary skill. I thought maybe it was the Sober's Better Crew II mod that's in GFO, but the thread for it makes no mention of removing that.
Webster
07-21-09, 05:17 PM
I've got a couple of questions.
First, you say you fixed the excessive german dud torpedoes, but did you do anything to the U.S. ones? I find the GFO dud rate highly excessive now. It's definitely more than the stock game.
Second, using GFO there are no more crewman available with "Leadership" or "Guns" as a primary skill. I thought maybe it was the Sober's Better Crew II mod that's in GFO, but the thread for it makes no mention of removing that.
the crew still do have their primary skills and all of their special abilities in stock they still have in GFO so im guessing you must have a corruption somewhere.
as for the torpedos, nothing was done to change the dud rates of US torpedos so im guessing you must have a corruption there too or it could just be that random chance has caught up with you as far as finding many of them in a short time.
as for the german dud torpedo fix, it wasnt me who fixed it it was the RFB team's fix, they did a stand alone mod for stock v1.5 that they gave me permission to use in GFO.
fred8615
07-21-09, 06:36 PM
Except that as soon as I removed GFO, the "Leadership" and "Guns" skill came back, and the dud rate dropped too.
Webster
07-21-09, 07:50 PM
hmm, your copy of GFO must be corrupted then because i have the crew abilities and the dud rate is no different with or without GFO for me.
i am 100% certain on the abilities thing not being changed unless i missunderstand what you are talking about. when i look at the crew screen they all show with their command, torpedo, engines, sensors, and guns specialties.
in GFO and in stock you see the picture showing the specialties of each crew member and it will have a pop up box indicating their specialty but for some reason it will only randomly show it as such every now and then. i am not sure why it doesnt show the specialty box all the time but this glitch is unchanged from the stock game and thats how it is in stock. but rest assured they are indeed a specialist as long as you see the specialist icon for that crew member.
the change in number of duds i cannot say for sure as i havent tested that very thouroughly but i havent noticed it being of any real difference with or without GFO installed.
try moving all your mods out of jsgme (dont do a move all files, just move them one at a time) then delete the "MODS" folder to get rid of the unseen saved backup files there then run it to create a fresh new "MODS" folder and move your mods back into it then after deleting GFO, replace it with a fresh copy and retest.
fred8615
07-21-09, 08:11 PM
i am 100% certain on the abilities thing not being changed unless i missunderstand what you are talking about. when i look at the crew screen they all show with their command, torpedo, engines, sensors, and guns specialties.
in GFO and in stock you see the picture showing the specialties of each crew member and it will have a pop up box indicating their specialty but for some reason it will only randomly show it as such every now and then. i am not sure why it doesnt show the specialty box all the time but this glitch is unchanged from the stock game and thats how it is in stock. but rest assured they are indeed a specialist as long as you see the specialist icon for that crew member.
Just so we're both on the same page here, what I'm talking about is the crew list on the left side. You can have it display men by rank, skill, etc. When I'm in port trying to rotate crew, when I choose to list by skill, there's no leadership or guns listed at all. They all still have them, but no one has it as their main one.
Duds, I've already found it's better without GFO.
Webster
07-21-09, 10:44 PM
Just so we're both on the same page here, what I'm talking about is the crew list on the left side. You can have it display men by rank, skill, etc. When I'm in port trying to rotate crew, when I choose to list by skill, there's no leadership or guns listed at all. They all still have them, but no one has it as their main one.
Duds, I've already found it's better without GFO.
thanks for the feedback fred8615 :up: i have the solution for you if you want to change it.
what happens is since i increased the other atributes of the crew i didnt bother increasing the leadreship aspect and the way it works is it is listed by the crew members strongest atributes first so seeing as leadership was lower than the other abilities they werent listed as leaders.
you can still see the leadership numbers for each crew member in the box to the right so they havent lost any leadership abilities its just other abilities were increased more.
to put things back to the way it showed before you just have to open the UPCData/UPCCrewData folder and delete the CrewMembers.upc file.
by doing this you will lose the increased watch crew spotting ability but if you try to increase all of the crew leadership abilities to 1 then they all show up as leaders and you will lose the inexperienced crew aspect of the game since they will all act as seasoned crew.
im glad you caught this because now i know that i need to go back and redo this mod to keep things in much better proportion so this problem gets corrected.
as far as the dud torps go, can you give me your best guestimate of about how much % you think GFO increases the chances of getting dud torpedos?
fred8615
07-22-09, 08:02 AM
to put things back to the way it showed before you just have to open the UPCData/UPCCrewData folder and delete the CrewMembers.upc file.
Thanks. I'll try it later today.
as far as the dud torps go, can you give me your best guestimate of about how much % you think GFO increases the chances of getting dud torpedos?
I would say that including deep runners even when the depth is set to minimum, the dud rate is about 90%. I've fired every Mark 14 on a patrol, had most hit, and had only two or three out of all of them explode. The stock dud rate is only about 50%.
And yes, I know there were things like that that happened during the war. But even those were more the exception than the rule. Only having two or three explode was happening to me on every patrol. It was so bad that for a few I used Mark 10s instead. They were fine btw.
Webster
07-22-09, 02:15 PM
Thanks. I'll try it later today.
I would say that including deep runners even when the depth is set to minimum, the dud rate is about 90%. I've fired every Mark 14 on a patrol, had most hit, and had only two or three out of all of them explode. The stock dud rate is only about 50%.
And yes, I know there were things like that that happened during the war. But even those were more the exception than the rule. Only having two or three explode was happening to me on every patrol. It was so bad that for a few I used Mark 10s instead. They were fine btw.
very strange???
i just ran some tests in a porpoise class sub with all mark 14 torps in 0% realism and then 100% realism in single mission, single patrol, and american career modes and after 3 tests in each mode and realism setting and i found an average of one dud in single patrol and in a single mission but no duds at all in the american career mode so i cant seem to reproduce what you are experiencing.
i'll send you a PM to try and get some more details in order to figure out why your game is different from everyone elses.
vanjast
07-25-09, 03:28 PM
Webster.. GFO doesn't tweak the ship damage models does it ?
If not I wonder if I can add realistic sinking mechanics to GFO.
I caught what seemd like an invasion fleet down by Samar ( I could see very little as it was dark and misty), and had this very big ship cross my bow at ~1000yrds, so I gave it 4 torps (1st one missed the bow, next 2 hit below a turret, last one a dud) and the ship blew up like guy fawkes night - A Maya heavy cruiser I think it was.
I'll check what happens with the next convoy.. :D
rsvette12
07-25-09, 05:35 PM
Incredible amount of work and thank you so much, I want to run this with the atlantic Pacific mod am I right just install this first then AP Mod, would there be issues running these together, thank you. :up:
Regards, Rich
Webster
07-26-09, 02:04 PM
Incredible amount of work and thank you so much, I want to run this with the atlantic Pacific mod am I right just install this first then AP Mod, would there be issues running these together, thank you. :up:
Regards, Rich
well as the read me said, adding mods on top of GFO shouldnt be a problem as long as you keep in mind that other mods were based on the stock game files so the files changed by another mod will undo all the changes made to that file except those done by the mod your using.
as an example the ship sim files are changed in GFO to adjust the ship acceleration times so any mod you add that uses a stock ship sim file will now also revert the ship back to the stock speed settings so the mod would work but a side effect is the ship accerlereation fix would no longer be there.
with a little care taken these things can be worked out by figuring out what the mod you want to use will do to the file and you make that change yourself to the GFO file so you add the new element you want without losing other changes made to the same file.
in the case of a large mod with many files you can try it and see but it may not be compatable. if that is the case then you can add the elements from GFO that you like to the other mod and it may be easier to add things to that mod than to change so much of GFO by adding another large mod on top of it. this is why i try to make a stand alone version of every mod so that you have many options to customize the game your own way.
i would say to open both mods side by side and compare how many of the same files they share (not folders but the individual files themselves) then you may have a better idea of what you may lose in combining them together.
if you send me a PM with the list of these files i can tell you what things they mod in the game so you know what you could be losing from GFO. if you know what your doing maybe i can tell you how to change the files to merge them all together as long as you remember sometimes some mod changes just arent compatable with others.
