View Full Version : Can't dive deep
I looked for an old topic with an answer but didn't find anything.
My problem is that I upgraded to a Balao recently and just attacked a well defended convoy and had a rough time with the escorts. I decided to give the thick skin a test and put the boat into dive. The boat went down to 327 feet and that was it. I tried hitting D several times. I tried C to crash dive. Nothing. What's the point of a boat that has a test depth of 400 feet and could easily go to 600 feet but the boat won't dive deeper than 327 feet?
Any ideas?
P.S. Why don't we get a deep depth gauge? The shallow depth gauge is insufficient for the depths fleet boats went regularly.
Thanks
Webster
01-25-10, 02:45 PM
forget the "D" or "C" keys and just set the depth you want on your depth guage to go as deep as you want to
SteamWake
01-25-10, 02:45 PM
There is a tab directly beneath the shallow depth gauge.. try clicking that ;)
Inner Sound
01-25-10, 03:15 PM
In TMO you just hit D and down you go, and you'll keep on going unless you hit A or P or ; or S or you die.
E has been disabled ( or rather it is now used to cycle your stern tubes) so emergency blow ballast is now done off the clicky menu.
If you hit A for maintain current depth, you'll kep going down some 20 to 50 feet before lifting to the depth you want. This could kill you!
The dial stops at 450 but the reading beside it informs you.
hth
Thanks!
Game manual? We don't need no steenkin' game manual!
BTW, I knew I should have grabbed some Mk 27's on my last refit.
granite00
01-08-17, 01:11 AM
In a stock 1.5 game with mod Balao 600 foot depth gauge, the HUD depth gauge only takes you to 450 ft.
How do you proceed below 450 feet? The D key command doesn't help.
Moonlight
01-08-17, 04:37 PM
The deep depth gauge in the command room in FOTRSU controls the deeper dives so I'm assuming the stock 1.5 command room should so as well.:hmmm:
granite00
01-08-17, 04:43 PM
Unfortunately that's not the case in the Stock version. I believe TMO made several gauges active and that's why they work that way in FOTRSU.
fireftr18
01-08-17, 09:10 PM
granite is correct. I haven't played stock in so long I don't remember exactly. I believe that in stock game, there is no way to go deeper than clicking on the GUI deep dive gauge.
How about going as deep as you can and hitting the Dive key? Keeps you heading down until you order a depth change or to level off the boat.
(I know that works in something. Probably a mod thing, but might be worth trying.)
granite00
01-09-17, 01:15 AM
Thanks razark, I tried that yesterday.
My test: in a Balao with a test depth (red line on the gauge) of 400 ft. and clickable HUD depth gauge that goes to 450ft., I got to 450 by clicking the gauge. Hitting D for dive took me up to the test depth mark of 400 ft.
If I can figure out how to make the dive key dive until ordered otherwise, that would work. That's how the dive key works in TMO.
CapnScurvy
01-09-17, 08:34 AM
The stock game doesn't allow any sub to dive as deep as you want. The gauges are only going to allow you to dive to their set marked depth....450ft on some gauges/ 600 ft on others. The "D" (Dive) key will take you to the "Test Depth" of the particular sub your in, but that's as far as you go.
I put the feature of using the "D" key to dive to your death into Optical Targeting Correction (OTC). You may be surprised to learn just how much your sub can take if you try to stretch the limit when using my mod. Just keep in mind there's a point of no return. The physics of the depth compression is well modeled in-game. You're controls become sluggish, losing responsiveness, to the point even an "Emergency Blow Ballast" and Flank Speed power won't pull you up. You're left reading the increasing depth figure showing on your gauges, knowing there's no escape. A terrible feeling many a lost submariner must have felt!
granite00
01-09-17, 11:44 AM
Hi CapnScurvy,
I really like your OTC mod and have played with it many times. The only reason I'm playing the SH4 stock version is to play the Guerrilla Submarines Spyron Mod. I suppose I could try to play Spyron and OTC together. Not sure how well they will interact.
