View Full Version : [WIP] TMO: Nine Delta Two
col_Kurtz
11-17-10, 06:03 PM
Someone here will correct me if I'm wrong but choose TMO (Fleet Boats) or 9D2 (Uboats). Not both. It's one or the other. Each is standalone so you don't really need anything else but 9D2.
Mm... Have a look this:
Installation order:
Assuming you have no mods installed, you should enable TMO in the following order;
Quote
1.) REL_TriggerMaru_Overhaul_2
2.)TMO Optional mod
http://www.silenthuntermods.com/forum/index.php?topic=339.0
Jan Kyster
11-17-10, 07:25 PM
Yeah, but TMO:NDT is not an additional mod for TMO. Not even if Ducimus thinks of it as an expansion of TMO... :D
Look in first post: a clean, unaltered install of SH4 is required. So just take a copy of your original SH4 install and copy TMO:NDT into that.
Or the safe way: use JSGME.
We never know, if he makes an expansion later on... :shifty:
Ducimus
11-17-10, 08:07 PM
I'm surprised anyone's played this mod at all.
col_Kurtz
11-18-10, 06:55 AM
Yeah, but TMO:NDT is not an additional mod for TMO. Not even if Ducimus thinks of it as an expansion of TMO... :D
Look in first post: a clean, unaltered install of SH4 is required. So just take a copy of your original SH4 install and copy TMO:NDT into that.
Or the safe way: use JSGME.
We never know, if he makes an expansion later on... :shifty:
Honestly... I made copy of SHIV 1.5 UBM to new folder. Put in SHIVMulti, start made new My Doc folder. Put JSGME to new game SHIV1.5 (UBM), ran, created... etc. Than put inside JSGME Mods folder TMO2.0+ND2, activated and run the game:) At this moment is okay. except known isssue with torpedo toolbar. When I choose multi shot i switch to I, III, IV tubes, the tubes I, II, III are higlated. I know this from KiUB Karamzovnew. Reported it six months ago. This problem is only for IXers. Lurker and Karamazov fixed that in the next patch, so maybe Ducimus used older version of KiUB?
Have a look at this linked screeny;)
http://naforum.zapodaj.net/83c2ee5ecd9a.jpg.html
So at this moment... I`m not sure about install order - lost:P
You wrote... Clean SHIV... not patched to 1.5 (UBM)? Naah... Patched.
So... at begining. SHIV+UBM - clean install. JSGME. NineDelta2 into Mods folder, activate and run? Without any TMO, that`s right?
Sorry for my horrible english
TheBeast
11-20-10, 04:10 PM
I'm surprised anyone's played this mod at all.
Honestly?:haha:
Ducimus
11-22-10, 04:27 PM
Honestly?:haha:
Yeah, honestly. To most Uboat fans, the Silent hunter series goes like this:
SH2 -> SH3 -> SH5
Once i realized this, the fact that my motivational fuel tank was running on fumes, and I bite off a bit more then i was willing to chew, i dropped the ball on this project. That said, I'd be lying if i said I wasn't curious as to how the mod plays.
ShadowWolf Kell
11-23-10, 04:17 AM
I didn't even know about it. Was busy over the summer with a move and unpacking took awhile. Figured I'd check and see how things were going and pick up TMO 2.0 while I was at it.
I'm still surprised there hasn't been an SH5 mega mod yet, though it looks like that's in the works. I figured you or LukeFF would have had something cranked out though.
I come back and find out you guys all went semi AWOL. Even Lurker seems to be missing. :o
fitzcarraldo
01-04-11, 07:45 AM
Hi, Ducimus! As SH4 strong fan (but I play SH3 too...), I like the NDT mod. I have some questions: I like to play U boats in SH4, but I have some little problems with the mods currently availables. Because that, still I play SH3 with supermods.
1- I have, with NDT (one installation), and OM plus OMEGU (other installation), problems with the KiUB (FPS drops in heavy sceneries with the dials visible). I like to have the stock SH4 GUI for U Boats, in NDT. Is it possible with NDT? I have a powerful PC (SH4 with TMO 2 with RSRDC at 60 FPS sinchronized with 4GBPatch, all graphics options full, but- I don´t know why - the KiUB drops my FPS to 15!!!).
2 - What environment is compatible with NDT? I have the SH4 1.5 with NDT only, and have the greenish stock water. I see in your screenshots the blue water of...TMO???
3 - Is NDT compatible with DBSM for SH4?
Many thanks for the mod, and I watch for upcoming updates (compatibility with OM, maybe?).
Best regards.
Fitzcarraldo :salute:
Ducimus
01-04-11, 04:10 PM
First, remember that this mod isn't complete, at least not by my definition of the word, and I have no plans to continue this work. I am completly burnt out from modding. Although if anyone (yes, anyone, so long as you aren't going to charge money) want's to continue this work, they have my blessing to do so.
Now then...
1.) To remove KIUB, Disable the mod, and remove the data/menu/1024_768_menu.ini file. Then remove the data/menu/cfg/dials.cfg file from the mod as well. Id advise to just go ahead and use the TMO version of both files.
2.) No idea why your seeing green/stock water. The mod has a tweaked version of the ENV mod used by TMO in it.
3.) DBSM, im guessing is Das boot sound mod. As long as some of the files aren't excessivly long in length, i don't see why not.
fitzcarraldo
01-04-11, 04:17 PM
First, remember that this mod isn't complete, at least not by my definition of the word, and I have no plans to continue this work. I am completly burnt out from modding. Although if anyone (yes, anyone, so long as you aren't going to charge money) want's to continue this work, they have my blessing to do so.
Now then...
1.) To remove KIUB, Disable the mod, and remove the data/menu/1024_768_menu.ini file. Then remove the data/menu/cfg/dials.cfg file from the mod as well. Id advise to just go ahead and use the TMO version of both files.
2.) No idea why your seeing green/stock water. The mod has a tweaked version of the ENV mod used by TMO in it.
3.) DBSM, im guessing is Das boot sound mod. As long as some of the files aren't excessivly long in length, i don't see why not.
Many thanks Ducimus. I´ll check the environment files. Yes, DBSM is Das Boot Sound mod for SH4. I use it in OM, working fine.
My dream is to see this mod included in OM...
Best regards.
Fitzcarraldo :salute:
MaddogK
01-04-11, 04:22 PM
Aye, mine too. But as she's a beta, and will likely not be finished I won't feel bad shredding the mod for the content I really want. Thanks Duci, hope you get over your burnout problem.
Yeah, honestly. To most Uboat fans, the Silent hunter series goes like this:
SH2 -> SH3 -> SH5
Once i realized this, the fact that my motivational fuel tank was running on fumes, and I bite off a bit more then i was willing to chew, i dropped the ball on this project. That said, I'd be lying if i said I wasn't curious as to how the mod plays.
Wow, I about jumped out of my chair when I found out it existed. I've been spending hours whittling down OM to an exclusively IXD2 mod, just for my own sake. If I had known about this beforehand, I would've been all over it. Thanks for all your work. Why isn't it listed in the downloads section?
Question: If I just want to grab the interiors and leave OM as I currently have it, do I need any folders other than these?
Data/Interior/NSS_Uboat9
Data/Submarine/NSS_Uboat9d2
Thanks.
edit: nm, figured it out.
Smaller question, is there a way to navigate to the additional compartments without using the freecam?
Another question, was the removal of the flak guns intentional, or do I have mod soup issues?
edit: fixed it. FYI for anyone wondering, I had to exclude the file Data/UPCDataGE/UPCUnitsData/UpgradePacks.upc in order to get the flak guns to display properly.
MaddogK
01-08-11, 12:50 AM
Is the engine room installed in this mod ?
I moved the rooms and textures over to the VIIC in my OM install and the only thing I cant find is the engine room. The rest is great (except a few animations),and FINALLY working chart tables. I found my new home- in the conning tower.
:rock:
Sailor Steve
01-08-11, 10:42 AM
No, there is no engine room. Ducimus explained earlier in this same thread that the Type IX had four engines, and Flakmonkey's is from the Type VII, which had two engines, so he opted to leave it out.
fitzcarraldo
01-08-11, 11:47 AM
Is the engine room installed in this mod ?
I moved the rooms and textures over to the VIIC in my OM install and the only thing I cant find is the engine room. The rest is great (except a few animations),and FINALLY working chart tables. I found my new home- in the conning tower.
:rock:
Can you post the way for add the interiors in OM?
Best regards.
Fitzcarraldo :salute:
MaddogK
01-08-11, 12:16 PM
Well, it's extremely dirty as some animations are screwey, the hatches don't work, but just for some eye candy I did this-
I created the dir structure for a new mod, copied the original OM NSS_Uboat7 interior folder to it, copied from 9D2 Interior/NSS_Uboat9 all the files to the new interior/NSS_Uboat7 dir renaming all the NSS_Uboat9_*.* to NSS_Uboat7_*.*, and removing the originals that would've been overwritten to a holding directory for storage (these are NOT used in the game) I also kept the original files that were NOT overwritten from the original OM.
