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clayp
11-18-09, 07:45 PM
My AAA gunner is dumber then a bag of rocks!!! I set him to fire at will at closing targets and the plane flys close bombs us and he doesn't fire..WTH?....:down:..Is there anyway to save the settings,IE for the sub and crew so every time you start a new campaign you don't have to redo everything?Ok one more...:oops:I have no recognition book on my orders bar to tell what flags ships are what....:wah: Man am I a pain.....:har:

Inner Sound
11-18-09, 09:03 PM
Dont shoot: crash dive!

"n" brings up the recognition manual.

Hmm...you've made over a 1000 posts. I'm probably being an idiot trying to help you. But this is what I'm good at.

peabody
11-18-09, 10:09 PM
My AAA gunner is dumber then a bag of rocks!!! I set him to fire at will at closing targets and the plane flys close bombs us and he doesn't fire..WTH?....:down:..Is there anyway to save the settings,IE for the sub and crew so every time you start a new campaign you don't have to redo everything?Ok one more...:oops:I have no recognition book on my orders bar to tell what flags ships are what....:wah: Man am I a pain.....:har:

Hi Clay you old Pain....:har: Hope you are feeling well ! Did you remember to "man the guns" ? Is this a modded boat or gun?
Try "battlestations" or "man the flak guns" AND "Fire at will" but DO NOT check "closing targets", does it work when you do that?

Let me know, we will see if we can figure it out. Did you try Yelling "WAKE UP !!!" :D

Peabody

clayp
11-18-09, 10:44 PM
Hi Clay you old Pain....:har: Hope you are feeling well ! Did you remember to "man the guns" ? Is this a modded boat or gun?
Try "battlestations" or "man the flak guns" AND "Fire at will" but DO NOT check "closing targets", does it work when you do that?

Let me know, we will see if we can figure it out. Did you try Yelling "WAKE UP !!!" :D

Peabody

PEABODY!!!!!!!...Hi bud...:DModded boat and gun at general quarters...I'll try not checking "closeing targets" and let you know....Good to hear from you...:yeah:

Webster
11-19-09, 02:20 AM
check for ammo in case your gun might not be loaded (i assume you remembered to give it ammo)

also are you sure this modded gun is gettting the fire order? maybe your missing a command link somehow? (i never added new guns to anything so im guessing here)

peabody
11-19-09, 02:30 PM
PEABODY!!!!!!!...Hi bud...:DModded boat and gun at general quarters...I'll try not checking "closeing targets" and let you know....Good to hear from you...:yeah:

Sometimes I find the "closing targets" to be a little touchy, sometimes it works, sometimes I guess it doesn't consider it "closing targets". Definately check ammo like Webster said. If it still doesn't work, maybe you could upload somewhere and I could take a look at it.

Peabody

clayp
11-19-09, 05:36 PM
Sometimes I find the "closing targets" to be a little touchy, sometimes it works, sometimes I guess it doesn't consider it "closing targets". Definately check ammo like Webster said. If it still doesn't work, maybe you could upload somewhere and I could take a look at it.

Peabody

Webster hi bud thanks for jumpin in...:DNothing seems to be working,let me play around with it for a bit before I resort to you looking at it...:hmmm: Inner Sound I forgot to thank you..:oops:I like to fight thats why I dont dive...

Akula4745
11-19-09, 07:39 PM
My AAA gunner is dumber then a bag of rocks!!! I set him to fire at will at closing targets and the plane flys close bombs us and he doesn't fire..WTH?....:down:..Is there anyway to save the settings,IE for the sub and crew so every time you start a new campaign you don't have to redo everything?Ok one more...:oops:I have no recognition book on my orders bar to tell what flags ships are what....:wah: Man am I a pain.....:har:

I had exactly the same problem when I added one too many mods and had a conflict. Not sure what mods you are using... but if it continues it might be worth a look-see...

Webster
11-19-09, 07:43 PM
also something peabody said caught my attention, was the planes already in range?

sometimes the game has to auto detect it entering range or its blind to it

you know, the "ship spotted" or "plane spotted sir" warning so are you getting that?

clayp
11-19-09, 09:41 PM
also something peabody said caught my attention, was the planes already in range?

sometimes the game has to auto detect it entering range or its blind to it

you know, the "ship spotted" or "plane spotted sir" warning so are you getting that?

