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boonie
06-30-12, 11:31 AM
Hi i am a new sh4 player, need some advice on what mods to take:

I am pretty much satisfied with the stock v1.5 so far but there are several stuff that i would like changed by adding mods:

i) when trying to manual tdc, the range finder is completely faulty and only gives wrong distance info even when target is in obscene close range. I have to literally clock in the wrong stadimeter position in order to get a correct range return.

ii) the torpedo spread adjustment knob is too small (under hi resolution screen settings) and it takes alot of nudging with my mouse to set the correct spread angle. need a mod that can make this process faster.

iii) in certain foggy conditions, i can see them boats just fine but i cant lock them to start the tdc process.. what mod fix this? have tried getting closer to them but still cant get a lock at below 1000m. (this is game breaking for me.. i really hope theres a mod to fix this, please help)

iv) when i installed a twin 20mm mg on the balao/gar/tambo class and try to fire the guns, a big part of my view gets blocked completely by the conn tower structure... :dead:. (using the starting black conn tower). Is there a mod for this?

question about sh4:
i) what is the radius around the yellow star that i need to stick to for those patrol assignment?

Hylander_1314
06-30-12, 08:22 PM
Well, I haven't played stock in ages, so I don't remember the range you should operate in for patrol assignments. Usually the orders should state the range you need to stay in to gain the renown for accomplishing the patrol.

Should also give you the required time to stay there too.

If you pop over to the SH4 mods forum, there is a sticky at the top of the page for new players to peruse. It has everything you can think of for mods.

The big Megamods are,

RFB (Real Fleet Boat)

TMO (Trigger Maru Overhauled)

FOTRS (Fall Of The Rising Sun)

GFO (Game Fixes Only)

And there is an add on that works with them for historical battles, and dwindling Japanese vessels as the war wears on:

RSRD (Run Silent Run Deep)

Don't know how much hard drive space you have, there is MultiSH4, that lets you run different megamods at the same time without having to re-install the game for the different mods.

For manual targeting improvement, look at Cap'n Scurvy's Optical Correction Mod. It addresses a lot of issues concerning targeting, but follow his instructions as it can be a little daunting if you're new to SH4.

Armistead
06-30-12, 08:26 PM
Do yourself a favor, load a supermod, stock is basically bugged and unrealistic..

Sailor Steve
06-30-12, 08:49 PM
Agreed. Stock is a bad idea.

magic452
07-01-12, 01:29 AM
If you stay with stock you must stay within 50Nm. of the star for 48 hours I think it is????? Don't go outside or you start the 48 hours again.

But :agree:with the above.

i) the OTC mod or Max optics mod will help with this.

ii) Not much you can do with this try 1920x1080, works pretty good for me.

iii) That is a game bug more or less not much help here either.
Best thing to do is learn a zero gyro angle shooting method such as O'Kane or vector analysis method. See Rockin Robins bag of tricks thread.

iv This is something you have to live with till you get a cut down tower.


Not much help was I. :/\\!!:/\\!!

Magic

boonie
07-01-12, 09:38 AM
which of the megamods give the most accurate stadimeter?

i have read the TMO manual and RFB manual, they dont seems to state any fix for the stadimeter bugs..

Armistead
07-01-12, 09:45 AM
I've never had a problem with the stad measurement, only as good as how accurate you are taking measurements, but I agree it can be off a few hundred yards.

However, I now use OTC mod with TMO which corrects stad and many other issues for realism, plus with this setup you get a working TDC and radar that is more realistic.

doulos05
07-02-12, 12:59 AM
I've repeated this question a couple places, but haven't seen an answer yet. Does OTC work with FOTRS? Is there a possibility of getting it working with FOTRS?

boonie
07-02-12, 01:48 AM
decided to go with RFB + OTC + max optics. thanks for the suggestions.

i didnt look into FOTRS and GFO because they didnt have a seperate dowloadable manuals so i cant see what they offer before implementing (no time to test them all really, cba tbh).

what other graphic mods/sound mods that add more realism/eye candy? suggestions please :)

boonie
07-02-12, 02:07 AM
iii) That is a game bug more or less not much help here either.
Best thing to do is learn a zero gyro angle shooting method such as O'Kane or vector analysis method. See Rockin Robins bag of tricks thread.