I also copied from the 9D2 mod the Textures/Tnormal folder/files to the new mod, enabled the whole mess with JSGME and ran the game.
As an experiment, I removed this new mod and installed the original SH3 FM_NewInterior mod using only the interior folder and the animations. This mod gave me a whole new control room, all the 9D2 rooms as well as en engine room but NO animations worked, NO crew, weird lighting, and NO clickable items.
All-in-all I can see why there are only a handfull of ship modders as the work to make this completely workable appears enormous, but I'm willing to help if someone wants to try and meld Flakmonkeys and Duci's work into a playable type 7 boat, but I believe there's more type 9 fans out there so I'll likely go it alone for my own entertainment/learning experience unless I can get a ship builder involved that loves the type 7 (animations are my weak area).
fitzcarraldo
01-08-11, 03:11 PM
Well, it's extremely dirty as some animations are screwey, the hatches don't work, but just for some eye candy I did this-
I created the dir structure for a new mod, copied the original OM NSS_Uboat7 interior folder to it, copied from 9D2 Interior/NSS_Uboat9 all the files to the new interior/NSS_Uboat7 dir renaming all the NSS_Uboat9_*.* to NSS_Uboat7_*.*, and removing the originals that would've been overwritten to a holding directory for storage (these are NOT used in the game) I also kept the original files that were NOT overwritten from the original OM.
I also copied from the 9D2 mod the Textures/Tnormal folder/files to the new mod, enabled the whole mess with JSGME and ran the game.
As an experiment, I removed this new mod and installed the original SH3 FM_NewInterior mod using only the interior folder and the animations. This mod gave me a whole new control room, all the 9D2 rooms as well as en engine room but NO animations worked, NO crew, weird lighting, and NO clickable items.
All-in-all I can see why there are only a handfull of ship modders as the work to make this completely workable appears enormous, but I'm willing to help if someone wants to try and meld Flakmonkeys and Duci's work into a playable type 7 boat, but I believe there's more type 9 fans out there so I'll likely go it alone for my own entertainment/learning experience unless I can get a ship builder involved that loves the type 7 (animations are my weak area).
Many thanks, I´ll try it. Interesant the question about FM Interiors from SH3!
Best regards.
Fitzcarraldo :salute:
TheBeast
01-10-11, 03:17 AM
Well, it's extremely dirty as some animations are screwey, the hatches don't work, but just for some eye candy I did this-
I created the dir structure for a new mod, copied the original OM NSS_Uboat7 interior folder to it, copied from 9D2 Interior/NSS_Uboat9 all the files to the new interior/NSS_Uboat7 dir renaming all the NSS_Uboat9_*.* to NSS_Uboat7_*.*, and removing the originals that would've been overwritten to a holding directory for storage (these are NOT used in the game) I also kept the original files that were NOT overwritten from the original OM.
I also copied from the 9D2 mod the Textures/Tnormal folder/files to the new mod, enabled the whole mess with JSGME and ran the game.
As an experiment, I removed this new mod and installed the original SH3 FM_NewInterior mod using only the interior folder and the animations. This mod gave me a whole new control room, all the 9D2 rooms as well as en engine room but NO animations worked, NO crew, weird lighting, and NO clickable items.
All-in-all I can see why there are only a handfull of ship modders as the work to make this completely workable appears enormous, but I'm willing to help if someone wants to try and meld Flakmonkeys and Duci's work into a playable type 7 boat, but I believe there's more type 9 fans out there so I'll likely go it alone for my own entertainment/learning experience unless I can get a ship builder involved that loves the type 7 (animations are my weak area).
I started working on FlakMonkey's Typ-VII Interior with his permission.
I have a Beta version of what I have completed so far available for D/L.
Click Here (http://www.filefront.com/17764962/SH4-Interior-Typ-VII-beta-002.rar) if you want to check it out.
I believe SteelViking (http://www.subsim.com/radioroom/member.php?u=258154) is going to take over this interiors work.
I also did some work on Tomi_099's GWX3 Typ-VIIC/41 model with his permission. I am converting it to SH4v1.5. It is currently playable and it populates the crew positions in the Crew Quarters. It is also available for D/L with the dependant UPC file changes to make the Snorkel work etc. in Stock SH4v1.5
The UPC file MOD part of this D/L is not required for OM or RFB...
Click Here (http://www.filefront.com/17774248/TSW_Typ_VIIC_UPC_SH4v15.rar) if you want to check it out.
Both download were made to work with STOCK Silent Hunter 4 v1.5
Enjoy!
MaddogK
01-10-11, 09:59 AM
EXCELLENT, EXCELLENT, EXCELLENT !!!
Thats exactly what I was planning to do, but you and steelviking have saved me years of work and self training.
From what I've read Tomi_099's engine room may be available shortly, and I believe he's built a forward torpedo room.
I can almost see Tomi_099's VIIC/41 completely operational.
:yeah:
Thanks, TheBeast
fitzcarraldo
01-10-11, 10:14 AM
EXCELLENT, EXCELLENT, EXCELLENT !!!
Thats exactly what I was planning to do, but you and steelviking have saved me years of work and self training.
From what I've read Tomi_099's engine room may be available shortly, and I believe he's built a forward torpedo room.
I can almost see Tomi_099's VIIC/41 completely operational.
:yeah:
Thanks, TheBeast
Yes, yes, yes!!! This is the future of U Boat sim------SH5 is out....
Best regards
Fitzcarraldo :salute:
Sepp von Ch.
12-05-11, 07:39 PM
Hello guys, I need your help with this mod.
Whenever I approach the convoy, I have a CTD:wah:
USS Drum
12-05-11, 10:08 PM
THIS THREAD HAS RISEN FROM THE DEAD.:eek::eek::eek::eek::eek::eek:
Sailor Steve
12-05-11, 11:57 PM
Why don't you take a time out, or at least stop acting like a spoiled kid?
He didn't resurrect the thread to make a lame joke three years after the fact. He asked an honest question.
Ducimus
12-06-11, 12:25 PM
Hello guys, I need your help with this mod.
Whenever I approach the convoy, I have a CTD:wah:
Ouchy. Really? Well i did say it was a beta release. Just curious, about where are you on the map, and what's the date?
I may consider tooling around on this mod again in the future. No idea when (I have a couple of games on my "I gotta play this" list), but I may consider it in the future. Right now I don't even have SH4 installed, so it's not like I have the files in front of me anymore.
Sepp von Ch.
12-06-11, 01:24 PM
Hello Ducimus!
Thank you for your answer! First mission, I´m 100 km from Dakar. It does not matterwhere I´m, because when approaching the convoy, game crash. I received on this first trip 3 contacts reports, but when I approached these convoys, I have CTD.
New SH4 1.5 (U-Boats mission) installation + only your mod (per JSGME).
Ducimus
12-06-11, 03:17 PM
:hmmm: Probably a problem with the sea directory, ship type, group definitions in the convoy layer, or a all of the above.
More then likely when i was going through the convoy layers, i missed a ship type that is being called upon that doesn't exist in the sea directory, OR ship type incompatiblity. Meaning, ship type X is being called in the campaign files when in the sea and roster directory its being declared as ship type Y.
It's not an easy thing trying to do a supermod/megamod, mostly by yourself. Mistakes will be made. In hindsight i shouldn't have attempted this project after working on TMO. Burnout level was high. I think in the future, i will not be going "lonewolf" if i continue.
EDIT: I wonder though, did you have any mod installed beforehand? Maybe some residual directories or files got left in the SH4 data directory. I wonder this because if any convoy contact caused a CTD, then:
a.) People would have screamed at me very loudly by now
OR
b.) Nobody's bothered to even attempt genuine playthrough, so it hasn't been reported until now. After all this time, if this is the first genuine attempt to at a play on this mod (albeit a beta), i see no reason to continue it ever again. Seriously, it took this long before someone said something?
Sepp von Ch.
12-07-11, 04:49 AM
did you have any mod installed beforehand?
Yes, before Operation Monsun + OMEGU and TMO.
Ducimus
12-07-11, 12:30 PM
Try a fresh install if you care to, to see if it sorts itself out. If every convoy contact would result in a CTD, then i believe someone would have labeled the release as a big fat "FAIL!!!one1111" by now.
Sepp von Ch.
12-07-11, 12:52 PM
Yes, I try it.
EDIT: I reinstalled SH4 and I have the same problem as above...
TheBeast
12-07-11, 07:40 PM
Hello guys, I need your help with this mod.
Whenever I approach the convoy, I have a CTD:wah:
Possible Environment Space issue,
Have you tried applying 4gig patch to SH4.exe?:06:
The is also BCEDIT command line command that needs to be run in order to tell OS to allow using the extra environment space.
USS Drum
12-07-11, 07:51 PM
Hello guys, I need your help with this mod.
Whenever I approach the convoy, I have a CTD:wah:
It may be a super large convoy that your PC can't handle I've seen a like 100 ship convoy off Africa in OM.:salute:
Sepp von Ch.