Webster
07-26-09, 02:15 PM
Webster.. GFO doesn't tweak the ship damage models does it ?
If not I wonder if I can add realistic sinking mechanics to GFO.
nothing was done for sinking mechanics because just as many people are into faster action and are happy with the quick results as those who want to see more real sinking times from ships.
as i explained in the post above, the files you change by adding mods may remove some elements from GFO and you need to watch for that.
i would guess any sinking mechanics mod would have to be manually merged with my ship speeds mod to keep both elements but i think that might be the only mod conflict there.
vanjast
07-27-09, 12:54 AM
i would guess any sinking mechanics mod would have to be manually merged with my ship speeds mod to keep both elements but i think that might be the only mod conflict there.
Yes, this what I was thinking.. I'll look into this
Thanks
:)
vanjast
07-29-09, 03:07 PM
A quick report on this...
After playing a bit, I've found that if one raise the Stock 'Hitpoints' on a ship in the range of 15-20x, one gets a good compromise.
I've played with a few ships, targeting different areas.
For example on a Small ship:
Contact torps:
-------------
-------------
Situation 1
----------
- A bow shot sinks the bow
- add a stern shot and the ship sinks low and level, but does not go under.
- add a torp under the funnel and she's gone in about 30 seconds
Situation 2
----------
- a single shot under the funnel and she's gone with secondary explosions, in about 60 seconds. This is looking good.
Influence torps:
--------------
--------------
Situation 1
----------
- a torp under the first mast takes about 30 seconds to register she's sunk, and another 15-30 seconds to sink
Situation 2
----------
- a torp under the funnel kills the ship in seconds and she goes under within 30 seconds.
I'll play with the bigger ships later, but it looks about right for a small ship.
It's all about placing the torps... I'll test a condtion with a single badly placed torp and try finish it with the deck gun, as I think the Hit Points might be a problem here.
:D
Webster
07-29-09, 05:17 PM
well ships with missing or incomplete damage zones will throw your results off quite a bit so some ships will probably need a lot of work while others will get good results from just minor tweaks so the more you test the more variations you will find.
it just needs someone who is dedicated and properly motivated to spend the time on it and it sounds like you are so we are all hoping you get good results. :up:
Hans Schultz
08-07-09, 02:05 PM
Thanks for all the hard work on a great mod!!! I've really been enjoying GFO!!!
About the ship centered accuracy fix in GFO...
The recognition manual in GFO doesn't have the red marks to show where the stadimeter should go. I see you say it doesn't matter where the stadimeter is placed, funnel, mast, it's up to us...but that is not what the SCAF says. For some ships it should be a mast, others a funnel, and others a flight deck. So, what I need to know is where to put the stadimeter. In the original SCAF the recognition manual showed where to put it on each ship by a red line. That red line is not in the GFO recognition manual.
Thanks for any help, I like this GFO a lot, but I need those red lines...
you can use what you want, they both work. use mast height or funnel height or any point of reference you want to use like a cariers flight deck.
SCAF will just help you hit the right spot more accurately because you have more accurate ship data but its still up to you to do the math correctly.
Specifically, this is what I don't get. According to the author of SCAF, this is completely false. Each ship has a set point that needs to be targeted with the stadimeter. There is no math involved on the players part.
Webster
08-16-09, 08:19 PM
Specifically, this is what I don't get. According to the author of SCAF, this is completely false. Each ship has a set point that needs to be targeted with the stadimeter. There is no math involved on the players part.
i got confused about about the Manual Range & Mast Height Dial Fix in GFO that allows you to pick your own point at which you want to use as a range measure point.
this is from the mods read me:
Now, I can input any range to the TDC and also adjust the mast height by doing this:
- Drag index marker (outer dial) full left.
- Rotate inner dial counter-clockwise to desired range.
- Send range to the TDC.
Enabling “RelativeDrag” makes it possible to manipulate the two dials accurately. Also, the stadimeter still works ... and I feel like I’m using it as intended: measuring mast height.
Munchausen
as for the SCAF red lines not being there, since he adapted a SCAF version for use with my GFO and ship manuvering mods and maybe he left something out or maybe something i did caused that not to work :hmmm: i will have to ask him about that .
I didn't know there was another mod at work in this.
I noticed in the torpedo training mission that the stadimeter was only measuring accurately at the top of the mast in the middle, not the funnel as in the SCAF by Capnscurvy, so I knew something was different.
I ended up, last night, installing the SCAF for 1.5 after GFO, and the recognition manual now has the red lines and in the torpedo training mission the top of the funnel now gives the accurate reading. I did not crash to desktop, so I was wondering if this will ever cause any problems later down the line?
Hopefully the way I have it set up now will work just fine. The only mod I ever had before GFO was the SCAF. I like the other changes in GFO, so hopefully this setup will work out for me.
Thanks for GFO, I have been hoping for something like it to come along.
Webster
08-17-09, 04:34 PM
I didn't know there was another mod at work in this.
Hopefully the way I have it set up now will work just fine.
well i havent had time for modding or playing the game much lately so im guessing by memory here but yes it will definately cause side effects because it changes the menu text and menu_1024_768 files.
i dont think theres anything GFO cant run fine without because i tried to make sure GFO was designed to be easy to dissect and most of whats in it doesnt need other things to make it work so if you change a file you only lose what that file does.
here are some things i can think of right off hand that will be lost:
the mesage box starting as transparent
the new message and tool tip wording for the SD Antenna and radar depth
the new keyboard command changess and command buttons
and maybe the SD Antenna might stop going up and down
EDIT: forgive me rocco but my memory was a little fuzzy on everything that went into GFO but i double checked my notes and the SCAF is NOT in GFO, i left it out on purpose because many people hate it and think of it as a cheat so i left it out of my manuvering fix for that very reason and since it wasnt in my manuvering fix then its not in GFO. i will have to do a GFO patch for using the SCAF so you dont lose any of the above mentioned features so i'll do that when i do my next patch.
Webster
09-22-09, 06:44 PM
its been hard finding time to do anything, but i do want to do a patch to address a few things.
something is coming soon for GFO but it wont be anything much, more of some refinements of whats already in there and maybe add what i can of fixes that have been done since GFO was released.
maybe one weekend i'll just get a case of beer, lock the door, piss off the old lady (so i'm left alone to get lots of peace and quiet :D)
and maybe then i can get some of this stuff done.
some of what i have already ready for my next GFO patch is:
- fixed two of tambors single missions with ctd issues and add 2 more very popular single misions from other modders (see below)
- add the tench sub for stock mod
- add my mouse arrow mod
- add the new smaller clear message box
- add the pearl harbor menu mod
- add the Office Links, Info Boxes, and 50 cal fix
- included extra files to update the read me list, mods list, to give credit to "Ishigami" for his "Planes For Rabaul" single mission and to credit "Hazelwood" for the "Palau Gauntlet" single mission and "Peabody" for fixing the "Palau Gauntlet" single mission to work for v1.5
things i want to add but havent done yet:
(i need to get permissions and check for conflicts and such)
- add different smoke for mercahants and warships (but only if i can get help with merging it with GFO's already modded particles.dat file)
- the better watch crew needs to be reworked (to fix how specialty titles are shown)
- add the longer wakes mod (but only if it will work for stock since its made as a tmo mod)
and im sure there are a few other things i have forgotten about that need tweaking :hmmm: or maybe something you wish i would leave out of GFO to be something you can add only if you want it so share your opinions with me but im not saying i will definately take your advice lol.