Yes Sir I get that...:hmmm:...Akula,none of my installed mods show any conflicts thru jsmge....:damn:

Armistead
11-19-09, 11:15 PM
Did you put a high skilled gunner on the gun? Lower skill gunners just seem to sit there?

Did they have the right angle to shoot?

That's the only time I've ever had a problem. Not sure what mods's, but like giving the command with the binocs to shoot at a ship, some mods you can do the same with planes.

OTT, as stated, if you have a man posted and battlestations on and nothing else applies something ain't right with the game. Has it happened more than once.

peabody
11-19-09, 11:16 PM
Yes Sir I get that...:hmmm:...Akula,none of my installed mods show any conflicts thru jsmge....:damn:

Clay ole bud. JSGME does not necessarily show "conflicts". What JSGME is telling you is one MOD altered a file that was already altered by a previous MOD. But you can have a conflict without overwriting the same file.

You could use JSGME and put a hand grenade in your left hand and the pin for the hand grenade in your right hand and JSGME will not give a warning since both items did not go into the same hand, BUT YOU ARE DEFINATELY GOING TO HAVE A PROBLEM.

So you could be modding the gun with one MOD and the sub with a different MOD, show no conflict with JSGME, but the two may not work together. I think that is the kind of 'conflict' Akula is refering to.

Peabody

clayp
11-19-09, 11:46 PM
Clay ole bud. JSGME does not necessarily show "conflicts". What JSGME is telling you is one MOD altered a file that was already altered by a previous MOD. But you can have a conflict without overwriting the same file.

You could use JSGME and put a hand grenade in your left hand and the pin for the hand grenade in your right hand and JSGME will not give a warning since both items did not go into the same hand, BUT YOU ARE DEFINATELY GOING TO HAVE A PROBLEM.

So you could be modding the gun with one MOD and the sub with a different MOD, show no conflict with JSGME, but the two may not work together. I think that is the kind of 'conflict' Akula is refering to.

Peabody

:o:o.......You know what I need is the mini-tweaker and mod files,lost it in my last system crash and I'm not really sure what I'm doing with SDeditor. I have searched all over here and cant find it..:wah:How "smart" can you make the crew guys?..Armisted I have smart guys on the guns,happens all of the time...Pea how the heck do you tell if there are conflict's?

peabody
11-20-09, 11:57 AM
:o:o.......You know what I need is the mini-tweaker and mod files,lost it in my last system crash and I'm not really sure what I'm doing with SDeditor. I have searched all over here and cant find it..:wah:How "smart" can you make the crew guys?..Armisted I have smart guys on the guns,happens all of the time...Pea how the heck do you tell if there are conflict's?

I can't help with mini-tweaker, I never used it. I have heard people talk about it but that was before I starting any modding. I have always used S3D.

As for the conflicts, usually you know when something was working fine until you added another mod and suddenly things don't work right anymore. You could have conflict in there all the time but never know it until you use the item that has the conflict. So there is not real answer to that question. When something doesn't work it could be a conflict with something else or it could just be a mistake in the files.

Peabody

breadcatcher101
11-20-09, 12:29 PM
Maybe the plane was too high?

VonHesse
11-20-09, 04:55 PM
Clayp, I'm probably in over my head with all the 1,000+ posters that are already helping you, but common sense never stopped me before.:D

Personally, I,ve always thought that the AA gunners were a little wonky in SH4.(too much torpedo juice if you ask me) I've run into exactly the same problem myself. Planes spotted, guns manned, supposed to fire at will, right? Yet when you TC a little to get them in range and then go to the bridge to watch the fireworks, nothing happens. You can hear the engines far off, but assume their out of range. Louder and louder they get, and just when you figure out something's not right, "splash, splash, BOOM!", 20% damage or more. WTH? It worked just fine before...:hmmm:

Well, I haven't the foggiest why this happens sometimes, but I found a way to avoid it - for me. I assumed that because when you click on the task bar buttons, conveniently, they change from yellow to an ever-so-slightly lighter shade of yellow and that in the heat of the moment, perhaps I only thought I had ordered them to fire at will.

So now, the first thing I do when leaving port or picking up a saved game is pay close attention and make sure that all my gunners have orders to fire at will before moving out. That way, for the rest of the time I'm playing, all I have to do is man the guns and then they'll blast away every time. And yes, saving a game does reset the gunner's orders, and they won't fire at will straight out of a save game.