12-07-11, 08:14 PM
Have you tried applying 4gig patch to SH4.exe?:06:
I have Vista 32 OS, 4GB RAM. I have original SH4 Gold Edition (SH4 + Uboat Mission). No patched with 4GB patch.
When I tried to patch my SH4.exe with 4GB patch for SH4, a "unknown version" message displayed. I do not know, what to do with this problem....
(SH3 is patched on my PC, no problem with sh3.exe).
Sepp von Ch.
12-07-11, 08:20 PM
It may be a super large convoy that your PC can't handle I've seen a like 100 ship convoy off Africa in OM.:salute:
No, rather no, because it happens with every convoy.
TheBeast
12-07-11, 08:29 PM
I have Vista 32 OS. I have original SH4 Gold Edition (SH4 + Uboat Mission). No patched with 4GB patch.
When I tried to patch my SH4.exe with 4GB patch for SH4, a "unknown version" message displayed. I do not know, what to do with this problem....
(SH3 is patched on my PC, no problem with sh3.exe).
Download/Install CFF Eplorer Suite (Hex Editor). It come with a 4gig patch script 4GBPatch.cff for almost any EXE file.
Explorer Suite\Scripts\4GBPatch.cff
Sepp von Ch.
12-07-11, 08:35 PM
Thank you VERY much TheBeast, but slowly, slowly please!:hmm2:
What exactly should I do? I downloaded ExplorerSuite.exe (Explorer Suite (Multi-Platform Version, Recommended) here - http://www.ntcore.com/exsuite.php right?) and now please? Where do I install this ExplorerSuite? In SH4 folder?
TheBeast
12-07-11, 08:42 PM
Thank you VERY much TheBeast, but slowly, slowly please!:hmm2:
What exactly should I do? I downloaded ExplorerSuite.exe (Explorer Suite (Multi-Platform Version, Recommended) here - http://www.ntcore.com/exsuite.php right?) and now please? Where do I install this ExplorerSuite? In SH4 folder?
It is Stand alone application that not related to SH4 and should be installed to its own destination folder.
Sepp von Ch.
12-07-11, 08:47 PM
Also only install and that´s it for patching my SH4?
USS Drum
12-26-11, 02:27 AM
Man Ducimus really needs to finish this great mod. I'd take this over SH5 any day.
Ducimus
01-06-12, 05:55 PM
Eventually.
My plan is to rip the guts out of this one, and do the Uboat side of SH4, focusing on just the type 9 and the indian ocean. It will tenateively be titled "TMO: Uboat Missions"
The install order will be:
1_TriggerMaru_Overhaul_2-5
2_TMO_UboatMissions
3_TMO_UBM_overwrites
The idea is to
a.) Not have to reinvent any wheels.
b.) Keep both sides of the game accessible
c.) Keep file conflicts for Uboat specific tweeks to a minium, and keep them isolated.
d.) Keep uboat related stuff seperate from the main mod (TMO). It will make updating and uploading easier.
In fact I already started work on it. My JSGME looks like this:
Generic Mod Enabler - v2.6.0.157
[D:\games\sh4\MODS]
1_TriggerMaru_Overhaul_2-5
UI_GridMap
UI_Hud
Crew_Graph
SUB_LibraryDat
SUB_Objects
SUB_Cfg_UPC
SUB_EquipmentUPC
INT_ConningTower
INT_ControlRoom
INT_RadioRoom
INT_Textures
TMO_Sample_Emblem
Crew_UPC
CAMP_CoreLayers
SUB_Dat_sim
All taht is uboat related stuff. HOWEVER...... its on a back burner for awhile now. For now, Skyrim owns me, and probably will continue to do so for the next couple months.
So, dont hold your breath. It won't be for a good while. Besides, i doubt much anyone will play it anyway. The SH series to Uboat fans is SH3 -> Sh5. SH4 simply doesnt exist. So ultimately, im doing this because I want to, and ill get around to finishing it, when im ready to. (probably after i get burnt out from skyrim).
This post will be the last I speak of it. While im not a big fan of keeping modding information secret (IE. How to do stuff), I have learned that until your very far along on a project, its best to not say anything at all until you have something substantial to show people. The project can change, and burnout may set in, which only push's the project release back further. So don't ask me again, because i won't answer. :O:
But just for the record, you can bet it'll find some audience, just as OM has. And the beauty is that unlike SH3 or SH5, you'll probably find this audience more appreciative, less competitive and less inclined to talk trash, since let's face it, any updates to SH4 these days are a godsend :O:
I honestly haven't touched SH3 or 5 in the past year, but SH4 has had many an outing, and most of them have been on OM U-boats.
USS Drum
01-06-12, 07:46 PM
Will it still have FM's interior?
Sammi79
01-16-12, 05:35 PM
Besides, i doubt much anyone will play it anyway. The SH series to Uboat fans is SH3 -> Sh5. SH4 simply doesnt exist. So ultimately, im doing this because I want to, and ill get around to finishing it, when im ready to.
I was a Uboat fan until I played SH4 w/TMO which kept me going for many months before I was tempted to give OpMonsun a chance. I ended up with 2 installs one for each :DL
SH5 fried my brain though I may go back to it in the future. Anyway, in your own good time dear sir, the best things come and all that. I for one will definitely check it out.
regards,
Sam.
diesel97
02-11-12, 05:44 PM
Just some feedback, I don't know what the status of 9D2 is, but I'm getting consistent CTD as I get near Freetown. Just 1.5 stock and JSGME-installed mod.
Appreciate the effort Ducimus.
test_m4a1
02-17-13, 05:47 PM
Guys, can You help me? I have installed SH4 clean with u-boot missions and then by JSGME - Nine Delta Two but its crashing after a while, suddenly stops and then i see error and game collapse. Is it something wrong with installation or maybe im missing some other patch, mod?
Usually it happens after few minutes of playing, never in Menu.
Eventually.
My plan is to rip the guts out of this one, and do the Uboat side of SH4...
I've been a devoted TMO player since I grabbed SH4. Thanks, btw.
Now ... is [REL] Open Horizons II (http://www.subsim.com/radioroom/showthread.php?t=189818) a waste of my time? I haven't tried it yet. :o
Sailor Steve
02-18-13, 06:44 PM
Open Horizons is a mod for SH5 only.
I DL'd SH5 for my birthday ... though I'm not much on Das Bootin'. Fig'd I'd see for myself if the stem to stern walkable boat and other eye candy was worth a darn and if the mods make the game (hopin that maybe a Fleetboat mod may surface some day). :smug:
test_m4a1
02-24-13, 03:58 PM
Please... can someone help me? I read all 20 pages but i didnt find answer on my problem. I have installed clean SH4 + u-boot missions and then ND2 by JSGME and it still crashes without any reason, anyone knows how to solve it? It crashes all the time when im passing Cape of Good Hope, always when i aproach convoy or getting closer terrain. Also I noticed that U-boot from Ducimus screenshot looks different then mine, maybe is it something with graphics settings? (left his screenshot, right mine)
It is realy outstanding mode to play but if it crashed once per 5mins of playing its getting hard to play ;/
I would be happy like DAMN if someone would help me to play this mod :)
test_m4a1
02-25-13, 03:14 PM
I'm Begging You guys... i did everything i could but its still not working :(
Sepp von Ch.
02-25-13, 05:05 PM
...it still crashes without any reason... It crashes all the time when ...i aproach convoy or getting closer terrain.
I had the same problem. Nobody could help me, so I I had to uninstall this nice mod.
Ducimus
02-25-13, 05:58 PM
Off the top of my head, assuming the install of the game isn't a clean one that wasn't previously modded - it might an issue with the campaign files calling on a non existent unit in the data/sea directory. OR perhaps a unit that has a unit type mismatch from the cfg file data/sea directory and the coresponding cfg file in the roster directory.
Mind you, this mod was a beta, and no dedicated team working on it. Something somewhere is bound to be buggy. Frankly I'm amazed anyone is even looking at it today. Truth be told, at the time I was working on this, my level of burnout on modding was such that unless i had major interest in it, I wasn't going to continue with it. Now, sorry to say, I think that time has passed, as I have zero interest in modding anything anymore. I have since moved on to other hobbies and pursuits. I do thank everyone for any kind words spoken. If any person, or group of persons (regardless of any past history in modding) is enterprising enough to take this mod further for non commercial reasons, you have my expressed permission to do so; just cite your source, that's all I ask.
test_m4a1
02-25-13, 07:13 PM
Im just shocked that anyone else beside me and Josef von Posorschitz didnt have this kind of problem. I didnt want to bother You @ Ducimus, I just thought someone had this problem and it was fixked or there was some patch to install.
How is that possible that the rest of people dont have this bugs like we does?
Its realy pice of art Ducimus, even after 5mins of playing i can say that, Gee give me the tip how to solve crashing of game and ill be happy... ;)
CapnScurvy
02-26-13, 11:38 AM
To test m4a1, welcome to SubSim!
Thought I'd chime in here.
Not that what Ducimus has said isn't correct, but to further look at the problem of CTD's, I need for you to tell me what's your computer specs? What Windows version are you using? How much ram memory do you have? Video card?