NOTE: i would like to update my ship manuvering fix mod and complete RFB and TMO versions of it as well but im waiting until TMO v1.8 is released
Webster
09-22-09, 07:52 PM
im not saying i will do it, in fact i'm pretty sure i wont due to the huge file size but i would like to know how many people would like to see me do a GFO version with an environmental mod already built in?
if i did it, would you prefer the new Real Env, Env 5.0 or PE4 mod be used and why?
see the first post to vote in the poll
tonschk
09-23-09, 05:29 AM
:DL Hello there :yeah:" WEBSTER " :yeah: thank you for your hard work to fix this Amazing SH4 game , can you tell me please if you think I can start to swap the " Real Environmental " mod , with the newer W_Clear mod " Atlantic-Pacific Submarine Warfare Mod by w_clear " because I think it looks like this newer Mod made by W_Clear have not just the older " Real Environmental " mod but also have included more additionals mods for the german U-Boat
Webster
09-23-09, 08:45 AM
can you tell me please if you think I can start to swap the " Real Environmental " mod , with the newer W_Clear mod " Atlantic-Pacific Submarine Warfare Mod by w_clear " because I think it looks like this newer Mod made by W_Clear have not just the older " Real Environmental " mod but also have included more additionals mods for the german U-Boat
well ANY environmental mod would work with GFO but some files used in Env mods (scene.dat) are used by other mods so i had to add some settings to the scene.dat to keep the smaller rain mod in GFO and i also had to restore a few texture files to keep the less water limber holes and brighter torpedo wakes mods from not working.
if the newer mod is changing the scene.dat files different then the Real Env mod settings, then the Real Env GFO patch should NOT be used and this means everything will work fine but because you are not able to use the "Real Env patch for GFO" you will lose the smaller rain, less water limber holes and brighter torpedo wakes mods in GFO. (this is also true if the PE 4 or Env 5.0 mods are used)
if the newer mod is NOT changing the scene.dat files different then the Real Env mod settings, then the Real Env GFO patch will work for it too and it should be used and this means everything will work fine.
i'll have to look into this new mod and if need be i'll make a GFO patch for it when its completed (completed = finished with no more changes or WIP)
tonschk
09-23-09, 09:36 AM
Amazing :rock:, Thank you very very much :DL :salute:" WEBSTER " :woot: :up:, I am thinking about the way to fix the maximum amount of bugs of this SH4 game ,
Webster
09-23-09, 11:12 AM
Amazing :rock:, Thank you very very much :DL :salute:" WEBSTER " :woot: :up:, I am thinking about the way to fix the maximum amount of bugs of this SH4 game ,
yep, thats the way i felt too and thats what drove me to do GFO.
at the time there was very little support for such a mod because the prevailing wisdom was, if you want stuff fixed then just use RFB or TMO.
making GFO was a real challenge and not so very different as the challenge of evading the elite destroyers in the game so i enjoyed it but then somewhere during the build i added a few "extras" to correct things that really bugged me so its not truely a "pure" fixes only mod like i had hoped it to be.
if i can help you with anything let me know
Armistead
09-23-09, 05:00 PM
Wish you would make an optional patch to make escorts harder...
Tried to read most of the post here ...
What about adding extra ships, like the ones created by miner?
You ever plan to make a version to work with RSRD or would it have to work the other way...:03:
Gonna give it a spin..........
Webster
09-23-09, 06:57 PM
Wish you would make an optional patch to make escorts harder...
Tried to read your most of the post...
What about adding extra ships, like the ones created by miner?
You ever plan to make a version to work with RSRD or would it have to work the other way...:03:
Gonna give it a spin..........
you can add any mod you want to GFO but in some cases a file you change could "break" some mod thats already in GFO but it will still work. the only side effect from a conflict is some element may revert back to stock.
as for adding ships, i didnt do this because some ships are done better than others and adding them into the campaign would then cause conflicts with any mods added after that change the roster or campaign files which is something i really wanted to avoid. its easy enough for you to add your own ships and it is much easier for you to control the mod install order to avoid conflicts.
the idea behind GFO is to give you a mod thats complete as far as the fixes go but its up to "you" to finish it to your own personal tastes if you want to. so GFO is like having the cake without the icing and now its up to you to choose the icing you want to use or you can just leave it plain.
the GFO mod has harder DD than stock because it uses the "Improved Escorts" (standard version) by kakemann found here:
http://www.subsim.com/radioroom/showthread.php?t=113489
so if you want it to be even harder then try the elite version of his mod with GFO but i did not want it to be like TMO or RFB because favorite difficulty levels are a very personal thing so i wanted that to be left to your choice.
i saw no point in making "another" version of TMO or RFB, they are very good mods for high difaculty players but i wanted something in between stock and "hard" so the regular average guy just wanting to have fun playing the game can get the most fixed game he can without a major overhaul of the game. but i like your idea of doing a patch for added difficulty to elite status so i'll add that to the to do list for my upcoming patch. :up:
in case you missed it heres the install order for using RSRDC and Real Env.
Mod Installation order for GFO + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-RSRDC v401 for stock
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed
Mod Installation order for GFO + Real Env #1:
-stock game v1.5
-Game Fixes Only Mod
-Real Environments #1
-GFO Patch for Real Environments #1
-then install the GFO Snorkel Name Fix only if needed
Mod Installation order for GFO + Real Env #1 + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-Real Environments #1
-GFO Patch for Real Environments #1
-RSRDC v401 for stock
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed
NOTE - think of GFO as if it was the stock game when you are trying to decide on the correct install order for using additional mods.
tonschk
09-23-09, 10:13 PM
Hello there .please Webster can you give me your opinion about this flaw ? the problem is that in the SH3 version the Sub dive properly tilted with the bow down and the rear of the sub up , the problem with SH4 is that the sub dive mainly horizontally ( with the bow slightly up ) , this kill a bit the inmersion factor in SH4 , can you tell me please if you think is a way to correct the way the sub dive and increase the dive degree to become more tilted
http://i194.photobucket.com/albums/z58/tonschk/shad-1.jpg
http://i194.photobucket.com/albums/z58/tonschk/untitledhjjj-1.jpg
Webster
09-24-09, 08:52 AM
Hello there .please Webster can you give me your opinion about this flaw ? the problem is that in the SH3 version the Sub dive properly tilted with the bow down and the rear of the sub up , the problem with SH4 is that the sub dive mainly horizontally ( with the bow slightly up ) , this kill a bit the inmersion factor in SH4 , can you tell me please if you think is a way to correct the way the sub dive and increase the dive degree to become more tilted
here is what i know about sh4 and the sub angles, the subs have a horizontal line straight through the sub where all the zones and spheres are aligned with and this controls floatation and sinking of ships. on fleet subs it is completely horizontal which is wrong and why the fleet subs that should be riding with the bow and deck tilted upward are floating with the bow and deck flat to the horizon so the bow draft is too low while the stern draft is too high. to fix this you would need to change the boats model so that the horizontal line is parallel with with the waterline and not the deck. (look at the painted waterline as a guide)
im pretty sure it could be done with s3d by realigning things correctly but im not very experienced with doing stuff like that in s3d so i never tried to do it but i would think its doable if you have the time to work it out so the sub floats, sinks, dives, surfaces, and manuvers correctly. i doubt you would need to adjust any of that but it must be checked to be sure there are no side effects from any change you make.
now to your question:
the dive angles are tricky as i understand it. i think it involves the flood rate of the balast tanks to control dive times and i am pretty sure it would be connected to what i said above about the spheres being aligned so the flotation is not too far forward and lets the bow dive or dip properly but not too far so it still levels off correctly. there is a control in the sim file (fr_ratio) that will shift the balance point of the sub (i think its range goes from +5 to -5) this could help in your efforts but i find you get more unwanted side effects from it than any real benefit so i wouldnt recommend going past +1 to -1 range. if you decide to change this number then do lots and lots of testing and if you go too far you will find that you can be uncontrolably bobbing nose up or nose down with any minor flooding. to do what ou want i think you first have to correct the proper horizintal line of floatation.
tonschk
09-24-09, 09:15 AM
:yeah: Thank you for your answer :up: , to understand properly I must read carefully every word of your answer because I have zero experience with S3D
Can you tell me please if you agree with me about the SH4 subs dont have a properly dive angle with the bow down ?
regards
Munchausen
09-24-09, 12:20 PM
... this kill a bit the inmersion factor in SH4....
:hmmm: If I was watching my boat dive from outside, immersion factor would already be zero. From inside the boat, compartments tilt the wrong way in the default game. I think one or more of the mods fixes that bug.