Magic

i have made an excel sheet with all the tan, sine and inverse sine calculation that will give me the correct bearing to shoot using the constant bearing method.

The shot is very accurate but only the 0 degree trajectory is accurate, when trying to calculate an accurate constant bearing shot with torpedo spread angles incorporated the aim bearing is not true due to the gyro angle and extra time and length spent by the torpedo turning in the water. Is there a link that shows how calculate this additional gyro vector?

boonie
07-02-12, 04:52 AM
Just loaded Real Fleet Boat mod (RFB) 2.0 with patch, started a submarine school mission to check things out.

I really dont like the nav map. With "No map contact update" disabled i still have to update the contact info constantly using the scopes or the icon in the map disappear. Why do they have to make it into such a degree of micromanagement nightmare? :down:x1

edit:
-also the sonar cant pick up the 2 torpedo boat speeding in front of me in the navigation training school mission..lol. nice "realism". :down:x2
2nd edit:
-found out the stock game also have this 'feature' of not being able to detect the 2 torpedo speed boat .. i thought RFB introduced this bug, very sorry.:/\\!!

boonie
07-02-12, 06:18 AM
i think i will just stick to OTC at the moment.. both TMO and RFB seems to have changed the nav map to be too labor intensive for my taste. i would love to have the rest of their features though but apparently they are all bundled together...

Hylander_1314
07-02-12, 08:23 AM
decided to go with RFB + OTC + max optics. thanks for the suggestions.

You shouldn't need MaxOptics on top of OTC. Also, be careful using mods on top of mods, as it might, can, or will break things.


i didnt look into FOTRS and GFO because they didnt have a seperate dowloadable manuals so i cant see what they offer before implementing (no time to test them all really, cba tbh).

FOTRS is based on TMO, and mostly adds new ships, and has a DD add on that adds more escorts, but it also adds more planes, and other ships.

GFO mod just fixes the basics so players can play the vanilla game without a megamod.


what other graphic mods/sound mods that add more realism/eye candy? suggestions please :)

Navmap Makeover is a cool mod for the main map, and has an optional airbase add on.

New large lifeboat mod is nice combined with Webster's lifeboat lifeboat speed mod.

Webster's Smaller Rain mod.

There are many more, especially sub skins. Foobar did a ton of them.

Just be careful with enviornment mods, as they can mess up the AI sensors.

boonie
07-02-12, 12:52 PM
You shouldn't need MaxOptics on top of OTC. Also, be careful using mods on top of mods, as it might, can, or will break things.



FOTRS is based on TMO, and mostly adds new ships, and has a DD add on that adds more escorts, but it also adds more planes, and other ships.

GFO mod just fixes the basics so players can play the vanilla game without a megamod.



Navmap Makeover is a cool mod for the main map, and has an optional airbase add on.

New large lifeboat mod is nice combined with Webster's lifeboat lifeboat speed mod.

Webster's Smaller Rain mod.

There are many more, especially sub skins. Foobar did a ton of them.

Just be careful with enviornment mods, as they can mess up the AI sensors.

going to give max optic + RFB another try.. i am going to miss the great stadimeter accuracy from OTC though. maybe under 1680 resolution the stadimeter wont fail so abruptly. I just learned that under different res settings all the scopes have varying degree of faults.. maybe 1920 res was the cause.

Hylander_1314
07-02-12, 01:56 PM
Honestly, I would use the OTC mod over MaxOptics, as OTC corrects a lot of those issues. The modder has different resolution files that you load so that everything is adjusted to work with a specific resolution.

The only downside, is that it moves the Conning Tower back so that everything is centered on the middle of the sub, because the CT is set forward normally, but it skewed the range measurements. But it does work rather well if installed as per the instructions. And I noticed a marked increase in frame rates too.

The other thing, is with the megamods, try not to use too many files that overwrite core game / mod files. Art files just change graphics. I try to avoid mods that change .mis, .dat, .sim, and other files. The readme files should warn against doing it, as it can break things in the game.

If all they alter or replace are tga, or dds files, those are just artwork, or eye candy.

boonie
07-02-12, 06:58 PM
Honestly, I would use the OTC mod over MaxOptics, as OTC corrects a lot of those issues. The modder has different resolution files that you load so that everything is adjusted to work with a specific resolution.