CapnScurvy
01-10-17, 09:25 AM
Hi CapnScurvy,
I really like your OTC mod and have played with it many times. The only reason I'm playing the SH4 stock version is to play the Guerrilla Submarines Spyron Mod. I suppose I could try to play Spyron and OTC together. Not sure how well they will interact.
Yea, I'm not sure what Spyron does. If it just deals with Campaign files then I'd think OTC could overlay Spyron just fine. If it changes the Sea/NX_xxxx files, or others like the menu_1024_768.ini file then I'd think OTC would step on whatever Spyron tried to do....and Spyron would do the same, overlaid onto OTC.
===============
I'm going to give you guys the "fix" for getting your sub's to dive deeper this evening, when I get home. I want to make sure I'll give you all the info you'll need to get your sub to dive deeper than its test depth. Stay tuned.
propbeanie
01-10-17, 10:07 AM
It looks like it (SpyRon) changes the Campaign layer (naturally), the Terrain and Texture folders (for Sofu Gan??) and the UPCData for Career Start and tracking, but stays away from the Sea and menu stuff. It looks like OTC should sit politely on top of SpyRon. Use JSGME and give it a try. If it fails, just back if off.
granite00
01-10-17, 12:02 PM
I installed OTC for Stock 1.5 and its Aspect Ratio companion after Spyron. I noticed the starting dates changed dramatically. Alone, Spyron has start dates every three months throughout the war vs. OTC which has starts once a year (1941, 1942, etc.). The next thing I found is that this mod combination always sends me to the East China Sea on the first patrol. This is the case no matter the starting date, starting home port or starting submarine type.
I think these mods need to play in separate sand boxes. Just to be clear, the Spyron mod maker never wrote this mod will work with anything other than Stock 1.5. Now I know better.
propbeanie
01-10-17, 03:40 PM
Oh well. Back out and wait on the Capn's stock fix for diving later on...
CapnScurvy
01-10-17, 08:48 PM
I installed OTC for Stock 1.5 and its Aspect Ratio companion after Spyron. I noticed the starting dates changed dramatically. Alone, Spyron has start dates every three months throughout the war vs. OTC which has starts once a year (1941, 1942, etc.). The next thing I found is that this mod combination always sends me to the East China Sea on the first patrol. This is the case no matter the starting date, starting home port or starting submarine type.
I think these mods need to play in separate sand boxes. Just to be clear, the Spyron mod maker never wrote this mod will work with anything other than Stock 1.5. Now I know better.
I read your post and took the time to see just what did I do with the stock game OTC mod?
I noticed I had two files in OTC that caused the issue with your start dates when comparing OTC to Spyron. Their the Data/UPCData/UPCCampaignData/CareerStart.upc and the Flotillas.upc files. I didn't remember why their in the mod, so I compared them to the stock game files. The stock game files are on the right, OTC files are on the left:
http://i175.photobucket.com/albums/w132/crawlee/Number_1.jpg
Probeanie, your going to like this!! The stock game's Flotillas.upc file has errors with dates in them. Notice the February 29, 1942 date....except for leap year, there's no such date as 1942-02-29, AND the game doesn't recognize leap year anyway. There's only 365 game time days in a year.
I went down the list to the next entry:
http://i175.photobucket.com/albums/w132/crawlee/Number_2.jpg
Same thing, my only reason of having the stock game Flotillas.upc file modified with the OTC mod was to correct the dates that I found in error. Once again, the date June 31, 1944 doesn't exist. June 30th does.
I looked in the other OTC modded file (CareerStart.upc) and found the same thing:
http://i175.photobucket.com/albums/w132/crawlee/Number_3.jpg
This time its April 31, 1944 that's in error.
The other minor change I made to this stock game file was giving the player a different offered Renown amount at the start of your Campaign.