The fact that your getting freezing or CTD's doesn't mean it's completly related to the mod. Now a days the computer is usually the culprit when you try and run a 6 year old game, based on slower running specs of old.
An example is that just 6 years ago, very few flat screen LCD 1920x1080 resolution monitors were in existance. The game was meant to run on analog screens, on a monitor that weighed as much as two cinder blocks!
test_m4a1
02-26-13, 01:35 PM
Hi CapnScurvy! :)
Thanks for answering my problem. I thought about it but normal SH4 or Operation Monsun worked without any problems thats why i thought computer its not a problem.
Here are my computer specifications:
Windows 7 Professional 64x SP1
Intel Core i5-2500K CPU 3.30GHz (4)
RAM 8GB
NVidia GeForce GTX 670
LG Flatron E2242 21"
I think i did everything according to instalation list, clean SH4 1.5 and then ND2 only by JSGME. Its weird because it is not crashing when i meet single ship, only convoys, ALWAYS Cape of Good Hope line and sometimes on sea, maybe some files missing or im missing some patch? Im playing on 1920x1080 without vertical sync but even with it enabled its still the same.
I apologize for my english :)
CapnScurvy
02-26-13, 03:31 PM
Your English is just fine!! Believe me, I've read posts from American's that would make anyone shake their head.
Windows 7 Professional 64x SP1
Intel Core i5-2500K CPU 3.30GHz (4)
RAM 8GB
NVidia GeForce GTX 670
LG Flatron E2242 21"
Its weird because it is not crashing when i meet single ship, only convoys.....
That's not too surprising because rendering more than one ship pulls a lot more memory than a single model.
As I suspected, you have plenty of ram, along with Windows 7, 64bit. I don't have Windows 7 (Vista 64) on my desk top computer, nor do I have the memory you have (less than 3 Gb), BUT I'm suspecting the issue has to do with your system not being able to use the power it has with a game that never dreamed systems would be this powerful. The game itself needs to be "told" to use the available ram you have (at least a larger amount of it than what the game expected to run on). Back in 2007 when the game was released, no one thought the need to access more than a single gig of ram was necessary. Earlier Operating Systems didn't expect to either, so as things developed the computer’s hardware over reached the software's normal expectations.
You may want to look at this application called Large Address Aware (http://www.techpowerup.com/forums/showthread.php?t=112556). It makes changes to the execution file of the game, telling it to use more ram memory than the original. Thus doing a better job rendering the things that would slow down the computer that's limited not by the hardware, but by the older software.
Before you do, take a look at this thread (http://www.subsim.com/radioroom/showthread.php?t=202192). As Bifutake points out, his CTD's were due to my 3000 yard/meter Bearing Tool (which uses a lot of memory, much like running into a convoy of a half dozen ships). The important part for you is this site (http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml), which explains the problem, and provides a solution for those with the size of memory you have, AND the OS you're using. I hope it helps you.
I can vouch for the Large Address Adware helping with a laptop I sometimes use. It's OS is Windows 7, with 4Gb of ram. It stopped the CTD's I always had after a few minutes of play with an older game like SH4. :yeah:
test_m4a1
02-26-13, 04:55 PM
Thanks for such a long answer where You were trying to solve my problem :))))
Anyway You gave me 3 links in Your answer. By the Proces Monitor i noticed that Your tip is right, its due to RAM problem.
I think its because the game as You said has to be told to use more RAM - but here im stuck because in Your two others links, first isn't helpfull because the option included to "memory boost" is already hitched in my sh4.exe. Second link says to patch it and i did but the problem is still the same and now i dont know what to do :(
Here is a PrtSC of my monitor proces. according to Monitor process there is something to change in HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Windows\USERProcessHandleQuota but i dont know if it has to be changed and how? is it nessesery?
I dont know what to do now, i patched it by LAA, memory boost is already done.
Im realy, realy thanks to You CapnScurvy, for help! Im sorry that im bothering You and taking Your time.
Red October1984
02-26-13, 06:30 PM
Your English is just fine!! Believe me, I've read posts from American's that would make anyone shake their head.
Hey. I live right in the middle of where all that bad grammar must have originated from.
Southern Missouri. The Heartland.
"Hey Phil, I done seen one of them big ol' deer down by where me and Tim went fishin' that one day."
:cool: And I'm thankful that I live in the country. There is no better place to live than the country... :rock:
CapnScurvy
02-26-13, 09:00 PM
Here is a PrtSC of my monitor proces. according to Monitor process there is something to change in HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Windows\USERProcessHandleQuota but i dont know if it has to be changed and how? is it necessary?
I don't know what to do now, i patched it by LAA, memory boost is already done.
To tell the truth, I wouldn't know what to make of the memory usage image from the process monitor. :88)
AND, I'm not sure about it's idea to want to change something in the Registry of the computer? Did the app explain just what you're supposed to change in the Registry, at the HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Windows\USERProcessHandleQuota entry? On my Vista system this entry has a "Data: 0x00002710 (10000)" entry. What's it mean? I've not got a clue!
The Registry isn't something to just start changing without knowing what you're doing. I've done it before....... removed entries that aren't needed, or even tell the Registry I've registered software (when I hadn't), but you really need to be careful in there.
When I looked at this site (http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml) for explaining just what to do, it seems the downloaded Explorer Suite program at NT Core (http://www.ntcore.com/exsuite.php), the "CFF Explorer", is the program that actually opens up the Registry and makes the changes as described. So, you won't need to open the Registry through the command prompt and hunt for the entries yourself.
If you've downloaded the "CFF Explorer", and have followed the directions from the Subsowespac.org exactly as they say, I'm not sure what else you can do.
You might want to reinstall the game as directed by this sticky "How to re-install SH4" (http://www.subsim.com/radioroom/showthread.php?t=133290). One thing I've learned with my Vista 64 bit install is NOT to allow the game to default install to the "Program Files (x86)" folder. For some reason Vista doesn't like you to put games into this folder.....they won't run right. I've always put the game in it's own folder directly under the C:/ drive, or the D:/ drive. Games should not go to the Program Files (x86) folder. I can't speak for Windows 7, but take the advice for what it's worth.
==============
Hey Red, I'm country too. Bred and raised cattle and show hogs for years. I say I'm from Dayton (which I am), but for the last 25 years I live where you can scratch where it itches and nobody is going to see. Can't get any more country than this!
Red October1984
02-26-13, 11:23 PM
Hey Red, I'm country too. Bred and raised cattle and show hogs for years. I say I'm from Dayton (which I am), but for the last 25 years I live where you can scratch where it itches and nobody is going to see. Can't get any more country than this!
Don't ya just love the country?
Hunting, Fishing, etc... We don't own a farm but I'm a redneck in other ways. I'm not as redneck as some other people around here though. I've gotten to the point to where if we take vacations to the City that I'll be relieved to be home afterwards.
Guns, Hunting Deer/anything else that moves, fishing, eating what we hunted, waking up to a sunrise over cornfields in the summer, etc... I live smack in the middle of the woods with a neighbor's fields around us so I get my share. Cows to the one side and Corn/Beans on the other.
I wouldn't have it any other way. The only thing I don't like is the fact that the internet options aren't too great out here. It's well worth it though.
test_m4a1
02-27-13, 09:36 AM
I have the same number in Register Key as You do, i have even changed it for higher number but its still the same.
I read all You wrote, all this sites, maybe im doing something wrong or not according to what they are saying but my english isnt perfect to understand ALL on this sites :)
Anyway i surrender, i dont know what to do more... Obviously there is not other way to play this mod...
It obviously need to be unlocked to use more RAM but i dont know how to do it ;/
Thanks for Your time CapnScurvy, a lot!! Ill remember about it :)
Sailor Steve
02-27-13, 10:21 AM
Your English is just fine!! Believe me, I've read posts from American's that would make anyone shake their head.
So have I. :nope:
Hey. I live right in the middle of where all that bad grammar must have originated from.
Then you should have caught that. :sunny:
CapnScurvy
02-27-13, 01:33 PM
Test m4a1, don't give in just yet. I've got a couple of more things to try.
I mentioned this before, but a fresh install of the game is important. Mods have a way of corrupting your main SH4 game files. You'll get all kinds of strange behavior with the game when the main game files go bad. When this happens there's only one way of checking for sure what (if anything) has been altered. JSGME has a "Snapshot" feature found in its "Tasks..." menu. You take the original "SnapShot" of your game files just after a fresh install of the game, and adding JSGME to it. Don't bother to take a "Snapshot" of the files after you've had mods added/run in the game. It's too late to know whether the files have been changed after adding a mod, even if its removed from the "Activation" list. The "Snapshot" is stored in the JSGME "MODS" folder.
**It's important to note that if you take a "Snapshot" of a clean install, yet decide it's easier to copy/paste a previous "MODS" folder from an earlier time, you've just removed your clean "Snapshot" file and replaced it with something else. It's better to copy/paste each mod from an earlier MODS folder than it is to switch out the new for the old. This way you won't lose your good Snapshot.