Anyways, just a shot in the dark. Haven't had it happen since. Cheers:salute:

Armistead
11-20-09, 06:58 PM
What mods are you running, you can export and copy the list using jsgme.

clayp
11-21-09, 02:20 PM
What mods are you running, you can export and copy the list using jsgme.

Here they are..

RFB_v1.4
Maxoptics3
MetalHudKit_1_0
MHMSC-MetalHUD-workaround
20mm Oerlikon Gun Sight Mod by Krishna
John Hamm's Uniform Mod V.5
Bearded faces
Brighter torpedo wakes
Extra Allied naval bases for Stock SH4 + UBM (V2.0)
Extra USN bases for SH4 V1.0
FJB Camera Mod for MaxOptics 3
LESS WATER LIMBER HOLES
Remove grain effect
SH4 Authentic Flags Mod
Webster's Smaller Rain for v1.4 and v1.5
Webster's Ship Manuvering Fix for v1.4 and v1.5
Webster's Reduced Radio Traffic for v1.4 & v1.5
Webster's Eliminate Floating Plankton for v1.4 and v1.5
Webster's Better Waterline Colors for v1.4 and v1.5
WEBSTER's Better Sub Marker for v1.4 or v1.5
strategic_map_symbols
Webster's 300' Underwater Visability for v1.4

I did some file changing the other night and the game runs better..The gunners still do not act right under "general quarters" I will have to live with it I guess....RFB 1,4 has a lot of changes by me...I still cant get the enemy planes to be more aggressive....I think I will have to be good as I am now....Thank you all for responding to my call for help once again....:up:

Webster
11-21-09, 02:26 PM
I still cant get the enemy planes to be more aggressive....I think I will have to be good as I am now....Thank you all for responding to my call for help once again....:up:

try using ducimus' TMO data/cfg/airstrike.cfg file

ducimus has some harder aircraft in TMO then you find in RFB


if you need tougher aircraft hes the guy to talk to :up:

clayp
11-21-09, 03:06 PM
try using ducimus' TMO data/cfg/airstrike.cfg file

ducimus has some harder aircraft in TMO then you find in RFB


if you need tougher aircraft hes the guy to talk to :up:

Thanks bud!!!!!!! You da man...:D

Webster
11-21-09, 09:50 PM
Thanks bud!!!!!!! You da man...:D

i keep forgetting your using v1.4 so just copy the settings from his v1.5 file

there might be other tricks he can help you with for the sensors too.

clayp
11-21-09, 11:12 PM
i keep forgetting your using v1.4 so just copy the settings from his v1.5 file

there might be other tricks he can help you with for the sensors too.

I will give him a try bud...:D

clayp
11-22-09, 06:07 PM
Heres a good example,2 enemy planes and neither one attacked!!!!

http://img9.imageshack.us/img9/571/sh4img20091122141658046.png

Armistead
11-22-09, 09:39 PM
Clay, haven't been keeping up, but per your last post, Allied aircraft shows up all over the place and will fly right over you and not attack. Moreso with certain mods like RSRD. However with radar it's fairly easy to tell, because if in a basic 5 mile visual range if the planes don't turn to attack, probably US planes, if they do, JP and time to dive. I take it by your post number you're no noob, but just thought i'd better throw it out there.

Doe's the uniform and beard mods work with FB's? Thought they were Uboat mods. Course I run a different setup and the Uboat uniform mod totally screwed up how my men acted and I could never tweak it to work correctly.

My last patrol all I saw was US aircraft. Dang things sank and attacked several ships that I was setting up on, but also saved me from a DD killer group. It's fun to watch the US carrier planes take out ships and join in on the attack. They can do a lot of damage, if you can even get one shell in a ship from far away you'll get credit for the kill...at least with my mod set up.

I've had formations of US aircraft with as many as 60 planes. Also, around locations of historical battles US aircraft will constantly be attacking enemy bases. I once saved 20 pilots that attacked a JP carrier group and it wasn't a mission or objective.

Edit: Just saw your mods list. I had some of the same issues with RFB long ago and swithced to TMO, so Web prolly had the right idea. I run a lot of mods too, so hard to know what lil conflicts can happen, but right now I love my mod setup and have no noticable problems and enemy is TMO mean as ever. I also tweaked a few files and mods to work correctly with others.