The only downside, is that it moves the Conning Tower back so that everything is centered on the middle of the sub, because the CT is set forward normally, but it skewed the range measurements. But it does work rather well if installed as per the instructions. And I noticed a marked increase in frame rates too.

The other thing, is with the megamods, try not to use too many files that overwrite core game / mod files. Art files just change graphics. I try to avoid mods that change .mis, .dat, .sim, and other files. The readme files should warn against doing it, as it can break things in the game.

If all they alter or replace are tga, or dds files, those are just artwork, or eye candy.

yeah i really love the accuracy of OTC, but it dont work with RFB 2.0 it seems. Just wanted to try and make a megamod work for me.

anyway my 2nd attempt to work with RFB seems to not go so well. It seems none of the megamod have a working stadimeter despite their proclaimed high emphasis on 'realism'. Its just ridiculous.

I guess this is probably the reason why there are still so many player sticking to sh3 + gwx.

Anyway.... what mods are you using along with OTC Hylander?

Hylander_1314
07-02-12, 07:27 PM
I'm still using TMO 2.2. If it ain't broke, don't fix it! :yep:

Actually, it is my favorite version that Ducimus has tweaked.

Not sure if you've read this or not, but post #554 from Capn Scury from a couple weeks ago looks like he's working on a version of OTC for RFB 2.0, and apparently he has made some improvements and might actually have a working stadimeter. I think the tool is hardcoded and without the game's SDK, and code, being able to uncompile and compile again, it isn't anything the modders will be able to correct directly.

http://www.subsim.com/radioroom/showthread.php?p=1898589&highlight=real+fleet+boat#post1898589

Apologies on my part, I thought he had a version for RFB 2.0 alreay done, but it was for 1.4, which is the pre- UBoat add on for SH4.

Lot of people didn't want or like the release of a Pacific US Navy game. I was just lucky, as the last one was SH1, which I played on my old dinosaur computer that was a 486 DX2, with Windows 3.0 and then the 3.1 update.

Ahhhhhhhhhhhhh, the days of DOS, and typing in commands to start games! And making virtual memory (boot disks) on 3 and 1/2 inch floppy drives! 1 to 2 megabytes of video memory, and on all high graphic settings, I would get a little lag around a task force or convoy.

So I have the best of both worlds. SH3 for Uboat fun, and SH4 for enjoying the tropics.

boonie
07-03-12, 06:45 AM
thats good news indeed.

I am from the dos era also. used to fly planes then. Still remember my first flight sim BattleHawk 1942, flying the SBD Dauntless against the IJN in Midway, Solomon, Coral Sea, etc. Back in those teenage days I still remember i used to place an electric fan behind the monitor so as to simulate the wind when flying HAHAHA. So u can picture me squinting my eye due to the wind from the fan as my Dauntless dive to breakneck speed towards the big red circle on the deck of Akagi :har:

Those were the days.

edit:
heres the linky to that old classic:
http://www.youtube.com/watch?v=4iMgZ4yyFIY

Hylander_1314
07-03-12, 07:04 AM
Something I forgot to add, was a post where apparently, you have to have the scope or TBT locked on the target so it will send the info to the TDC. Again a game issue, that I think is the crux of the matter, because that is what is hard coded if I read it right.

I remember Battlehawks. PAW Gold 1942 was a favorite too. There was a huge variety of games, from subs to planes to surface vessels those days. Liked them all.

boonie
07-03-12, 07:44 AM
speaking of which...

where is Akagi? they didnt include that magnificent boat in sh4?

boonie
07-03-12, 09:20 AM
By the way, i just started a new career with just OTC and some environmental enhancement.

First mission out of Manila bay met a very heavy task force of 2x Kongo, 1 Takao and Mogami heavy cruiser. Thanks to OTC's fast and accurate range reading i was able to down both the Kongo.. ~woot!

Was running parallel with the task force using a Sargo doing 0.5knot. Their heavy ship was running single file with butt load of dessie escort all around. Formation is kongo-kongo-takao-mogami. Ordered engine full stop as they are about to overtake and shot all 4 front at the leading Kongo and immediately locked the following Kongo with tail tubes and launched all 4 tail torps. All 8 torp found their marks.