You may have already made a clean Snapshot of your existing game files. If you did.....congratulations, you're one of the few who have read the JSGME instructions! To compare the original Snapshot to the files you have now, remove all mods from the "Activation" list. It's OK to keep them in the MODS folder, just don't have them activated in-game.
You can expect to see a file named SI.bin appear as a "New" file. It's added every time the game is run for the first time. You may also see a "New" image file added if you took an in-game screen shot. Other than these, the comparison should not show any differences. If it does, you'll need to check what they are by scrolling through the files. If the changed files look like their important, the correct thing to do is reinstall the game.
Off the top of my head, assuming the install of the game isn't a clean one that wasn't previously modded - it might an issue with the campaign files calling on a non existent unit in the data/sea directory. OR perhaps a unit that has a unit type mismatch from the cfg file data/sea directory and the coresponding cfg file in the roster directory.
First off.....Good to hear from you Duci!! Nice to know you're still around my friend!
What Ducimus is talking about with the renaming of the "Unit Type" is something I've run into before with his mods and Lurkers too. Both of these modders have renamed the "Unit Types" of a few of their ship entries. What you'll get are CTD's when you run across one of these units if everything isn't in order with the various files that need to call the unit by the same name, or type.
The best way of checking the integrity of the added/changed units is to open the Museum feature and open each ship, plane, sub entry, and see if you get a CTD as you look at each unit. If you do, the best way to figure out which unit has the problem is to work back (from the opposite direction of the Museum list) and keep track of which ships, planes etc. open and run ok. You'll eventually run up the list until you find the culprit (or maybe even more than one). By the process of "elimination" you'll find the offending unit. After this, you'll need to open the particular unit and figure out what's wrong with it. As Ducimus says, it could be as simple as correcting the folder Data/Sea/UnitsName(NAPD_Clemson)/UnitsName(NAPD_Clemson).cfg file for the unit in-question, and having the "Unit Type" read the same as the folder "Roster/Names.cfg" file lists it; or in the units specific folder found in the Data/Roster/Country(American)/Type(Sea)/UnitsName(APDClemson).cfg file.
It's worth checking, as Ducimus said this is a work-in-progress mod, things could always need checking and fixing.
test_m4a1
02-27-13, 02:35 PM
I sent You PM CapnScurvy! :)
Red October1984
02-27-13, 08:48 PM
Then you should have caught that. :sunny:
I never said I had good grammar...I never said that I was good at English Grammar either...
test_m4a1
03-01-13, 06:13 PM
After many PM's. ideas, patching and re-installing mod, still doesnt work and we finally surrendered.
Cheers and thanks for help, especially for CapnScurvy for his patience and willing to help!
Admiral Halsey
08-07-13, 02:31 PM
So is Ducimus ever going to work on this again or not?
Sailor Steve
08-07-13, 03:31 PM
All you need to do is read his sig.
- I don't mod anymore. Whatever it is, leave me out of it. For any permission questions, read the last section of the TMO PDF.
Admiral Halsey
08-07-13, 04:02 PM
I just might have to tinker with this myself then. For personal use of course. (Though I should probably learn how to mod SH4 first.)
KaleunZippel
09-03-15, 02:13 AM
i fixed the CTD-issue!
if anyone is interested, please let me know.
KaleunZippel
Sepp von Ch.
09-13-15, 12:17 PM
OK, I am very interested. Can you upload this fix please?
cloadmcally
09-15-15, 11:40 AM
could someone upload an alternative link to the mod? gamefront can't be accessed from Italy :/\\!!
moha14881
10-22-15, 07:26 AM
I don't know what animations for that crew memeber! Is it going to be straining or go away if you're peeping too close! :88):har::rotfl2:
KaleunZippel
12-05-15, 05:56 PM
Hello Kaleuns,
I just uploaded a small CTD-fix for Ducimus´ NineDelta2-Modification.
Link: www.subsim.com/radioroom/downloads.php?do=file&id=4827 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4827)
AND THAT´S IMPORTANT: After activating all your mods go to Silent Hunter 4/Data/Roster/American, Australian etc./Sea and delete all KSS.cfg and KSQ.cfg files you can find. Do not delete the KSSSKasagisan.cfg files!
If your museum option works without any CTD, your game should be :up:.
Have fun and btw do never never attack convoys under calm conditions! Ducimus´escorts are wild beasts and absolutely deadly in calm waters.:arrgh!:
Best regards,
KaleunZippel
i fixed the CTD-issue!
if anyone is interested, please let me know.
KaleunZippel
If you don't mind, it would be worthwhile to explain what was causing the issue, and how you were able to fix it. Often such knowledge can be applied to other problems.
Anyway, good work! :up:
KaleunZippel
12-06-15, 06:48 PM
If you don't mind, it would be worthwhile to explain what was causing the issue, and how you were able to fix it. Often such knowledge can be applied to other problems.
Anyway, good work! :up:
Hello TorpX,
two wrong shiptypes in the Rosterfolder were causing CTDs. So I corrected the roster and campaignfiles. That´s all!
Best regards,
KaleunZippel
Hi peeps,
Sorry for a bit of thread necromancy, but does anyone know if this is available for download from somewhere other than Gamefront?
My McAfee antivirus really, really doesn't like Gamefront! It keeps on saying there's malware on the download page!:/\\!!
Thanks in advance,
Mike.:)
That would be no, then!:hmmm:
Would it be possible for someone to upload it to SubSim? I've had a nosey through the downloads section and I cant find any mention of it, just the CTD fix mentioned earlier in this thread.
Thanks again,
Mike.:)
max-peck
07-09-16, 03:45 AM
For anyone trying to download this mod
As you have already discovered, the original link has expired
I have uploaded it to the SUBSIM downloads page (withe Neal's help, cheers mate:up:)
http://www.subsim.com/radioroom//downloads.php?do=file&id=4992
Geoff then
02-07-18, 08:36 PM
So, i am just playing this mod now, bc i had some issues with OM, and i have to say IT FCKIN BLOWS!
At least thats my opinion, I'm now on my 2nd Patrol so far and everythings seems very in order. Just wondering if anyone knows how to get the rear hatch closed? That crew quarter is giving me slight fps drops. If anyone knows, i'll be very thankful for any info.
propbeanie
02-07-18, 09:23 PM
Have you tried running the LAA applet on the SH4.exe file? That will give the game some headroom for those doors. Myself,, closing doors is like turning out lights... I never remember how, especially in SH4... sorry. :salute:
Geoff then
02-08-18, 05:27 AM
No,sir!
In fact, I've never heard about that LAA applet. Can you describe what it does? :Kaleun_Salute:
propbeanie
02-08-18, 10:24 AM
Probably the easiest thing would be to have you read CapnScurvy's Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635) thread. He wrote that specifically to Windows 10, but it applies to any Windows 64-bit version from Vista and later. :salute:
Geoff then
02-09-18, 06:23 AM
Ahhh, now I see. Very useful, thanks a lot!
Geoff then
02-14-18, 01:24 PM
https://steamuserimages-a.akamaihd.net/ugc/930427431929604741/EEAD73443A4E45778B593ABFE912F5ED555B2296/Just worshippin:
Der Jäger im Mondscheinhttp://www.subsim.com/radioroom/C:\Users\knueppel\Desktop\20180214173050_1.jpg
Bleiente
02-14-18, 03:59 PM
Nice - when my ModSoljanka and the great FORTS Ultimate is finished and I do not want to change anything, it could mean a new project for me in the distant future.
I just have to win back my craving... :hmmm:
propbeanie
02-14-18, 07:17 PM
Wow, Geoff then... don't lose that shot. If you ever see a "Screen Shot Contest", that's the one, man - even if the celestial bodies might be a bit off... excellent :yeah: :salute:
@Bleiente - it'll come back brother! You're not as old and crazy as Ducimus or Lurker, are you?... :har: :salute:
Ishmael
02-15-18, 06:42 PM
Where can I find the TMO_Enable_Uboat_ver3 patch to use with the 9Delta2 beta campaign?
Geoff then
02-15-18, 08:55 PM
What patch do you mean?
This is a standalone, you just need this mod and the fix (posted above) activated in your jsgme. :Kaleun_Salute:
Eichhörnchen
02-22-18, 03:43 PM
Wow, Geoff then... don't lose that shot. If you ever see a "Screen Shot Contest", that's the one, man
Super screenie... I'm with beanie! :up::salute:
Bleiente
02-22-18, 04:13 PM
I hang around with a heavy hammer in the Nordic style, maybe tomorrow I can put an update for these modes online.
Particularities:
- German voice output including "The Boat" feeling
- better physics for the IXD2
- better graphics
- adapted and harmonious sounds
Well - maybe this time I will make extra mistakes so that someone will answer as well.
:arrgh!:
propbeanie
02-22-18, 04:39 PM
I hang around with a heavy hammer in the Nordic style, maybe tomorrow I can put an update for these modes online.
Particularities:
- German voice output including "The Boat" feeling
- better physics for the IXD2
- better graphics
- adapted and harmonious sounds
Well - maybe this time I will make extra mistakes so that someone will answer as well.