So, that's why those .upc files are in the "OTC for SH4 v1.5". I'm fixing the errors in the stock game that can easily cause trouble when playing the game. The basic concept of having a Campaign start just once a year is a stock game thing. OTC just corrected the dates the stock game provided, and adds different amounts of Renown to you, if you so choose.
I would think that if you wanted to use the Spyron mod, with OTC overlaying it, just delete the OTC "UPCCampaignData" folder (with the two .upc files from above). The Spyron mod files will prevail, and you may be good to go.
I say you may be good to go because I haven't looked at what other conflict possibilities there may be.
propbeanie
01-10-17, 09:29 PM
Very interesting Capn... more "date" issues... kind of reminds me of high school, trying to get a girl to go with me on a date... "Sure!" she said... "How about 8:00pm on Friday June 31st?" Fantastic... we had such a ~good~ time...
CapnScurvy
01-10-17, 10:21 PM
This simple mod will allow you to dive any sub beyond its Test Depth. Anyone can make it if you know how to create NEW folders in your Windows Explorer. If you don't, I'm going to show you how....its time to learn!
Depending on whether you're only playing the stock game, or one that's modded, you'll be modifying the Data/Submarine/NSS_Xxxx/NSS_Xxxx.cfg file (the following is for the stock game Balao sub):
http://i175.photobucket.com/albums/w132/crawlee/SH4%20Stock%20.cfg%20file.cfg.jpg
If your using mods that change this file, you'll be copy/pasting this same .cfg file from the last mod that is used to change the stock games .cfg file. In other words, if your stock game has the Data/Submarine/NSS_Xxxx/NSS_Xxxx.cfg file changed by a mod like TMO.....use the TMO Data/Submarine/NSS_Xxxx/NSS_Xxxx.cfg file for this mod your about to make.
Let's get started. Using Windows Explorer, find your JSGME "MODS" folder and left click it (its in the "Main" game folder, usually named Silent Hunter Wolves of the Pacific). A right side pane will open showing the contents of the "MODS" folder. Right click inside this right pane to have a small menu box appear. You'll see an option of "NEW"..... mouse over it to have another menu box appear.....left click the "Folder" option at the top. A "New Folder" was created in the "MODS" folder....name it "Dive to your Death". As before, left clicking this folder in the left pane will open the folder to show its empty contents in the right pane. Mouse right click the empty folder in the right pane and the "NEW" menu box will appear again. Mouse over the "NEW" option to once again create a "Folder"...this time name it "Data".
You're probably beginning to get the idea. You can create folders, inside folders, renaming them to suit the same naming scheme that the game uses. Mirroring the game folder/file structure is important. Having a misspelling, or a folder out of place will cause the mod to not load correctly within JSGME.
You're wanting to have a folder "path" structure that looks like this in the JSGME "MODS" folder:
Dive to your Death/Data/Submarine/NSS_Balao....go ahead, add the two other folders (Submarine/NSS_Balao) to what you've already done.
Now, find your stock game (or, the mod that last changes the stock games) Data/Submarine/NSS_Balao/NSS_Balao.cfg file....right click it, and copy the NSS_Balao.cfg file. Then go to your newly created MODS/Dive to your Death/Data/Submarine/NSS_Balao/ folder and paste the NSS_Balao.cfg into the NSS_Balao folder.
Opening the .cfg file will look like this:
http://i175.photobucket.com/albums/w132/crawlee/Dive%20to%20your%20Death%20mod.jpg
The .cfg file can be opened with any text editor. Windows has a couple, using Windows Notepad is simple.....usually you just need to left click the file, it will open to the above text.
In the MaxDepth= parameter just move the ; (which "comments out" the text that's read after it, meaning the game won't read it...its there to remind you of what the old figure was) to in-front of the stock game value of 100meters. Then without a space, add 1000 to MaxDepth=.....reading MaxDepth=1000 ;100meters.
This is important, mouse click the "File" menu heading, and "Save" your changes...your done with your first sub.