Webster
09-24-09, 03:59 PM
:yeah: Thank you for your answer :up: , to understand properly I must read carefully every word of your answer because I have zero experience with S3D
Can you tell me please if you agree with me about the SH4 subs dont have a properly dive angle with the bow down ?
regards
well i dont think the subs have the proper angle to start with which is what i talked about in my post above but to answer your question directly i cannot say for sure what would be the correct dive angle.
i am not experienced enough with subs to say this. i think you really need someone who has done a lot of research on it or someone who has been on a sub during dives to give his opinion on what is or isnt correct on the dive angles because im sure speed plays a big part in it.
but in my uneducated opinion the subs dive like an elevator in a building does and not like a dive plane moving through the water is controling them so yes i agree with you on this.
Webster
09-24-09, 04:03 PM
:hmmm: If I was watching my boat dive from outside, immersion factor would already be zero. From inside the boat, compartments tilt the wrong way in the default game. I think one or more of the mods fixes that bug.
hmm... i dont remember seeing that mod, do you have a link for it?
Munchausen
09-25-09, 08:25 PM
Try the RFB guys or Duci. It was quite awhile ago that the subject was even discussed ... and I could be wrong about the fix. For certain, Ubi never fixed it.
Armistead
09-26-09, 12:48 AM
Webster, really love it. Has some much needed things that other mod's don't have.
Hope you continue adding to it.
tonschk
09-26-09, 04:41 AM
:oops::salute: Thank you for the answer WEBSTER :yeah: , I understand , the dive angle can be affected by the speed of the sub , if the speed is very low the sub must dive almost horizontally but if the speed is high ( crash dive speed ) the sub must sloping sharply and dive more steep tilted
May be I was wrong :oops:, yesterday I check and dive the sub at full speed and at very slow speed and of course at slow speed the sub actually dived horizontally but at full speed the sub took a bit to start to become tilted but not too much time , I must check again but I think anyway the SH3 subs become sharply tilted faster when dive
tonschk
09-27-09, 04:05 AM
Anyone else using #4 Ships_Reflect and Caustic_Environment Mod 5.1 with real env? It was made to add caustic effects to real env, so don't let the 5,1 throw you off. Looks great.
http://www.subsim.com/radioroom/downloads.php?do=file&id=605
Hello there ,Can you please WEBSTER tell me your opinion about this ? , I downloaded and installed this mod ( over 1000 Mb ) in the secuence showed below and crashed continuously to destop just before the first horizontal loading red bar is 100% full , I uninstalled this mod and now many gauges are black without anything inside the gauges just black colour inside the gauges , I think I must delete uninstall and reinstall again the game
Game fixes only mod ver 1.1
1 Real environmental mod install
GFO patch for real env.
Snorkel name fix for GFO
Slow smoke ver 3
Typ IX D2 ERT Base Pacage
Type IXD2 bubbles
Highres_Dark_Hud_Dials
Animated fans (V1.1)
Lite_Fog_Ver2+Slow_Water
Webster
09-27-09, 10:36 AM
Hello there ,Can you please WEBSTER tell me your opinion about this ? , I downloaded and installed this mod ( over 1000 Mb ) in the secuence showed below and crashed continuously to destop just before the first horizontal loading red bar is 100% full , I uninstalled this mod and now many gauges are black without anything inside the gauges just black colour inside the gauges , I think I must delete uninstall and reinstall again the game
Game fixes only mod ver 1.1
1 Real environmental mod install
GFO patch for real env.
Snorkel name fix for GFO
Slow smoke ver 3
Typ IX D2 ERT Base Pacage
Type IXD2 bubbles
Highres_Dark_Hud_Dials
Animated fans (V1.1)
Lite_Fog_Ver2+Slow_Water
well look to these mods for the cause:
Slow smoke ver 3
Typ IX D2 ERT Base Pacage
Type IXD2 bubbles
Highres_Dark_Hud_Dials
Animated fans (V1.1)
install these mods one at a time and test the game to see which one it is but since the guages are still messed up i would think it has something to do with them but you have so much going on in those mods that touch many files so step 1 i think is open the mods side by side and see how many of the same files they change. with that combination you would probably find quite a few.
also using "Lite_Fog_Ver2+Slow_Water" will remove the smaller rain mod from GFO so keep that in mind. (i'll need to make a patch for it)
in most cases i cant fix other mods i didnt do because i dont know the specific details of what they do or why and how. anytime you start using a large number of mods you will have some mods undoing stuff in other mods and you may not even be noticing its happening so never forget to take the time to check all the stuff its supposed to be doing.
after you investigate it then we can look into the way to resolve it.
first step is to fix your game corruption:
you could have a lingering mod soup thing so try this:
uninstall ALL of your mods then open the jsgme "mods" folder and move them one at a time to your desktop or you can skip this step and just delete them along with the "mods" folder which is what i do. you do not want to do a "copy all" or grab them as a group because there are unseen hidden files in the jsgme "mods" folder you dont want to keep.
when your done delete the remaining jsgme "mods" folder then run jsgme so it creates a brand new one. put your mods back (i prefer to use fresh new copies of the mods) and install them, that should fix any mod soup glitches.
tonschk
09-27-09, 01:56 PM
this mod is the problem .......... http://www.subsim.com/radioroom/downloads.php?do=file&id=605
I am sorry WEBSTER , I think I dont explain properly , I downloaded and installed this mod ( about 338Mb zipped and 1004Mb unzipped ) and installed and enabled after all the other mods of the list that you can see in my previous message , and obviously was this mod the reason of the CTD , sorry about this
The complete list of mods added was therefore
Game fixes only mod ver 1.1
1 Real environmental mod install
GFO patch for real env.
Snorkel name fix for GFO
Slow smoke ver 3
Typ IX D2 ERT Base Pacage
Type IXD2 bubbles
Highres_Dark_Hud_Dials
Animated fans (V1.1)
Lite_Fog_Ver2+Slow_Water
plus the huge 1004 Mb mod linked above
.
Webster
09-27-09, 02:14 PM
this mod is the problem .......... http://www.subsim.com/radioroom/downloads.php?do=file&id=605
I am sorry WEBSTER , I think I dont explain properly , I downloaded and installed this mod ( about 338Mb zipped and 1004Mb unzipped ) and installed and enabled after all the other mods of the list that you can see in my previous message , and obviously was this mod the reason of the CTD , sorry about this
The complete list of mods added was therefore
Game fixes only mod ver 1.1
1 Real environmental mod install
GFO patch for real env.
Snorkel name fix for GFO
Slow smoke ver 3
Typ IX D2 ERT Base Pacage
Type IXD2 bubbles
Highres_Dark_Hud_Dials
Animated fans (V1.1)
Lite_Fog_Ver2+Slow_Water
plus the huge 1004 Mb mod linked above
.
yes that was the problem, see the note for that mod:
Requirments to operate mod....This mod was created with these elements installed, BUT Since each ship was configured to run by itself, there is plenty
of room to try other configurations.....and should work fine.....Ahem !!! for you RFB and EXPERIMENTAL GUYS !!!
1. Trigger Maru, updated to beta_170 <<<<<
2. RSRDC_TMOv163_V410 Patched to 2.0 <<<<<
3. OpsMonsun_V700 Patched to 3.0 <<<<<
4. SCAF1.5_RSRDCv410
5. REAL ENVIRONMENTS 1.0 By kriller and W_Clear
6. #4 Ships Reflect and Caustic Environment Mod 5.1 by W_Clear and GDC3MAN
The above is Also the correct load order for the game to work correctly....TRUST ME !
in the highlighted area you see that mod was only made for use with TMO and RSRDC v410 with Op Monsun installed so thats why its messing up on you.
tonschk
09-27-09, 02:20 PM
OK ,:salute: thank you for your help :yeah:, therefore if I understood properly I cannot use this mod :hmmm: ?
fred8615
10-01-09, 11:59 AM
as for the torpedos, nothing was done to change the dud rates of US torpedos so im guessing you must have a corruption there too or it could just be that random chance has caught up with you as far as finding many of them in a short time.