TriggerMaru_Overhaul_17
TMO_Hotfix_041709
RSRDC_TMOv170_V411
RSRDC_V411_Patch2
Rel_SH4_TMO_Stock_Gramophone
Gramaphone One
Webster's Smaller Rain for TMO
SMALLER SEA PLANTS MEDIUM
SMALLER SEABED ROCKS
Sky_Environment_Opt3
Shell splash mod
Full Screen Scopes for TMO or FOTRS
Longer_Ship_Wake_V1_TMO1.7
TGT DIAlS TO PK FIX - TMO
TGT AOB TO PK FIX - TMO
MaxOptics & SCAF fix TMO1.7_41109
New Frieghter
Auxsubchaser & Old Corvette by AOTDMadMax
IJN Kaiyo
PCOkinoshima
Map Labels 1.3
NEW Real Environment mod
Lite_fog_ V2+Slow_water
EAX_sound_sim_without_Websters_Maneuver_SonarFix
Shoho
Gyoraitei
Myoko & Smaill seaplane tender
MadMaxs_New_Auxsubchaser
sh4lighthousemod
SS220 USS Barb_FooBor's hi-res Gato - Weathered
SWBM - Rusty
Aircraft_reflections

clayp
11-23-09, 12:09 AM
Armisted RFB 1.4 is just about all me,I have changed it...I hadent thought about friendly planes at all....:timeout:.Then that means I'm not getting any enemy flights....:hmmm:..I dont know how to fix this,I will have to try and find the answer..:damn: See it really helps to have people throwing out ideas...:D..Thank you sir..

Webster
11-23-09, 01:47 AM
Armisted RFB 1.4 is just about all me,I have changed it...I hadent thought about friendly planes at all....:timeout:.Then that means I'm not getting any enemy flights....:hmmm:..I dont know how to fix this,I will have to try and find the answer..:damn: See it really helps to have people throwing out ideas...:D..Thank you sir..

both sides are in the "airstrike.cfg" file clay

see here:

Maximum Aircraft Range=2000 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

Armistead
11-23-09, 03:31 AM
Next time you get planes, I would put the game on pause and use the misc cam and go find the plane.

I'm no mod expert like Webster, but depending on what changes you've done yourself and with the many mods, you may want to try going back to the basic RFB mod and see how it acts and start tweaking and going from there adding mods.

I've tweaked mods and got fubar and had to start over many a time.

clayp
11-23-09, 11:22 AM
Next time you get planes, I would put the game on pause and use the misc cam and go find the plane.

I'm no mod expert like Webster, but depending on what changes you've done yourself and with the many mods, you may want to try going back to the basic RFB mod and see how it acts and start tweaking and going from there adding mods.

I've tweaked mods and got fubar and had to start over many a time.

What is the"misc" cam and how do you pause the game...:oops:I think my elevator quit going to the top floor....:timeout:

Armistead
11-23-09, 09:07 PM
Mine doesn't either and mods change it. It such a habit I don't look, but I think it's minus on numpad, but just hit f1 and that will give you all the shortcut keys. Like using time compression the lowest time compression is pause with my set up.

Not sure how 1.4 RFB works the cams, but you have a freecam which is activated by the misc icon with TMO, but whatever your freecam button is.

I use pause as do many others for good screenshots. You pause the game and then you can set the cam up from any angle, good for plane shots, ect.

Inner Sound
11-24-09, 09:47 AM
Freecam is F12 in my game.

clayp
11-24-09, 06:06 PM
Hey I moved some files around again and I actualy got attacked by a flight of 2 enemy planes..At battle stations and told the AAA gunner to man the gun and fire at will and he just sat there like a lump....:hmmm: I give up on him..:down:

clayp
11-24-09, 11:16 PM
Well we got enemy planes and we are getting attacked,BUT!!!!!!! the #$%^^%$# AAA gunner just sits there..There has to be a way to get him to react!!.....:wah:

clayp
11-26-09, 05:19 PM
They woke up!!!!!!!!!...:oThe AAA gunner shot down a plane and the fore deck gun sunk a small gun boat.....:D:salute::yeah::up::sunny::woot:

SteveUK
11-27-09, 04:41 AM
Yay about time by the sound of it, must have finished his coffee!

Wish I had a AA gun on my S boat just starting in TMO 1.9 in Luzon Straights and I'm up and down like a bloody lift!