Wouldnt be possible if I used the stock crappy stadimeter. :D

thanks for the recommendation.

Hylander_1314
07-03-12, 05:32 PM
This mod has lots of add on ships and planes, and the older version does have the Akagi, and is due for an update that may come out this month. But as modders are short in number, and it is a huge mega mod, it takes time, and real life likes to rear its ubly head and slow things down too.

"Fall of the rising Sun" is full JSGME-compatible and this Version is made for SH4 V1.5 ( UBM-Version )

Contents :

New Units :

1.) Ships

B.) USA

Battleships
- BB-36 USS Nevada
- BB-43 USS Tennessee (41-42 )
- BB-43 USS Tennessee (42-46 )
- BB-48 USS West Virginia
- BB-60 USS Alabama
- BB-62 USS New Jersey
- BB-67 USS Montana

Carrier
- Essex-Class Fleetcarrier
- USS Enterprise
- USS Saratoga

Destroyer/Corvettes
- Benham Class Destroyer
- Old Corvette

B.) Japanese

Battleships
- IJN Nagato

Carrier
- IJN Shinano
- IJN Akagi
- IJN Soryo
- IJN Shoho

Cruiser
- Myoko Class Heavy Cruiser
- Auxcruiser ( New Modell )

Destroyer
- Kagero Class Destroyer

C.) German

Battleships
- Bismarck
- Tirpitz
- fictive "Germania"

Cruiser
- Deutschland Class Cruiser ( New Modell )
- Heavy Crusier Lützow
- Blockadebrecher ( New Modell )

Detroyer
- Typ36 Narvik
- Typ36K
- Typ36

D.) British

Battleships
- HMS Ramillies
- HMS Resolution
- HMS Queen Elisabeth
- HMS Renown
- HMS Nelson

Carrier
- HMS Illustrious

Destroyer
- A&B Class Destroyer
- C Class Destroyer

Many new Merchants are added to the scene so you got enough to shoot.:yeah:

2.) Planes

A.) USA

- B17 Level Bomber
- B24 Level Bomber
- Catalina Searchplane
- Seversky/Republic P35
- Republic P47 Thunderbolt
- Republic P51 Mustang
- Vought F4U-4 Corsair
- Douglass SBD-3 Dauntless
- Lockheed P38 Lightning
- Douglass F6 Hellcat

B.) Japanese

- Nakajima Ki-44 Shoki
- Nakajima Ki-84 Hayate
- Nakajima B6N2 Tenzan Torpedobomber
- Yokosuka D4Y3 Suisei Divebomber
- H8K2 with Deepthcharges
- H6K2 with Deepthcharges
- G4M Betty as an Torpedobomber
- Kawasaki KI 61 Hien

C.) German

- F. Wulf FW190-A5
- Messeschmitt BF 109
- Junkers Ju 52

D.) British

- De Havilland Mosquito TseTse
- Hawker Hurricane MK1
- Swordfish Torpedobomber

E.) Many new Merchants, Tanker and Troopships and Repunishment-Vessels

It is one of the other mods that I really appreciate, for everything it adds to the game, and the atmosphere it has during gameplay.

http://www.subsim.com/radioroom/showthread.php?t=147988

Almost forgot, that it also has a Destroyer add on that increases the types and some have some cool markings on them.

boonie
07-04-12, 10:19 AM
erm.... does that work with OTC?

Hylander_1314
07-04-12, 11:30 AM
Not to my knowledge, but it does have the ships and planes. Maybe Capn Scurvy will make a version compatible with it.

boonie
07-04-12, 11:50 AM
Not to my knowledge, but it does have the ships and planes. Maybe Capn Scurvy will make a version compatible with it.

lol i am just getting very fond of this OTC.

boonie
07-04-12, 12:00 PM
started the download for FOTRS.. cant beat the temptation of so many sexy ships.

will see how it goes.

Hylander_1314
07-04-12, 07:08 PM
It's why I bought a 1 TB hard drive, so I could take advantage of MultiSH4. I can put all the megamods in now, and not worry about it. :woot:

It is nice to play the different mods depending on what you're feeling up to.