:arrgh!:
:har: :yeah: :D
Geoff then
02-22-18, 05:23 PM
I hang around with a heavy hammer in the Nordic style, maybe tomorrow I can put an update for these modes online.
Particularities:
- German voice output including "The Boat" feeling
- better physics for the IXD2
- better graphics
- adapted and harmonious sounds
Well - maybe this time I will make extra mistakes so that someone will answer as well.
:arrgh!:
YES! YES! YES! That is by far the greatest thing I heard this year so far! ;) :Kaleun_Cheers:
Bleiente
02-23-18, 11:55 AM
I hang around with a heavy hammer in the Nordic style, maybe tomorrow I can put an update for these modes online.
Particularities:
- German voice output including "The Boat" feeling
- better physics for the IXD2
- better graphics
- adapted and harmonious sounds
Nine Delta Two REVISED V1.0 Beta (Fullversion)
=dll temporarily removed=
As "Update" announced now but as a revised full version of "Nine Delta Two", which is currently a beta.
The reason for the full version is that I was able to insert the campaign fix right away and thus avoid unnecessary problems for the users.
In addition, later it is also easier to provide various add-ons and updates.
Why a beta?
Well I can not test all this alone - so I am looking forward to feedback and criticism. :yep:
A new campaign has to be started!
Credits:
- AOTD MadMax
- AOTD Rhonen
- CapnScurvy
- Ducimus
- Flakmonkey
- KaleunZippel
- karamazovnew
- Kriller2
- Lurker_Hib3
- Othr
- Sailor Steve
- SH3/Ubisoft
- skwasjer
- Stormfly
- w_clear
Greetings Bleiente-Ralf :arrgh!:
Geoff then
02-23-18, 12:28 PM
Downloading right now. Will give some feedback later after my first patrol. ;) Really looking forward to this! :) Big thanks! :Kaleun_Applaud:
Geoff then
02-23-18, 01:06 PM
So am I right this is actually standalone? I think the physics do not work. Boat crashdives in 20sec and everything else feels like stock physics.
And when submerged i have a white square above my uboat:
https://steamuserimages-a.akamaihd.net/ugc/923672665749486935/D695C7CDD4ACD2903A34E1B3A1DC371E6DC946F1/
Graphics are nice and the voice is finally in the right language! ;)
Edit: Turning rate seems good. Crash dive and blow ballast sounds seem to be played twice and are overlapping.
Any engine setting higher than ahead standard is not displayed. It sticks to ahead standard even if you go full or flank.
Bleiente
02-23-18, 02:39 PM
Ich mach es mir jetzt ganz einfach und rede in unserer Muttersprache mit Dir.
Solltest Du noch das Tool "TOOL_Ship_Speeds" innerhalb des tatsächlichen Spiels aktiviert haben (ist nur für das Museum gedacht), können solche eigenartigen Dinge passieren.
Wenn dies nicht der Fall ist, hast Du eine unangenehme Mod-Suppe.
Hast Du meine Zusammenstellung auf eine saubere SH4 V1.5 installiert, oder zumindest nach Aktivierung mittels JSGME den Ordner "Eigene Dateien/SH4" gelöscht... nur um sicher zu gehen?!?
:salute:
Geoff then
02-23-18, 02:47 PM
Ich mach es mir jetzt ganz einfach und rede in unserer Muttersprache mit Dir.
Solltest Du noch das Tool "TOOL_Ship_Speeds" innerhalb des tatsächlichen Spiels aktiviert haben (ist nur für das Museum gedacht), können solche eigenartigen Dinge passieren.
Wenn dies nicht der Fall ist, hast Du eine unangenehme Mod-Suppe.
Hast Du meine Zusammenstellung auf eine saubere SH4 V1.5 installiert, oder zumindest nach Aktivierung mittels JSGME den Ordner "Eigene Dateien/SH4" gelöscht... nur um sicher zu gehen?!?
:salute:
Ich hab meine Stock SHIV installation kopiert, Ordner umbenannt, MultiSH rein und neues my doc verzeichnes "IXD" genannt, Spiel gestartet und beendet, jsgme rein und ordner "MODS" erstellt und dann die kiste aktiviert. Also im jsgme habe ich nur "1.0 Nine_Delta_Two REVISED" drin und aktiviert. :Kaleun_Salute:
Edit: Also den my doc ordner nach der Aktivierung erneut löschen? Erstellt er dann trotzdem noch das Verzeichnis mit dem Namen, den ich bei MultiSH eingegeben habe?
Bleiente
02-23-18, 03:08 PM
Also den my doc ordner nach der Aktivierung erneut löschen? Erstellt er dann trotzdem noch das Verzeichnis mit dem Namen, den ich bei MultiSH eingegeben habe?
Ja - Du musst halt nur alles neu einstellen... dauert aber nicht mal eine Minute.
Dieses "komische" Quadrat über den Ubooten sollte nur im Museum auftauchen... rein zum "Augapfeln". :haha: :yep:
Geoff then
02-23-18, 03:36 PM
Hab es jetzt noch 2 mal neu gemacht und beide male den Ordner in my doc gelöscht nach der Aktivierung. Probleme bestehen leider immernoch.
:k_confused:
Bleiente
02-23-18, 03:48 PM
Verstehe ich echt nicht - bei mir läuft momentan alles so, wie ich es mir zum größten Teil gedacht hatte.
Deine Mängel kann ich auf meinem PC in meiner Konstellation leider nicht darstellen und somit rekapitulieren.
:hmmm:
Geoff then
02-23-18, 03:52 PM
Gibt es irgendwelche Grafikoptionen, die ich vermeiden sollte?
Also ich kann es mir auch nicht erklären, die Stock SH4 ist unberührt gewesen seit der installation. Habe es jetzt 4 mal mit einer neuen Kopie versucht. :(
Ich entpacke nochmal neu, evtl ist da ja was schief gelaufen? Evtl auch beim Upload oder Download? Der mod ist 1,89gb groß, ist das richtig?
Er scheint auch schwierigkeiten beim aktivieren zu haben. Er sagt nach kurzer Zeit "Keine Rückmeldung". Ich glaube, bei allen anderen Mods war das nicht der fall.
Ich weiß nicht genau wie dieser jsgme arbeitet, aber hat es evtl mit dem Ordnernamen zu tun?
Bleiente
02-23-18, 05:16 PM
Er scheint auch schwierigkeiten beim aktivieren zu haben. Er sagt nach kurzer Zeit "Keine Rückmeldung". Ich glaube, bei allen anderen Mods war das nicht der fall.
Mhmm... hatte ich auch schon mal - vergiß nicht, das Pack ist über 1 GB.
Dann habe ich die Modi oder das ModPack zurück geladen bzw. Abbruch befohlen und kurz darauf das Pack neu geladen.
Wie gesagt - die von Dir beschriebenen Probleme gibt es in meinem Spiel nicht... leider, weil dann könnte ich sofort etwas dagegen tun.
Geoff then
02-23-18, 05:50 PM
Hmm ich weiß halt echt nicht, was ich noch anders machen könnte...
Morgen versuch ich das mal mit ner Stock SHIV neuinstallation...obwohl da nie was dran gemacht wurde, aber man kann ja nie wissen. Komisch nur, dass ich vorher nie solche probs hatte :/
Bleiente
02-24-18, 04:43 AM
Tatüüüüüütataaaaaaa... der Sani is doa. :haha:
=dll temporarily removed=
Hoffe, dies löst erstmal die von Dir genannten Probleme.
:salute:
Geoff then
02-24-18, 06:50 AM
Jop, Tauchzeiten sind jetzt wieder ok, das Viereck ist auch weg. ;)
Inwiefern hast du die Physik vom Uboot verändert? Dann kann ich da auch schonmal gucken ob bei mir noch Fehler sind.
Das Problem mit der Maschinenanzeige besteht allerdings noch.
propbeanie
02-24-18, 06:04 PM
... Crash dive and blow ballast sounds seem to be played twice and are overlapping.
Any engine setting higher than ahead standard is not displayed. It sticks to ahead standard even if you go full or flank.
I get those also... I haven't tried to complete a patrol yet, but I'll work on it... A person does have to be careful with crash dive, since the boat does not stop at crush depth, but keeps going, and then it takes a few seconds to recover and regain control. I took damage on my first crash dive from going too deep, and it took several tries to get the boat to come back up. When I finally got her to start coming up, and I went to check the damage, there was none showing, so I don't know if the crew was panicking and hollering about damage too soon, or if they are just that good at making repairs... :salute:
Geoff then
02-25-18, 03:46 PM
And somehow it seems that the fix is not implemented as well. I always get crashes on my first patrol.
propbeanie
02-25-18, 10:15 PM
When and where are you starting from Geoff then, and I'll try to replicate same... Also, notice that Bleiente doesn't have the patch in a "wrapper" folder, so if you used something like 7zip on it, be sure you have proper folder structure in the mod. If you used the Windows archive utility, it probably made one for you... :salute:
Bleiente
02-26-18, 04:57 AM
OK...
I guess I released the pack in an unfinished and experimental (alpha) state in my mania. :o
Therefore, for the time being, all dll on my part will be removed.