After starting a new career Tuesday, and running into the horrendous dud rate problem again, I decided to compare the stock Torpedoes_US.sim to the GFO one. This is what I found (GFO version on the left):
EDIT: Images deleted.
And this is for after 6/1/1943, when the torps are "fixed:"
EDIT: Images deleted.
Note also that the Mark 23s are exactly the same.
The main problem seems to me to be the between 45 and 70 degree angle, which has a 75 percent dud rate, whereas the stock 35 to 70 angle only has a 34 percent chance.
Regardless though, the dud rate *is* in fact different in GFO.
I told the blue llama in the green striped hat it wasn't in my head! :shifty:
Webster
10-01-09, 01:31 PM
After starting a new career Tuesday, and running into the horrendous dud rate problem again, I decided to compare the stock Torpedoes_US.sim to the GFO one.
The main problem seems to me to be the between 45 and 70 degree angle, which has a 75 percent dud rate, whereas the stock 35 to 70 angle only has a 34 percent chance.
Regardless though, the dud rate *is* in fact different in GFO.
I told the blue llama in the green striped hat it was in my head! :shifty:
wow, great catch there fred im really sorry about that. i too thought you were imagining it :oops: because it never happened to me when i was playing.
it took me a little while to find it but i found out that it was the "US torpedo overhaul" mod made by Captain America that did it so i'll need to get with him and find out why. i cant think of any reason the file would need to be changed like and then not even mentioned in his read me. in my upcomming update for GFO it will be fixed :up: you can count on it.
for now you can just delete the torpedo sim file to resolve it and the the mod seems to work fine without it so the worst that could happen is the torpedo textures used for some views will revert back to stock. unless you want to restore the stock settings manually, that will be the simple way to cure the problem.
i need to find out more about this because a simple texture mod shouldnt be altering settings like that so more is going on with that mod then i was aware of.
fred8615
10-02-09, 04:28 PM
I just moved the torpedo file from the JSGME backup folder and replaced the one in the game itself. Everything worked fine.
Webster
11-06-09, 06:46 PM
there is a mixed up file in the historic torpedo textures used in GFO that increased dud rates because it was using a TMO file
to solve the issue install the new version of the torpedo mod on top of GFO and you wont have all those duds anymore :up:
here is the torpedo mod you need to use: http://www.subsim.com/radioroom/showthread.php?t=148526
fred8615
11-09-09, 12:26 PM
Thanks for the update on the problem.
Speaking of updates, any timeline on the next version of GFO?
Webster
11-13-09, 01:07 AM
Thanks for the update on the problem.
Speaking of updates, any timeline on the next version of GFO?
i really want to get it done but everytime i get some free time something happens and i have other stuff to do instead.
After some tests with some of the megamods I happily return to GFO. Just wanted to say that imho you made a good decision by staying close to the original. :up:
Webster
11-13-09, 05:45 PM
After some tests with some of the megamods I happily return to GFO. Just wanted to say that imho you made a good decision by staying close to the original. :up:
thank you :up:
its always nice to hear that people like it
It's my favourite mod because one can easily configure/edit it (e.g. disable the key command changes) and add other smaller mods (SAP) or parts of other mods. The only thing I miss is a bigger Direction Dial, but I learned to live with it by using a ruler and waypoint combination for exact course changes.
And it does not slow down my PC to a crawl by using environment mods (I prefer the stock one, anyway)
atraangelis
12-07-09, 11:07 AM
Hello,
Appologies if this was answerd already but i di not see it addressed in previous posts in this thread.
Will an Update be produced to make the GFO compatible with RSRD v5xx?
I only see the GFO for v4xx and would like to try this mod out witht he current version of RSRD.
THanks for any information.
Webster
12-24-09, 05:11 PM
Hello,
Appologies if this was answerd already but i di not see it addressed in previous posts in this thread.
Will an Update be produced to make the GFO compatible with RSRD v5xx?
I only see the GFO for v4xx and would like to try this mod out witht he current version of RSRD.
THanks for any information.
you can still use the patch for v401 with v550+patch1 but a few ships wont get the manuvering fix added to them is all
i will be working on an update for GFO after the holidays are over :up:
Notice: when i updated GFO to v1.1 i intended to include my updated menu bar to fix the issue that has caused certain computer systems to not show the menu bar changes correctly.
i thought i had put these changes into GFO v1.1 but it was pointed out to me by someone that the new files were in fact not used so to fix this just add my "Webster's New Orders Bar Menu for v1.5" mod found here: http://www.subsim.com/radioroom/showthread.php?t=152912 (http://www.subsim.com/radioroom/showthread.php?t=152912)
i updated the GFO mod install order lists shown here and on the download page but it will not show in the downloaded mods read me untill my next GFO version to be released sometime after the holidays
SH4 fan
03-27-10, 01:29 PM
Thank you for this awesome mod! I seem to be having an issue with a CTD that occurs when coming out of time compression and then switching views. I also had a CTD when I died after a ship that exploded too close to me and I started taking on water. Any help is greatly appreciated. Game version is 1.5. All missions are in career mode.
update 3/27/10 1854z: Just had a crash off of Pearl Harbor after starting a mission and switching views. Here is the Vista crash information
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: Sound.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 476a5c54
Exception Code: c0000005
Exception Offset: 0000888d
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 25f9
Additional Information 2: 9c72ca2467917dc3d0599866e550c492
Additional Information 3: fb09
Additional Information 4: cc805d01d897c4699e98fc150d3419cf
Update 3/27/10 1900z: Just had a freeze, same mission from Pearl Harbor. 1944 patrol from Pearl Harbor to Japan, Balao class, patrol. Game froze after plotting course to patrol zone from close in zoom on map to zoom out. Course was single line from current position to patrol marker.
update 3/27/10 1949z: Application Crash, Same mission. Was stalking 3 DD near Japan. In map view, click one of the destroyers and then CTD.
Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: SHSim.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 476a5c4b
Exception Code: c0000005
Exception Offset: 0002ba42
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 7512
Additional Information 2: e2f4cf32a1e621202fe3e2df9cbe8990
Additional Information 3: dcd7
Additional Information 4: e0de25504d6346359a3f29e21667b7b5
update 3/27/10 2056z: New mission: Engage merchants in East China Sea. CTD after coming under attack from subchaser. Dove to 80' then back to 60'. Went to Attack Map, zoomed out and then CTD. SH4 was running as Admin.
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: Sound.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 476a5c54
Exception Code: c0000005
Exception Offset: 0000888d
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: ec94
Additional Information 2: 139ac7c8c48faa646cbf411611396abd
Additional Information 3: 1872
Additional Information 4: 4213075d71df4af30550e5989dbf1b67
update 3/27/10 2112z: CTD same mission as previous update. All stop dive to 400' out side of Pear Harbor. CTD appears to be imminent when mission is loaded and "passing thermal layer" is looped at surface.
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: ntdll.dll
Fault Module Version: 6.0.6000.16386
Fault Module Timestamp: 4549bdc9
Exception Code: c0000005
Exception Offset: 00062b48
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: dab4
Additional Information 2: c644ff9239321eca562a0327c9c8585f
Additional Information 3: f9c2
Additional Information 4: 9323f8c0dd5c35a90d2f2b2f9585c951
Update 3/27/10 2120z: App Crash. Mission: Patrol off Palau Islands. Started at Pearl Harbor. Went to Nav map and zoomed in to palau islands then zoomed back out a bit and got a CTD.
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: ntdll.dll
Fault Module Version: 6.0.6000.16386
Fault Module Timestamp: 4549bdc9
Exception Code: c0000005
Exception Offset: 00062b48
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: dab4
Additional Information 2: c644ff9239321eca562a0327c9c8585f
Additional Information 3: f9c2
Additional Information 4: 9323f8c0dd5c35a90d2f2b2f9585c951
I am running a q6600 2.4 quad core with 3 gigs of ram and vista ultimate 32.
SH4 fan
03-27-10, 04:24 PM
Since I do not have enough knowledge about what is failing I may try installing each individual mod. Id really like to avoid that because of how time consuming it is but I am out of ideas. Any help is greatly appreciated.