But yeah, I too was lured by all the added ships and planes for that one too. I did make a request for Capn Scury to make a version of OTC for FOTRS, so we'll just have to wait and see if he's up to it, or thinks it is worth it.

I too love OTC. The only thing that bugged me, was with moving the CT to amidships, reminded me of the profile of an IJN escort. But the increase in correct data computing for firing solutions made it worth the download, and useage.

From what he has said, he did find a way to work around the CT issue, so it won't need to be moved in the future, and the boats will go back to looking normal.

boonie
07-05-12, 01:34 AM
i did found a small bug for OTC last night, when doing the stadimeter for the IJN asashio destroyer the correct place to land the shadow is not at the tip of its mast but slightly higher than that small cylinder structure on the mast. (OTC for sh1.5)

lol with so many mega mods around i guess it will be very hard to have a OTC version for them all.. sigh. I probably wont be able to complete a single tour with so many mods to try out.

finished downloading the FOTRS, but my OTC version of savegame just detected a large convoy of extremely juicy battlegroup (3 shokaku carrier, 2 takao, 2 light carrier and the assorted mofos). :D

i guess FOTRS will have to wait abit.

I think i should install that multish4 u suggested, but that will mean running multiple career at 1 go.. not sure if my sanity can handle that...

Have read abit on that Operation Monsun, have 1 question about it:
does the VII, II and etc has correct 3d model of ship or are they using the base IXD2 3d model with adapted characteristics?

:haha: so many mods to try out but so little time...

boonie
07-05-12, 02:37 AM
i see there is a small checkbox at the lower right side of the savegame screen with a "save replay" title.. Is that action replay? How does that work? its greyed out atm, cant check it when saving.


i would love to be able to see it since most of the time during shootout i am very busy calculating the next solution. 90% of the time i dont get to see the fireworks..zz.

edit: nevermind, found it out already. need to start the 'save replay' from the point where mission start.

boonie
07-05-12, 11:36 AM
Hmm just loaded FOTRS using JSGME, while viewing the ships in the muzeum i get some weird graphic output. The 'Typ A' and 'Typ B' merchant has pure black skins, then i get CTD when i click next...

maybe my downloaded copy of fotrs is corrupted....

edit:
opened the muzeum a 2nd time and that typ A and typ B loaded nicely.. so i guess the mod is too big and caused fragmenting problem. defragging now. will see how it goes.

Hylander_1314
07-05-12, 09:13 PM
Yeah, I get that too with the museum from time to time. No biggie though, they show up juuuuuuuuuuust right in the scope, and tbt. :arrgh!:

boonie
07-07-12, 01:04 PM
One more question:
When i want to click for a very slow speed backward is there a way to achieve this? the speed dial only have forward speed increment. the 'back slow' command produced too much speed and hence too much noise.

In FOTRS the passive sonar for my Sargo dont work anymore when surfaced. It used to work in stock. Is this a bug of the mod or historically correct? I thought the 2 knob underneath the chin is the passive sonar?

Hylander_1314
07-07-12, 02:18 PM
I think you can tweak the reverse speeds if you go to your SH4 \ Data \ Submarine folder, and look in each model at the cfg file in each sub folder.

They all have -0.xx percentages for their speeds. If you want a couple of them slower, just change them to something like -0. 10, or -0.05, just have to tweak them to your personal liking, as there is no knot dial for reverse, just the telegraph, which is a stock issue. Just make sure to use a minus in front of the number you choose or you'll have a couple more forward speeds.

The sonar not working on the surface is kinda historically correct, even though the subs have the sonar heads toward the forward keel area extended on the boats I guess it wasn't standard practice to do so, while the boat was moving, and if you did over like 5 knots, you couldn't hear much other than water noise from them. Mainly for submerged use, or if you did what the skippers did and drifted with the currents, which the game doesn't mimick.

I just got used to it, and make an effort to keep the boat below the waves as much as possible except for charging batteries, and replenishing oxygen and compressed air.

Tempest555
07-07-12, 02:29 PM
"Hi i am a new sh4 player, need some advice on what mods to take:

I am pretty much satisfied with the stock v1.5 so far but there are several stuff that i would like changed by adding mods:"

-Boonie

:har: Playing this game and tweaking and modifying it... well it's own particular hell.