So then on the troubleshooting - under certain circumstances, I have to take the pack apart again and sugsessiv put together again.
@Geoff then
Since I only played short the original of Ducimus, I would need some information from you because of your experience.
1. Was the ctd problem of the campaign permanently remedied by the fix of KaleunZippel?
2. Was the problem with the engine telegraph Ducimus version already on?
:salute:
Geoff then
02-26-18, 09:18 AM
@propbeanie: I always start in bordeaux okt. 1942 and get these ctds either while passing spain or the african coast (always when I got in range of some bugged shipping I presume).
@bleiente: I did not finish the whole campaign, but I got from 42 to mid 44 and after the fix I never had any crashes, so I presume, the bug has been permanently fixed. Only mistakes I came across were that the ambient sounds can get stuck when they overlap with another sound or sth. (this happened to me only twice on my 4 pretty long patrols) and sometimes some ships seemed to be very low in the water, especially escorts. The enigne telegraph worked in his version.
I will look into the campaign '44-'45 again to see if anything goes wrong there.
And thank you once again for dealing with this mod. I think with the enhanced sound and graphics you already implemented plus some adjustments to the physics and this mod has the potential to be a BOMB! :Kaleun_Salute:
Edit: Guess the fix from your pack did not work for me because i did not do the manual part, which is deleting all KSS and KSQ.cfg files from every folder. ;)
propbeanie
02-28-18, 01:54 AM
OK, I did the same start a few times now, and twice I have CTD'd just after going around the upper "ear" of Spain. I did an SH Validator run on the mod, and it shows this:
Classes errors:
1. F:\Games\SH49D2\data\Air\ASW_RNTBF\ASW_RNTBF.eqp does not contain sequentially
ordered entries (found duplicate [Equipment 6]) @ line number 24
2. F:\Games\SH49D2\data\Sea\Float_Plane_H6K\Float_Pla ne_H6K.eqp doesn't exist!
3. F:\Games\SH49D2\data\Sea\NBB_Nagato\NBB_Nagato.eqp does not contain sequentially
ordered entries (found duplicate [Equipment 48]) @ line number 289
4. F:\Games\SH49D2\data\Sea\NCA_London\NCA_London.eqp does not contain sequentially
ordered entries (found duplicate [Equipment 42]) @ line number 253
5. F:\Games\SH49D2\data\Sea\NDD_Clemson\NDD_Clemson.e qp does not contain sequentially
ordered entries (found duplicate [Equipment 20]) @ line number 127
6. F:\Games\SH49D2\data\Sea\NKSQ_\NKSQ_.eqp doesn't exist!
7. F:\Games\SH49D2\data\Sea\NOM_Paula\NOM_Paula.eqp doesn't exist!
Since I crashed in just about the same exact location two times in a row, I suspect a "bad" vessel (air or sea). I didn't dig very deep into what can be encountered there just Northwest of the Spanish coast, but some of the Lant_Single_Merchants and the Lant_Convoys RGG go by there. I didn't check too many other layers.
Bleiente
03-01-18, 12:36 PM
Er scheint auch schwierigkeiten beim aktivieren zu haben. Er sagt nach kurzer Zeit "Keine Rückmeldung". Ich glaube, bei allen anderen Mods war das nicht der fall.
Ich weiß nicht genau wie dieser jsgme arbeitet, aber hat es evtl mit dem Ordnernamen zu tun?
Du hattest leider recht - der JSGME hat tatsächlich Schwierigkeiten, das Paket im Ganzen zu laden; dies führt natürlich zu gänzlich verfälschten Resultaten sowie häßlichen Fehlern. :doh:
Die nächste Beta werde ich also für den JSGME splitten, wenn dann bei meiner Probefahrt alles glatt läuft.
Edit: Entferne mal bitte den alten DLL aus Deinem Zitat auf der Vorseite...
OK, I did the same start a few times now, and twice I have CTD'd just after going around the upper "ear" of Spain. I did an SH Validator run on the mod...
I also have to get this tool, it should actually simplify the work. :up:
:salute:
Geoff then
03-01-18, 03:23 PM
Erledigt ;)
@beanie: have you tried it again after deleting all those kss and ksq files? I haven't found time yet, quite busy week :o
propbeanie
03-01-18, 05:35 PM
No, I haven't had time yet, but after I do a few tests in the Fall of the Rising Sun Ultimate mod, I'll give 9Delta2 another go-round and get back with you guys! :salute:
Edit 02/03/18 1445: OK, I am around the corner, and frustrated... :arrgh!: - I've tweaked the eqp files, but those probably weren't it. All those "errors" in the Validator program are showing is that equipment is called for, but it's not in the DAT file. Said platforms were not encountered. However, after deleting the KSS and KCS references, I made it around the corner to encounter this fine specimen:
https://i.imgur.com/nm04ICx.jpg
besides bristling with guns, there is a couple of holes in the stack...
Four torpedoes later from right at 1200m, and "Torpedo is a dud sir", "Torpedo is a dud sir", "Boom!", "Torpedo missed, sir."... Several minutes later, we have this:
https://i.imgur.com/apjh6mg.jpg
... still doing 9 knots and zig-zagging...
Of note: 1. Cannot get to periscope depth from the short-cut key. They will call it out, but it never happens. I have to hit the "D" key and / or set it by clicking on the depth gauge. No biggie. Just be aware of it. Similarly, the speed telegraph doesn't function as inteneded, and all the higher you can get on it is Ahead Standard to display. The boat does seem to do the speeds "telegraphed" with the 4 & 5 keystrokes or clicked with the mouse, but the speed-set display doesn't change. 3. In 1942, is that more of a US torpedo issue than a German, by then? Impact triggers, btw. There's something that I'm forgetting... :salute:
Edi-editt: Now I remember... torpedo trails... I was using electrics. That is what was on my boat. I could not see any "trail" in the water from them, but the ship started avoidance almost immediately, like they were compressed air torps that had flags on them... :salute:
Bleiente
03-03-18, 12:51 AM
Ok - I solved the problem with "KSS" and "KSQ".
It simply missed the right files in the Sea folder. :03:
https://s14.postimg.org/wxg8kz3bx/SH4_Img_2018-03-03_06.06.21_156.png (https://postimg.org/image/wxg8kz3bx/)
https://s14.postimg.org/celcfdue5/SH4_Img_2018-03-03_06.06.55_156.png (https://postimg.org/image/celcfdue5/)
Of note: 1. Cannot get to periscope depth from the short-cut key. They will call it out, but it never happens. I have to hit the "D" key and / or set it by clicking on the depth gauge. No biggie. Just be aware of it.
I do not know what it's all about yet. Seems to be a problem with the model - had read similar to OM... :hmmm:
Similarly, the speed telegraph doesn't function as inteneded, and all the higher you can get on it is Ahead Standard to display. The boat does seem to do the speeds "telegraphed" with the 4 & 5 keystrokes or clicked with the mouse, but the speed-set display doesn't change.
I corrected... :D
Now I remember... torpedo trails... I was using electrics. That is what was on my boat. I could not see any "trail" in the water from them, but the ship started avoidance almost immediately, like they were compressed air torps that had flags on them...
Damn - what's that again? :timeout:
I hope I can post a new beta version today or tomorrow.
Smaller bugs could then be fixed for the time being with patches... :doh:
Have a bit screwed on the graphics...
Press the buzzer... :O:
:salute:
propbeanie
03-03-18, 01:06 AM
We are looking forward to another version to test. I'm not sure if there is a fix for the merchants being able to see the electric torpedoes as easily as the compressed air ones. I don't have a clue about that kind of stuff - whether to look at the torpedo itself, or the AI_Visual, or what... :roll: :salute:
Geoff then
03-03-18, 03:21 PM
Those graphics look tremendous! Very nice colors.
I'm totally up for some testing! :) :Kaleun_Salute:
@beanie: that ship you've hit, it reminds me of the "error" I also found in the original mod. Like the ships are very deep in the water, but that seems not to affect the performance in any way. I sometimes saw some escorts speeding upon me with a slightly submerged aft deck for no reason, still fully operational. Might be the same issue with your freighter...
propbeanie
03-03-18, 04:23 PM
Naw, she was fine in the water when I first saw her. That was one torpedo hit that put her foredeck under a pinch. Sure didn't slow her down, or reduce her turning radius though... Sometimes, what I call "bad spawns" can cause a ship to sit too low in the water, and there can be all sorts of reasons for bad spawns, such as spawning into another ship, or hitting a dock when spawning, not enough room in the area that a group spawns, etc.
Bleiente
03-08-18, 12:38 PM
Did you already notice that I have a different understanding of time than you... :doh: :haha:
So - now the 2nd beta version of Nine_Delta_Two REVISED:
-delete-
Since the first version had problems loading it with the JSGME, this time I split the files - the installation was supposed to be self-explanatory.
Very important - please use a completely new installation of SH4 V1.5 (UBM) including new SH4 folder under "My Documents".
I did not settle any credits this time. Let me forgive, I will make up for it in the next version.