Now list each of the other subs with their respective folders in the new mods Submarine/ folder. Then copy/paste each of their specific NSS_Xxxx.cfg files into those folders you just made. Your completely done when all subs have their .cfg file changed to 1000 meters under the MaxDepth= parameter.
Since the "Dive to your Death" mod was created inside the "MODS" folder, you just need to "activate" it within JSGME the next time you play the game.
Enjoy
granite00
01-10-17, 10:22 PM
Thanks Capn,
Your two responses will give me something to play around with.
Hi CapnScurvy,
I really like your OTC mod and have played with it many times. The only reason I'm playing the SH4 stock version is to play the Guerrilla Submarines Spyron Mod. I suppose I could try to play Spyron and OTC together. Not sure how well they will interact.
I felt the same as you months ago especially when I came across Spyron. Yes, OTC and Spyron do work together very well.
But, I wanted to use Real Environment as well and found it conflicts with the radar screen rings. I wanted ISP2.6 but it conflicts with Spyron. So I came up with the following;
My MOD folder
[MODS]
1_TriggerMaru_Overhaul_2-5=1
1_TMO_25_small_patch=2
1.5_Optical Targeting Correction 031312 for TMO 2.5=3
Bigger Better Protractors=4
Map Colour Scheme 3=5
3000 Yard Bearing Tool (1680x)=6
JayMyKey=7 ;my commands.cfg for my MacBook keyboard
TGT EASY AoB Dial=8
Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2 =9
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4=10
Guerrilla-Submarines-Spyron-Mod-v1=11
Ralles Sound Folder=12
Real Environment RSRDC_TMO by Kriller + Caustic=13
Improved Ship Physics 2.6_TMO_RSRDC_OTC=14
TMO_Easier_AI for TMO2.5=15 ; TMO's easier AIsensors.dat and my own sim.cfg
UPCLocalization COmposite=16
Ralles Textures=17
TO fix the conflict with OTC's radar screen I removed these files from Real Environment MOD;
Real Environment_RSRDC_TMO by Kriller+Caustic MOD
/Data/Misc
ppiCircles.dds_rem4OTC
Radar.dds_rem4OTC
radarContact.dds_rem4OTC
radarContact0.dds_rem4OTC
radarContact1.dds_rem4OTC
radarSweep.dds_rem4OTC
I added the _rem4OTC so I knew why I was removing these files.
ISP 2.6 conflicts with UPClocalization.tsr in Spyron and others as listed so I
combined the differences in to a new UPCLocalization.tsr. You can do the same if you like by looking at them.
UPCLocalization Composite is a combining of the UPCLocalization.tsr's from;
TMO 2.5
OTC 1.5 for TMO
ISP2.6for TMO_RSRDC_OTC
Guerrilla-Submarines-Spyron-Mod=v1
Ralles Mod Soup 1.1
And the result for me is playing a new and invigorating campaign without RSRDC as you will notice in my [MODS].
granite00
01-16-17, 10:11 AM
I would think that if you wanted to use the Spyron mod, with OTC overlaying it, just delete the OTC "UPCCampaignData" folder (with the two .upc files from above). The Spyron mod files will prevail, and you may be good to go.
Reporting back.
Thanks very much CapnScurvy, I just finished one patrol and your suggestion seemed to work.
granite00
01-18-17, 10:53 PM
This simple mod will allow you to dive any sub beyond its Test Depth. Anyone can make it if you know how to create NEW folders in your Windows Explorer. If you don't, I'm going to show you how....its time to learn!
...
In the MaxDepth= parameter just move the ; (which "comments out" the text that's read after it, meaning the game won't read it...its there to remind you of what the old figure was) to in-front of the stock game value of 100meters. Then without a space, add 1000 to MaxDepth=.....reading MaxDepth=1000 ;100meters.
Once again, CapnScurvy came to the rescue. I followed your instructions and everything seems to work as promised. Thanks CapnScurvy.
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