Can't say you weren't warned. Don't ask me how I know.

magic452
07-08-12, 02:09 AM
As Hylander said mod the data\submarine\NSSgato.cfg for example.
The numbers are a percentage of top speed. I set back slow to -0.12 and back standard as -0.30. gives submerged speeds of 1 knot and 3 knots.
It messes up your surfaced speeds but how often do you use back slow or standard?

When using the bow tubes I will often back out of area rather than turning around. Works pretty good. especially at longer ranges.

Magic

boonie
07-08-12, 03:50 AM
thanks for the info..

The FOTRS seems to have gotten rid of those random intel update on the nav map.. anyway to bring it back?

-Also i managed to disable a Mogami heavy cruiser with 2 torp to the mid section. no more torp to finish it off despite it being dead on the water. It was listing to starboard side, i maneuvered my boat directly behind it and surfaced at about 1500 meter range and spent all my DG ammo hitting its rudder below the waterline. I have not used any of the DG ammo before so it has maximum amount of ammo (140ap + 110-ish HE + 40 AA). Nothing happened on the mogami... its still listing, but no a scratch at the rear. This sucks.. what can i do to make 3" DG more 'realistic'? I dont want the 3" dg to be OP but in this case if i dumped the full shebang of ammo on its rear it should at least make a difference btwn a kill and a let live.

edit: foudn out that the FOTRS does have intel recon, just very very rare.

boonie
07-08-12, 04:20 AM
"Hi i am a new sh4 player, need some advice on what mods to take:

I am pretty much satisfied with the stock v1.5 so far but there are several stuff that i would like changed by adding mods:"

-Boonie

:har: Playing this game and tweaking and modifying it... well it's own particular hell.

Can't say you weren't warned. Don't ask me how I know.

Well theres no mod for this so i guess i will have to do it myself if its not too hard. and yeah i know its like the start of some very very horrible resolve. :D

boonie
07-11-12, 04:33 AM
Have done a few patrol on FOTRS so far. Pretty satisfied with the mod and the huge amount of ships they added in.

-Pretty accurate stadimeter overall.

-The Speed dial is bugged when playing under 1680x resolution, clicking 12knot will give 11knot etc etc.

-The extra ships added in does not feature damage animation on their hull when torpedoed it seems.

-When sailing remotely near Taiwan i still get excessive amount of air patrol from end to end. have to dive every 15-20km non-stop.

Hylander_1314
07-12-12, 03:06 AM
Check the download section, or the mod forum for a mod by Webster that reduces air patrols. It might be what you are looking for.

boonie
07-13-12, 10:23 AM
Check the download section, or the mod forum for a mod by Webster that reduces air patrols. It might be what you are looking for.

will add that in thanks.

just now i torpedoed a japanese corvette Yama~sumthing, cant remember exact name. The torpedo ripped out a very very big hole underneath slightly in front of its front turret, but the corvette just happily sails along, not even pinging me, no listing no negetive floatation, not even slowing down. :rotfl2:

http://i.imgur.com/RhnBX.png

something is very very wrong with FOTRS, now i get ctd everytime when i start the museum, and i get random ctd during patrol also. even after defrag the meseum would still ctd everytime.

boonie
07-13-12, 11:43 AM
i think i found the cause of the ctd...

its the 3000m bearing tool for 1680 resolution. Tested a few time with 3000m bearing tool loaded the museum will crash everytime at startup, unload that and museum works everytime.

boonie
07-15-12, 08:17 AM
LOL with now a much better grasp of handling them torpedo and TDC I started a new career with a captain named 'Model T1000'.

Knowing where them taskforce is at the start of the Philipine campaign i bagged 2 CMoH with the first 2 patrol :rotfl2:

Discovered some interesting point:
- If u are surfaced (deck awash or fully surfaced) and got a visual on any taskforce, u have the option to radio in on the taskforce u discovered and shortly after u do so and submerged immediately you would mysteriously receive a new order to attack them taskforce despite being submerged. I think this will add more renown gained when successfully attacked said TF.

-If you have just loaded a savegame and end patrol with no further kills, the medal they dish out is (at least) 1 step down as compared to loading a game and killing at least 1 boat. Although not sure if sampan counts.

mod used : FOTRS + websters better air patrol.