Now I am really confused...I think something is wrong. I noticed some features of the mod arent active. My balau class does not have a 600' dept gauge. I followed http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/5181035206 exactly as shown. The start up screen shows GFO.
ANY help is greatly appreciated. :damn:
Webster
03-27-10, 11:16 PM
ok sorry i took so long to get to this,
my GFO mod update with needed fixes has been long delayed and to be honest my heart just hasnt been into modding lately so i dont know when i may get back to it, if ever.
there are CTD issues with a few of the single missions i included in GFO and below i will explain how to fix this:
anyone who uses GFO should manually delete all of the added single missions found in my GFO mod, they have about 6 or 7 with CTD issues that only show up under certain times or conditions so delete the missions that are numbered SM102 thru SM115 in the "singlemissions" folder found in GFO and then place the missions from this mission pack that has the newly fixed versions for all of those missions plus a few extra missions not originally found in GFO group numbered SM102 thru SM115.
get the tambor198 mission pack here: http://www.subsim.com/radioroom/showthread.php?t=158202
SH4 fan
03-27-10, 11:25 PM
Thank you very much Webster. This is a fantastic mod and I do hope you find the impetus to continue development of it. Your work is greatly appreciated.
I do want to clarify one point. Are you saying that the SM missions will cause CTD issues even in career mode? I just want to make sure I read that correctly.
I am originally from the Flight Sim community and I have seen many developers go the way of payware or disappear. Do not let yourself be counted among those!
Best regards
SH4 fan
SH4 fan
03-29-10, 11:19 PM
I love the new view in the sonar room but I can not seem to click the controls to adjust the bearing how is this accomplished? I was able to do it in vanilla SH4. Thank you again for the help.
Regards
SH4 fan
Webster
04-02-10, 05:52 PM
Thank you very much Webster. This is a fantastic mod and I do hope you find the impetus to continue development of it. Your work is greatly appreciated.
I do want to clarify one point. Are you saying that the SM missions will cause CTD issues even in career mode? I just want to make sure I read that correctly.
I am originally from the Flight Sim community and I have seen many developers go the way of payware or disappear. Do not let yourself be counted among those!
Best regards
SH4 fan
single missions run seperately from careers and dont interact so theres nothing about a career CTD that is connected to single missions.
the sonar room controls still work as they should unless there is another mod causing a conflict, are you sure you just might not have a resolution issue where your view isnt letting you get to it? i have a 22" monitor when i set it up so do you have a smaller monitor?
SH4 fan
04-04-10, 07:20 PM
Thanks webster for the reply. I have a 22" 1680x1050 monitor and the sonar controls work in the porpoise class but not in the Balao class. I have the GFO, New orders buttons, plankton removal, SH3 to SH4 physics (eliminates sub on rails well), and EAXsim mods enabled.
If I am in the sonar position I try and click on the radial I want to go to and I end up in the camera control such that if I move the mouse the camera pans. The buttons are clickable but nothing else is. I am using manual targeting as well.
Thank you for all your help!
Best regards
SH4 fan
Webster
04-06-10, 10:11 AM
there must be something different with the gato/balao views
all i can suggest is if you uninstall then open the GFO mod and remove the data/interior/ nss_gato_ct.dat file then the gato and balao would revert back to the stock views and that will cure your problem for now :up:
i upgraded about 6 months ago so if i find the time i will have to re-install sh4 on my computer to check whats going on, also you should make sure none of those other mods contains this file or that could be it.
Steelkilt
05-31-10, 01:29 PM
Being nubbie around here, I saw all the neat looking stuff and downloaded what I thought to be a good mod combination to chug around with.
Sooo...I JSGME INSTALLED:GFO first on top of it I installed Robins RFB twins. Very impresssive stuff. After lurking around the threads I've come to realize maybe I need to go stock for awhile longer.Soooo...I 86'd thr RFB's( no offense Robin ). Now I seeing they were'nt compatible anyway.
Here's what I'm left with: "I" has no effect on the radar mast-the menu bar is stock vanilla( no weather reports, BUMMER ) and I started from the dock in my Gar when I should have been outside the harbor (Pearl 1941) on my way to the Marshal Islands.
Now, I've got my map sensor lines back but contacts seem to be short ~5000 yds.( brg 015 spd standard surfaced on a Liberty seas calm).
I think there's something missing here but I not sure. I really did like the bearing overlay on the maps,I think they were an RFB thing, along with the handy speed, time, distance thingy on the right side(are there any good stand-alone mod of them?).
I am thinking I need a Mod Soup Issue Post# 1 procedure here. Any second opinions would be appreciated.
And did I read that right? There are more options to be installed with the GFO 1.1 download, in additional folders or something?...Thanks...SK
Webster
06-02-10, 02:41 PM
I am thinking I need a Mod Soup Issue Post# 1 procedure here.
http://www.subsim.com/radioroom/showthread.php?p=1228828#post1228828
Gorshkov
06-16-10, 01:09 PM
Hi, WEBSTER!
- Does your GMO 1.1 mod change game's version number from "1.5" to "1.6 GMO"? I enabled-disabled GMO 1.1 several times with JGSME and there was "1.6 GMO" string present once but later it reversed to "1.5".
- Are those mods sompatible with GMO: SonarTargetFix2, WEBSTER's torpedo mods.
- Is there any safe way to add metric nomograph and range-bearing circle into GMO?
Webster
06-16-10, 02:09 PM
Hi, WEBSTER!
- Does your GMO 1.1 mod change game's version number from "1.5" to "1.6 GMO"? I enabled-disabled GMO 1.1 several times with JGSME and there was "1.6 GMO" string present once but later it reversed to "1.5".
- Are those mods sompatible with GMO: SonarTargetFix2, WEBSTER's torpedo mods.
- Is there any safe way to add metric nomograph and range-bearing circle into GMO?
no, GFO doesnt change the version number
there was a very early first released version of the mod that had a different name (Unofficial v1.6 Patch) and it did have a file that changed the version number that you see but due to complaints about the name and version number change, i removed those files and completely redid the mod and rereleased as GFO v1.0 and then updated to GFO v1.1 so you need to make sure you have the correct mod by redownloading it from here or from my filefront page.
sometimes you can get outdate versions of mods from some other websites that dont bother to replace mods with the newer versions as they should which might be what happened to you.
if you are sure you got the latest download and you were seeing different version numbers when you ran the game then you definately have some mod soup issues happening, try the mod soup fix or in your case its probably best to just reinstall the game to be sure your game is working correctly
SonarTargetFix2 is already built into my manuvering fix which was built into GFO so you dont need to add that mod and yes all my torpedo mods are compatable with GFO.
Gorshkov
06-16-10, 03:11 PM
PROBLEM SOLVED: You still have bad string put into "Snorkel Name Change Fix" auxiliary mod:
213=GFO Patch v1.6
I changed it to "v 1.5".
Webster
06-17-10, 12:32 PM
PROBLEM SOLVED: You still have bad string put into "Snorkel Name Change Fix" auxiliary mod:
I changed it to "v 1.5".
thanks :up:
i didnt realise that and your the first to ever report it :salute:
glad you got it sorted out, to properly fix the version number that is being displayed, you need to change it back to the stock value so do this:
open the "Snorkel Name Change Fix" auxiliary mod and open the menu/menu file found in it, go to line # 213 and copy and paste to replace it with this:
213=v %d.%d
that way it will read the version number of the game and not just display what you typed in, i doubt it matters but i always try not to change things if i dont have to because it can sometimes lead to some unintended side effects.
Gorshkov
06-17-10, 06:05 PM
Well, %d is "int" data type formatting input/output in C/C++ language.
Webster
06-17-10, 09:23 PM
Well, %d is "int" data type formatting input/output in C/C++ language.
thats how ubisoft had it so thats why i recomended returning it to the stock code so it works as the game was built to work
Gorshkov
06-30-10, 06:50 AM
WEBSTER: Check if Real Env #1 mod always works flawlessly with GFO. Load "Pacific U-boat" mission and try to see and lock enemy ships. They are almost invisible even at close distance through periscope!