Maybe everything will change radically again...
Here are some pictures from the test drive:
Impressions...
:salute:
Geoff then
03-09-18, 09:37 AM
Went out on my first patrol. Found a convoi ca. 350km west of Vigo. Nighttime, rough weather, missed a liberty at long range, sank a t3 tanker at medium range, crash dived to 175m (escorts already had my number), got depth charged for a few min, then they lost me again. AI seems to work like it should, physics are very nice and make you even more of a sitting duck, which is great IMO. Graphics are fine. Crash dive sound still seems to be played twice in an overlapping manner. Will continue the patrol later on, lets see what happens next. ;):Kaleun_Salute:
Edit: The tanker immediately split in half on the first hit. While this happenend the rest of the convoi kept their course and speed (they were at 5kn anyway) and they started zig zag stuff only after the escorts found me. Is that normal behaviour?
Bleiente
03-10-18, 02:26 PM
Damn - the version is flawed.
I do not know how that could happen ... I'm really angry.
propbeanie
03-10-18, 03:39 PM
Bleiente, if you knew how many times we blew stuff in FotRSU, it'd scare you - or else make you laugh out loud until your lungs hurt... :har: - you are doing fine, lad! :salute:
Bleiente
03-22-18, 02:22 PM
"Na Männer - alles klar!?!"
Es wird eine neue Beta geben, falls es überhaupt noch jemanden interessiert... :Kaleun_Cheers:
propbeanie
03-22-18, 03:41 PM
"Na Männer - alles klar!?!"
Es wird eine neue Beta geben, falls es überhaupt noch jemanden interessiert... :Kaleun_Cheers:
Jawohl, mein herr! Sehr gut! (US high skrul German... forgive me :roll: )
but the answer is "Yes, please - that'd be good!" :salute:
Geoff then
03-26-18, 04:41 PM
Very intersted indeed. But right now I don't have much time to play cause of exams, so I can't give a good amount of feedback in the next few weeks. :Kaleun_Cheers:
Bleiente
03-28-18, 02:11 PM
Ich versuche eben Teile von CapnScurvy`s großartigen OTC in diese Mod zu integrieren.
Hat das denn noch niemand bemerkt - abgesehen von der Auflösung korrespondieren die Kartenansichten -im Original- keinesfalls mit den Brückensichtungen?!?
Mich selber würde eben interessieren, was diesen extremen Negativ-Auftrieb ab ca. 170m verursacht; ein Typ 9D2 konnte ungestraft auf 230m tief tauchen ohne Verlust der Kontrolle.
--------------------------------------------------------------------------------------------------------------------------------------
I'm trying to integrate parts of CapnScurvy's great OTC into this mod.
Has nobody noticed that - apart from the resolution, the map views - in the original case - do not correspond to the bridge views?!?
I would be interested in just what causes this extreme negative lift from about 170m; a Type 9D2 was able to dive with impunity to 230m without loss of control.
Jawohl, mein herr! Sehr gut! (US high skrul German... forgive me :roll: )
but the answer is "Yes, please - that'd be good!" :salute:
Totally ok - I do not know what I write here sometimes. :haha:
:salute:
Geoff then
04-05-18, 10:35 AM
Hat das denn noch niemand bemerkt - abgesehen von der Auflösung korrespondieren die Kartenansichten -im Original- keinesfalls mit den Brückensichtungen?!?
Was genau meinst du damit?
propbeanie
04-05-18, 12:12 PM
I'm sorry I missed your post Bleiente, but like Geoff then, what are you referring to with "Has nobody noticed that - apart from the resolution, the map views - in the original case - do not correspond to the bridge views?!?"? Are you referring to what you see of landmarks from the bridge view, are different from what is visible on the Navigation Map view?
I have run aground in the Climb Mount Niitaka mod I'm working on with keltos01, when leaving Maizuru before. I zoomed-in most of the way and set a course on the Navigation Map, since I didn't want to be bothered with staying on the bridge and turning "by hand", but I wanted to see all of the happenings for the port and channel... well, the Nav Map display is different in that area to what you have when on the bridge. Not much, but enough :roll: - when the chief said "Sir, we're in shallow waters", I thought nothing of it. After all, we're in an enclosed area, but just a few moments later there were screeches and squalls, like running aground, the view on the Nav Map bouncing all around, and then cries of "Medic!" and "Sir, we're taking damage!" - and then the shouting started, like it was ~my~ fault we ran aground, and not some bad chart. The bridge view was nothing but trees, but the chart showed us about 500 meters from shore... The difference there is reminiscent of being in the Mission Editor, and clicking on the "Draw Accurate Shoreline" menu item, and seeing the "shift" in where "land" actually is. It doesn't apply everywhere, just in a few spots near land. Or are you seeing a certain degree of difference in the whole bridge view, which would suggest a 1024_768_menu.ini issue, or a camera problem??... :o
As for diving the boat, I have no idea... :salute:
Bleiente
04-05-18, 01:24 PM
This problem has existed since SH3 and CapnScurvy was -to my knowledge- the only one who has effectively addressed and eliminated this problem.
That's why I appreciate the work of CapnScurvy so much.
To understand it better - just read here:
http://www.subsim.com/radioroom/showthread.php?t=181172
:Kaleun_Cheers:... ui - hoffentlich wecke ich nicht wieder "Jack". :o
moha14881
04-28-18, 09:17 AM
updated first post with D/L link, credits, and the usual mumbo jumbo.
Any idea of alternative download site filefront\gamefront are non functioning to me.
propbeanie
04-28-18, 12:36 PM
Ducimus'
http://www.subsim.com/radioroom/downloads.php?do=file&id=4992
KaleunZippel's CTD fix (read the instructions)
http://www.subsim.com/radioroom/downloads.php?do=file&id=4827
Hopefully, Bleiente is about finished with his recent edits of the mod. His version is even nicer... :salute:
moha14881
04-29-18, 12:00 AM
Ducimus'
http://www.subsim.com/radioroom/downloads.php?do=file&id=4992
KaleunZippel's CTD fix (read the instructions)
http://www.subsim.com/radioroom/downloads.php?do=file&id=4827
Hopefully, Bleiente is about finished with his recent edits of the mod. His version is even nicer... :salute:
Thanks for the reply!
moha14881
04-30-18, 12:56 AM
Are there any physics mods going with thisa one like isp but for 9d2.
moha14881
05-07-18, 10:41 AM
Hey! The ships'lengths are wrong reflecting the top speeds in meters. Wrong 😢.
And how about the physics mod.????😕
Thanks in advance.
Geoff then
09-25-18, 10:13 AM
Bist du hier noch zugange, oder hast du es zu den Akten gelegt?
:Kaleun_Salute:
Bleiente
09-25-18, 12:00 PM
Hey @Geoff! :D
Nun... ich hatte ein bissel die Schnauze voll, da ich einfach das nervige Problem (hatte allein darin ganze Arbeitstage investiert) mit dem extremen Negativauftrieb ab ca. 180m Tauchtiefe nicht lösen konnte. :doh:
Also wollte ich erstmal zur eigenen Beruhigung zu meinem ModPack zurück und endlich das Update V1.4b abschließen.
Da ich aber dermaßen genervt war, ging das natürlich auch schief... ergo mache ich seitdem "Urlaub". :yep:
Naja - und dann taucht plötzlich diese russische Modder-Combo auf, welche offensichtlich mein nerviges Problem bei "9D2" gelöst haben, mit einem riesigen GigaMod und ebensolchen Ambitionen...
http://brat01.mybb.by/
Nachtrag:
Ein Mitglied der KSD-Combo ist auch hier bei subsim aktiv.
http://www.subsim.com/radioroom/forumdisplay.php?f=288
:salute:
Geoff then
09-27-18, 04:38 AM
Ja, die habe ich auch schon gesehen, konnte bisher nur nicht herauskristallisieren, was für ein Umfang die mod mit sich bringt. Es klingt ja alles sehr kribbelnd, zumindest das, was ich verstanden habe.
Hast du die mod schon getestet?
:Kaleun_Salute:
Bleiente
09-27-18, 01:56 PM
Nein - habe die Mod noch nicht getestet, lediglich mich ein wenig im Originalforum vom KSD-Team belesen.
Allerdings fand ich die Lektüre als auch deren Videos durchaus interessant und spannend.
Ich werde es testen, wenn hier bei subsim die deutsche bzw. zumindest englische Übersetzung erarbeitet wird/wurde.
:salute:
Fritz Klum
06-10-20, 05:55 PM
Is this mod still being developed?
I kinda like the idea of a megamod for SH4 that focuses on the German side of things without being over-ambitious and focusing on the Atlantic theater as well - more of a vanilla plus experience for German side.
KaleunMarco
06-10-20, 06:25 PM
Is this mod still being developed?
I kinda like the idea of a megamod for SH4 that focuses on the German side of things without being over-ambitious and focusing on the Atlantic theater as well - more of a vanilla plus experience for German side.
looking at the lack of recent response, i would say...no.
i know TMO Pacific is no longer supported.
:Kaleun_Salute:
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