USS Drum
07-15-12, 09:23 AM
I recommend TMO, I don't know what the problem was but I remember FOTRS being a little buggy.

boonie
07-15-12, 09:52 AM
I recommend TMO, I don't know what the problem was but I remember FOTRS being a little buggy.

will try that sometime later.. i havent completed a single tour yet due to trying out the mods and reseting career many many times..

boonie
07-16-12, 12:42 PM
i saw a u-tube video about sh4. In that video the dude had a battleflag painted at the side of his conn tower with updated kills by means of mini japanese flags just like them fighter plane's tail fin. what mod does that?

Hylander_1314
07-16-12, 03:20 PM
There was a killflag mod out there, but I don't know if it or any of the skins still exist. With an art program like Paint.net, or The Gimp, you can edit the tower dds files for the different boats yourself.

Can't remember where I got them, but I got a collection of IJN, Jaoanese merchant flags, some rectangular and some triangular and just messed with resizing them, and then pasting them on a tower dds file to see how big or small they were, and then their location too.

But those would only be displayed for the news cameras. They weren't a permanent part of the paint scheme.

boonie
07-16-12, 03:49 PM
There was a killflag mod out there, but I don't know if it or any of the skins still exist. With an art program like Paint.net, or The Gimp, you can edit the tower dds files for the different boats yourself.

Can't remember where I got them, but I got a collection of IJN, Jaoanese merchant flags, some rectangular and some triangular and just messed with resizing them, and then pasting them on a tower dds file to see how big or small they were, and then their location too.

But those would only be displayed for the news cameras. They weren't a permanent part of the paint scheme.

Thanks man :salute:

boonie
07-16-12, 03:57 PM
Does reloading torps generate noise in sh4? recently i tried to reload my torp at near crush depth and the japanese destroyer just 1400m from me dont seems to notice.. in sh3+gwx they can hear torp reloading from like 5km away.

magic452
07-17-12, 12:37 AM
Generally they will hear you reload but if you're under the thermal layer and there is a heavy sea state not so much. Heavy seas inhibit their passive sonar some. You might get away with it sometimes but if you make a habit of it you may have a very short career. If on the other hand the escort has you pegged than a little more noise won't make much difference if you really need to reload. A lot depends on how good the escorts are. TMO elite escorts will get you every time.

Being much deeper than the terminal doesn't help all that much as far as I know. ?????

Magic

boonie
07-18-12, 04:29 AM
i am using FOTRS atm, i read its based on TMO but the escorts are pretty lousy so far. (only on 4th patrol, Feb 15 42). Is the difficulty toned down in FOTRS? Granted the weather is almost always pretty heavy most of the time, so i really dunno.. On my last patrol the weather is so bad that 90% of my torps were fired using O'kane's fixed angle method by spotting the vague shodows on the mist+huge waves.

erkmancan1
07-18-12, 05:29 AM
Hi my name is Bill and long time gamer all my life.

I need help with sh3 in stalling new screens for realisum setting menu v.01. i cant get change to the diffrent menu for changing the realism the in the game screen i try to put the diffrent mods in mod folder and active it in my program to do it but does not work I must be missing sometime on how to do it or not doing it right i can get all my other mods to work HELP ME PLEASE.....

boonie
07-18-12, 08:41 AM
erm..first of all.. this is sh4 forum, sh3 is here:
http://www.subsim.com/radioroom/forumdisplay.php?f=182

to make mods work u either copy paste them directly over the existing files or use JSGME to do it for you by placing them mods on the mods folder.. do you have JSGME installed?

boonie
07-20-12, 12:01 AM
erm one of the Snr Chief PO gained a passive skill that increase torp speed. But the new torp speed is not shown when i click on the torpedo at the loadout/reload screen... what to do?