Major Johnson
07-05-10, 10:52 AM
Well I just spent the last 2 hours reading all 16 pages of this thread. I've been away from SH4 for quite a while but have been feeling the pull for a few months. I loved SH1, played it endlessly! Had to wait 10 yrs for the franchise to get back to the Pacific, only to find the game way confusing and steep learning curve and the stock game loaded with CTDs that only frustrated me and pushed me away. Looking at the other super mods the last thing I wanted was to make the game harder. GFO appears to fix the bugs and will make the interface/learning curve a little more user friendly for those of us that love the sim but without the realism. What I was looking for was an improved version of SH1, and I think GFO will accomplish that for me. It looks like a lot of work has gone into this project and I'm eager to give it another shot.
I will say that reading this thread from page 1 gave me some appreciation for all the modders out there, and I learned the proper way for installing a mod, thus saving time and a duplicate post! Time well spent!!
Thanks Webster for the effort!
Major Johnson
07-05-10, 11:52 AM
Ok, my first question........does GFO correct the incorrect US planes in the stock game?? I have a small mod from 2007, US-Planes.zip. Will it hurt anything if I install it along with, but after/under, GFO?? Thanks in advance.
Well I quick couple of minutes, more like an hour, of leaving the dock at Pearl and setting my course to Midway as my first refueling stop, then jumping into free camera mode showed me the US planes are still the same on the carrier at dock. Answered the first part of my question.
2nd Edit:
Well, 2 game freezes already which my only recourse is a reboot. It's all coming back to me now. The constant crashes. It happened with the vanilla install (all patched) as well. I had a few other programs running in the background during the first crash/freeze. Rebooted, restarted the game with no other programs running and just as I spotted my first Jap tanker, closed to 2000 yds, and hit the P for periscope depth, the game freezes with an audio looping sound. If I have to save every 5 minuites, it sure loses the emmersion factor! I really don't think it's the game, I think it's a hardware issue with me, even though all my drivers are up to date. I'm tempted to believe it's my AMD dual core processor. My rig is beefy enough to where I don't need to overclock for this game. Anyone have any tips??
3rd Edit:
Well setting the infinity of my dual core processor for the games exe to just one processor, may or may not have helped my issue, as I was able to play freeze free for well over an hour and sunk my first mechant using GFO. Although it took me like 10 torps to do it since it's been so long since I've played the game and I might not have been using the auto-targeting correctly. I did have a few duds, but also an equal number of misses. Maybe running too deep?? I thought I had them set for 9 ft, but then when I used L for lock on target, the depth setting changed to like 18 ft! Resetting it to 9 ft at that point seemed to have helped, at least for that torpedo. Guess I need to go to sub school again and take the traning course. But thus far, I've wasted my afternoon and that's a good thing!
Major Johnson
07-06-10, 08:09 AM
After my first career patrol, here are a couple of things I've noticed.
1. The Helmsman gives me a depth reading practically every minute, as long as I'm in realtime and not in action. That can get to be a bit old, but I found myself just tuning it out.
2. Time compression is really flukey. Seems the longer I play, the more erractic it gets. Like I'll be in time compression and then for whatever reason, the sub just stops moving, in the map screen anyway, like it dropped out of time compression. The usual fix is to go to some other station, whichs puts me back in real time, then go back to the map screen and reinitialize compression. There was one instance where if I went above 64 time compression, the boat's speed would actually go to 0 kts! The only way to rectify that was to exit the game and go back in.
3. In a rough sea, the sub doesn't sit low in the water, but seems to float on a straight line, with the bottom of the hull mostly exposed, especially the propellers. It would be nice if there were better bobbing mechanics for the sub in rough seas.
Other than my game freezing issue, which I really think is due to my AMD dual core processor, or maybe even the fact that I install my games on a 2nd SATA harddrive, or quite possibly a combination of the two. But setting the infinity of the processor to CPU 0 appears to have all but eliminated that problem.
I know that the modders can only do so much, the game coding is what it is, but it seems like after all this time, the devs would have been able to fix all the CTDs that are associated with the game. And it could just be that there's so much different hardware out there that they just couldn't get the coding to be 100% compatible with everything.
And one more thing, I only saw one Jap plane my whole patrol, and if I hadn't a attacked a fishing boat I probably wouldn't have seen that one! And he didn't see me anyway.
But the game is definitely playable nonetheless, and I'll be continuing my career soon! :arrgh!:
Webster
07-06-10, 01:01 PM
Well I just spent the last 2 hours reading all 16 pages of this thread. I've been away from SH4 for quite a while but have been feeling the pull for a few months. I loved SH1, played it endlessly! Had to wait 10 yrs for the franchise to get back to the Pacific, only to find the game way confusing and steep learning curve and the stock game loaded with CTDs that only frustrated me and pushed me away. Looking at the other super mods the last thing I wanted was to make the game harder. GFO appears to fix the bugs and will make the interface/learning curve a little more user friendly for those of us that love the sim but without the realism. What I was looking for was an improved version of SH1, and I think GFO will accomplish that for me. It looks like a lot of work has gone into this project and I'm eager to give it another shot.
I will say that reading this thread from page 1 gave me some appreciation for all the modders out there, and I learned the proper way for installing a mod, thus saving time and a duplicate post! Time well spent!!
Thanks Webster for the effort!
thanks
i wanted to try to make a big mod that fixes everything or as much as i can without changing too much so its as close to stock as possible. the idea was to leave the "customising" to you the player since we all like or dislike different things.
there are still many stock "bugs" that werent fixed because doing so meant forcing game play style choices on you that you may not want, but also some things arent fixed because i didnt have fixes for them.
GFO may not be the most game polished mod but its about as fixed as you can get and still be mostly stock.
- the airplane thing, i would suggest you try GFO as is first, i think i have solved the unrealistic aircraft thing for you so see what its like before you add another aircraft mod, if for no other reason then to have something to compare results.
- time compression drops out for anything so any activity in the area drops you to normal TC so you can check out what it is. if this werent the case you would find yourself dead and never know you sailed into a task force or a plane bombed you.
- CTD are most often a running out of system memory capacity thing so clean up your files and defrag and do a disk cleanup and such before you play and it helps reduce them a lot
Major Johnson
07-06-10, 02:22 PM
You know I don't think I've ever defraged or ran a chkdsk on my secondary drive where I keep all my games. I just might try that.
As for the planes thing. When I first checked it, when I was at Pearl, I wasn't actually running GFO. Uh! I had to go back over the install instructions, redo it, and then when I started the game I saw the GFO splash screen. And by that time I was on my way to my patrol zone and I didn't want to start over, since the first patrol was sort of a test anyway. But when I start my next patrol, I'll check the planes on the US carrier decks, and not that it really matters, but it's just eye candy, and I am a bit anal with those type of historical facts. :)
I'm just happy I'm getting back into the game again.
Major Johnson
07-06-10, 08:19 PM
Holy crap!! Defragging that drive was some tip!! It's been defragging for almost 5 hours!! Only 54% completed!!! Don't think I'll be starting my 2nd patrol tonight.....:wah:
Webster
07-06-10, 08:58 PM
As for the planes thing.
GFO doesnt change the visual image of seeing planes on the carrier decks, the game does that for japanese carriers too and i dont know if there is a mod made that fixes it but that visual image has no effect on the planes you see flying in the game since they wont launch from carriers but only spawn "in flight" already when the game asks for them.
Major Johnson
07-24-10, 07:53 PM
Well, I'm really not sure where this goes, but since the only mod I'm using is GFO, I guess I'll put it here. I've been getting back into SH4 and I started an American career in a Tambor class sub. I upgraded to a 2x20mm AA gun for my second patrol. Now I don't know if there is the same problem with the single 20mm AA gun, but I had a need to man the gun in the second patrol, and when testing out my field of fire, I noticed that if turn let's say 70º or more to either side, my vision is blocked by the walls of the sub. I'm not sure if this is something that can fixed in a mod or not, but if it is, it certainly falls into the category of GFO.
And I've also found that I can't use the hydrophone in the Tambor or the Gato class subs, but I could in the Porpoise. It's not a deal killer, but it would be nice to be able to manually work it like I can in the Porpoise class sub.
Other than that, I'm having an enjoyable time getting back into the game. :)
Major Johnson
07-25-10, 12:47 PM
Just reporting in with another quirk I've found. In the list of changes, it says that you changed the comma key to be the radar/snorkle depth. For me it still cycles through the units, as it says on the keyboard layout. But a question, why not use the R key, which according to the keyboard layout is open??
And I don't know if there is a date associated with the 4 bladed props, but my Tambor in July of 42 still has 3 blades. But they are spinning in opposite directions.
Edit:
Well I might have found my answer. I upgraded to a Gato sub and it did have props with 4 blades, so maybe there is a date factor, or some subs just had 3 bladed props.
Major Johnson
07-30-10, 06:15 PM
Well, a final report on the game using GFO. These findings may or may not be GFO related but they are definite fixes that need to be addressed at some point, if possible.
Still way too many planes where they shouldn't be, meaning too far from land and no aircraft carriers in the area. There appears to be a zone, just west of the Bonin Is. In my patrol zones the planes were practically non-existent, then when I was trying to get home, that's where some major problems popped up, which one of was too many planes spawning from one direction, then like an hour (game time) from the other direction. That's just plain ridiculous. I just ignored them as they never saw me anyway, but the constant radar reporting on the same contact and dropping me out of tc just totally took me out of the game.
Another thing was way too many sub hunting task forces, especially along the same route going back to PH. Just west of the Bonin Is. If it wasn't planes, it was a task force. And once again, the constant radar reports on the same targets. I tried turning the radar off from the radar station and the menu bar, but it kept turning itself on! Who's in charge here anyway??
And the same thing when I got in friendly waters, constant air and ship contacts, taking me out of tc every few seconds!! That's a real deal killer for me. Do we really need constant radar contacts of friendly forces?? I don't think so. You want to tell me once, ok, but once is enough. It was a nightmare just trying to get close enough to the base so the icon would show up for me to end the patrol.
And my previous findings of the hydrophones not working manually in the Tambor and Gato. That really should be looked into as well.
Time for some shore leave! :salute:
peabody
07-30-10, 07:09 PM
Well, a final report on the game using GFO. These findings may or may not be GFO related but they are definite fixes that need to be addressed at some point, if possible.
Still way too many planes where they shouldn't be, meaning too far from land and no aircraft carriers in the area. There appears to be a zone, just west of the Bonin Is. In my patrol zones the planes were practically non-existent, then when I was trying to get home, that's where some major problems popped up, which one of was too many planes spawning from one direction, then like an hour (game time) from the other direction. That's just plain ridiculous. I just ignored them as they never saw me anyway, but the constant radar reporting on the same contact and dropping me out of tc just totally took me out of the game.
Another thing was way too many sub hunting task forces, especially along the same route going back to PH. Just west of the Bonin Is. If it wasn't planes, it was a task force. And once again, the constant radar reports on the same targets. I tried turning the radar off from the radar station and the menu bar, but it kept turning itself on! Who's in charge here anyway??
And the same thing when I got in friendly waters, constant air and ship contacts, taking me out of tc every few seconds!! That's a real deal killer for me. Do we really need constant radar contacts of friendly forces?? I don't think so. You want to tell me once, ok, but once is enough. It was a nightmare just trying to get close enough to the base so the icon would show up for me to end the patrol.
And my previous findings of the hydrophones not working manually in the Tambor and Gato. That really should be looked into as well.
Time for some shore leave! :salute:
You may feel there are too many planes as a lot of people do. But your 'facts' are incorrect. The area you mention is within range of long range bombers. And if the planes were from a carrier, it would probably be too far away for you to even realize it was there. A carrier could come within 30 miles of you and you wouldn't even know it, and the planes definitely have a longer range than that.
So there may be too many planes but not for the reasons you give. And another thing you need to take into consideration is TC. If you are using TC then the planes could be coming one every 5 hours and it would seem to you that there were a million of them.
And I also agree in 'stock' there were a LOT of 2 and 3 ship DDs patrolling the area. I don't know if Game fixes address that since it is not a 'bug', it was written that way. I know it started out fixing mistakes and has evolved into more than that, but that was the original intent.
Peabody
Any intersection with reality by the stock campaign is accident as far as I can tell.
Major Johnson
07-31-10, 09:15 AM
And another thing you need to take into consideration is TC. If you are using TC then the planes could be coming one every 5 hours and it would seem to you that there were a million of them.Peabody
That's my point, I don't have a chance to get to a high time compression because the planes come in that often that I can't get past 64x compression which is approx one minute every second.
And ok, maybe my reasoning may be incorrect, I guess there could have been one carrier out there sending out patrols every few minutes. That still doesn't change it the fact there's too many planes in certain areas.
The stock campaign has a few broken parts.
The trouble is "scripted" missions in the campaign--ie: MIdway, etc.
When "random" ships are used (they can still be exact ships and times---RSRDC does this) there is no problem. In "scripted" missions, any CV airgroups exist EVEN IF THE CV IS NOT ON THE MAP.
Ie: Midway battle is not for 2 months, but guess what, all the air groups ARE there, in the middle of the ocean with no CVs.
All the stock scripted missions in the campaign do this. All of them.
Use RSRDC.
Major Johnson
07-31-10, 10:40 AM
Right now I'm testing out FOTRS. There are some visual aspects I'm really liking so far. But I plan on giving RSRDC a try as well. Thanks.
MaddogK
10-29-10, 02:26 PM
Ahoy all,
I need to remove SCAF from GFO 1.1 so I can continue my RSRDC v550. Any ideas ?
My sub CTD's ONLY just west of Midway 1 jun 42, and CTD's stop when GFO is removed.
Webster
10-29-10, 03:40 PM
Ahoy all,
I need to remove SCAF from GFO 1.1 so I can continue my RSRDC v550. Any ideas ?
My sub CTD's ONLY just west of Midway 1 jun 42, and CTD's stop when GFO is removed.
From RSRDC thread:
WEIRD- I'm getting the same problem, in fact I don't even have to move- I sit in same spot that I spawn into and 2 minutes later I CTD.
I have SHIV 1.5 -w- RSRDC V550, GFO 1.1.7, GFO convoy route fix, and GFO Patch for RSRDC v401. nothing else installed, and nothings changed since I starting running this config 2 weeks ago- CTD's started last night and ONLY around Midway (1Jun42).
i did not make the GFO convoy route fix so i do not know if it has any issues with other mods
i made sure that the only parts of SCAF that were used for GFO would only change the ships cfg files data such as ship lengths and heights so there should be nothing there to conflict with any other mods.
what you describe is usually the result of the game calling for a ship to spawn that isnt found in the game so it does a CTD when it cant spawn it.
try removing the convoy fix and see if that is whats causing it, if not try the mod soup fix to eliminate that as a cause.
after all this time with so many using GFO without reporting this CTD i must think there is more to it then GFO or the minor changes i added from SCAF but if you really need to remove SCAF from GFO then you must open the "Sea" folder found in GFO and open every ship folder then delete the cfg file found there, that is all there is of SCAF that is in GFO.
MaddogK
10-29-10, 06:59 PM
I think I mis-stated the name of the mod, it was mentioned in the GFO docs, 'Tambor's stock 1.5 mission pack'
Sorry for the confusion.
As I look at the folders RSRDC overwrites about a dozen CFG's (I think RSRDC includes a few SCAF'esk fixed ships) and by eliminating the ones I'm sure arent spawing 20 miles west of Midway I'm thinking it's got to be american (a/c or DD's).
Webster
10-29-10, 07:50 PM
I think I mis-stated the name of the mod, it was mentioned in the GFO docs, 'Tambor's stock 1.5 mission pack'
Sorry for the confusion.
As I look at the folders RSRDC overwrites about a dozen CFG's (I think RSRDC includes a few SCAF'esk fixed ships) and by eliminating the ones I'm sure arent spawing 20 miles west of Midway I'm thinking it's got to be american (a/c or DD's).
ah, ok :O:
just to clarify the issue you are having here, this is in during a campaign and not a single mission or patrol correct?
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