I think i am going to reset career and try out TMO, seems everyone is using that atm.

boonie
07-20-12, 01:06 AM
LOL, just loaded TMO and first thing i do is started the Museum to see what is available to shoot at the Japanese side, its like walking into a new restaurant and reading whats on the menu thing..

when i browse till the 'Jap Submarine', while shifting around the camera to see its shape i heard an explosion, raised the camera to surface and saw some flame left by the explosion, it seems the sub i watched exploded for no reason, dived the cam and saw that the sub is now listing somewhat and sinking... i was like '...erm... wtf'. then the museum ctd when i try to view the next ship.. :haha:

only have TMO 2.5 loaded, nothing else.

boonie
07-20-12, 03:25 AM
Also found on the smoke stack of the Hakusika Maru is the word '***22931;', this is very unappropriate because it means 'hooker'. i think the word you want to put is '***27231;'(synonym of '***22931;') which means 'machine' and in this case it probably represents this ship belongs to the IJN, in Japanese their Naval ships are called "sea mechanical squad' when directly translated.

putting the work 'hooker' in a merchant ship might sounds funny but to many asian country terrorised by the Japanese during ww2 is not because they cought alot of women and force them to be sex slaves for them soldiers.:down:

edit: seems subsim forum cant show chinese characters.. i think i will do a screen cap and post it up i guess.

here goes:
http://i.imgur.com/Isoff.png = hooker
http://i.imgur.com/tdQ5V.png = machine

boonie
07-20-12, 08:23 AM
just tried TMO :D restart career at Manila and straight went for that battleship convoy coming from north at first mission to test things out.

Boy those escorts work me good lol. and i thought i already have enough practice playing FOTRS. :haha: Time to work on those long range shots.

generally i like TMO alot more than FOTRS from just playing 1 mission. i feel that TMO is alot more refined and polished. The AI seems abit over the top though, seems to know where i am telepathically. Love their Y-Launcher, didnt expect to see that on first mission though... But they still depth charge and blow up their own egg beater/dc sets HAHAHA.

Hylander_1314
07-20-12, 02:06 PM
Yes TMO is more polished, but FOTRS is based on TMO 1.7, and has been getting polished itself for a new release supposedly to be done this month some time. Hopefully the ATOD Team can git 'er done in time!

Hopefully thay will have made the AI more astute compared to v1.3. The range of ship types is what I like about it.

boonie
07-20-12, 09:03 PM
Yes TMO is more polished, but FOTRS is based on TMO 1.7, and has been getting polished itself for a new release supposedly to be done this month some time. Hopefully the ATOD Team can git 'er done in time!

Hopefully thay will have made the AI more astute compared to v1.3. The range of ship types is what I like about it.

i ran into a problem with FOTRS, one of the crew gained a skill which increased torp speed but the new torp speed is not shown in the loadout screen when i clicked the torpedo so i cant proceed without firing that crew which tipped the scale for me.

boonie
07-23-12, 02:36 AM
using TMO 2.5 now. Just sniped a merchant in a small convoy at the range of 4.5km. After shooting the torp i immediately dived to 120m so by the time of the torpedo impact i was already at about 100m, full stop + sieltn running + battlestation on.

But they still know where i am right off the bat and begin to circle right on top of me... they didnt drop depth charge though but its like they knew right off the bat where i am, i find that being quite over the top and took away the fun of being the 'unseen lurker of the deep' if you know what i mean.

boonie
07-23-12, 02:41 AM
Yes TMO is more polished, but FOTRS is based on TMO 1.7, and has been getting polished itself for a new release supposedly to be done this month some time. Hopefully the ATOD Team can git 'er done in time!

Hopefully thay will have made the AI more astute compared to v1.3. The range of ship types is what I like about it.

Thats nice to hear. i think i will switch back to that if the problem gets fixed.

Hylander_1314
07-23-12, 06:32 AM
When I get an NCO or Officer with one of those arcadish "powers", I remove them from the crew.

With the AI in TMO, they are tweaked to be a lot more dangerous than stock. Because stock was laughable as far as finding you.

infoleather
07-26-12, 12:36 AM
I now use off-MOD and Trademark Office to correct realistic STAD and many other issues, coupled with this setting, you get a work of the TDC and the radar, it is more realistic.

boonie
07-27-12, 04:31 AM
re: TMO 2.5

got assigned to patrol northern Luzon on 2nd patrol. Spent 15 days spinning around with 0 contact. I think the mod very successfully recreated the boredom of submarine operation. :rotfl2::yeah::rotfl2:

i feel so 'hardcore' now. omg i am leet.