Log in

View Full Version : [REL] Traveller Mod for TMO


Pages : 1 [2]

rjord
06-07-13, 02:36 AM
Have looked everywhere and cannot find a link to download :(

Roy

Petr
06-08-13, 03:47 PM
In the first post is written, that files are temporaryly unavailable. Does anyone have any idea how long can this state last? I just hope it wont be for long, because this mod looks great.

Petr

Bubblehead1980
06-10-13, 03:45 AM
Too bad, RSRD is a nice MOD but I can only play in short shifts due to my work schedule. That being said it sucks playing RSRD for a couple of hours and not coming across any activity. TMO alone allows for some action waiting for the BIG action.

Actually you just have to learn where the shipping lanes are and it does depend on the year since RSRD shipping is based off history.Early in the war not that many convoys, in mid 43-44 there are plenty, March of 45 shipping becomes scarce as in RL. I would suggest opening up RSRD campaign files with the mission editor and study the traffic lanes. Open up 44A JapConvoys... etc to see convoy routes.Just a suggestion as I once did not run RSRD for same reasons but then I figured it out and can not play without it, its great when a TF shows up at appropriate time and date as it did in RL.

Some convoys are missing such as Take Ichi, HI 81 and some others not being in areas (such as the big one in Koshiki Straits engaged by USS Tang in June 24, 1944, one of the best attacks of the war) but I have added those.Lurker did a great job, wish he would return and do some updates for RSRD.TMO was fun but RSRD along with TMO(and travellers mod) just cant be beat.

Bubblehead1980
06-10-13, 08:09 PM
Anyone else getting a lot of CTD's when run into certain convoys off philippines in Jan, Feb, March or 44? high or low time compression, there is an issue with one of the ships i think, causes a CTD.

Mikemike47
06-14-13, 08:07 AM
I talk to SailorSteve about getting it in the downloads secton and got to ask Traveller about doing it since he still logging on and this mod really adds excitement to the game

Traveller has no activity since he removed the link according to subsim data. "and got to ask Traveller about doing it" - Are you implying that you have a way to contact Traveller directly or really asking Sailor Steve to follow through with this? What is the results?

Armistead
06-14-13, 02:35 PM
Anyone else getting a lot of CTD's when run into certain convoys off philippines in Jan, Feb, March or 44? high or low time compression, there is an issue with one of the ships i think, causes a CTD.


Bubble, where are you, near Manila or near land?

Armistead
06-14-13, 02:46 PM
I think Trav mods a lot of games, so he can come in and mod and vanish into another modding project. Not sure why his link is down, but he has no problem if others upload his mod per his doc. statement. I don't have the current version, if someone does, get with Steve or Neal and upload it here.

fitzcarraldo
06-14-13, 03:25 PM
I think Trav mods a lot of games, so he can come in and mod and vanish into another modding project. Not sure why his link is down, but he has no problem if others upload his mod per his doc. statement. I don't have the current version, if someone does, get with Steve or Neal and upload it here.

I have the last v2.6 version, and I requested to Neal if it is possible to reupload the files.

It is a RAR of 86 MB.

Awaiting answer...

Regards.

Fitzcarraldo :salute:

Runnybabbit
06-14-13, 04:34 PM
I have the last v2.6 version, and I requested to Neal if it is possible to reupload the files.

It is a RAR of 86 MB.

Awaiting answer...

Regards.

Fitzcarraldo :salute:

Thanks for your help fitz, much appreciated! Hope all is well with Traveller as well..:up:

TorpX
06-14-13, 08:50 PM
I think Trav mods a lot of games, so he can come in and mod and vanish into another modding project.
I was wondering if maybe he enlisted, or something. :hmmm:

Bubblehead1980
06-14-13, 09:39 PM
Bubble, where are you, near Manila or near land?

I was off southwestern borneo, also off manila, also in the luzon straits off southern formosa, not close but not terribly far from land.Some convoys work such as large ones in celebes and one large one heading to southern formosa from japan on feb 5 44 i believe, mustve been 15 ships, dont know if its one of the ships or land objects etc.

fitzcarraldo
06-19-13, 10:35 AM
The mod v2.6 is in the Forum Download Section:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4106

Thanks to Onkel Neal Stevens for the upload!

Best regards.

Fitzcarraldo :salute:

Runnybabbit
06-19-13, 11:10 AM
The mod v2.6 is in the Forum Download Section:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4106

Thanks to Onkel Neal Stevens for the upload!

Best regards.

Fitzcarraldo :salute:

Thanks to both of you!! My regards also to Traveller and I wish him well..

Sorry, got to dash off and install, I have targets that need irrigating with seawater...:arrgh!:

goose814
06-21-13, 10:06 PM
Originally Posted by Traveller
Version History:
v2.6 Final
- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.Anybody know where or if this is available? Thanks.

TorpX
06-21-13, 11:54 PM
It's in the downloads section.

Link in fitzcarraldo post below.

goose814
06-22-13, 07:39 AM
It's in the downloads section.

Link in fitzcarraldo post below.

Not the v2.6 mod. The 'Traveller Improved Submarine Textures' that he mentioned is now a separate download.

fitzcarraldo
06-22-13, 07:49 AM
Anybody know where or if this is available? Thanks.

I have the textures, now requesting Onkel Neal to upload.

BTW, I donīt use these textures: They do not look very nice in my SH4.

Regards.

Fitzcarraldo :salute:

goose814
06-22-13, 04:11 PM
I have the textures, now requesting Onkel Neal to upload.

BTW, I donīt use these textures: They do not look very nice in my SH4.

Regards.

Fitzcarraldo :salute:
Great, thanks. I'll keep that in mind.

gar
07-05-13, 11:14 PM
Were the Japanese gunners really that good in January/February 1042? I'm passing by an island, surfaced on a dark night. A land unit appears and fires hitting me on the very first shot every time (I am not hugging the coast). Not even the US had very good radar at this time. The Japanese only had there best ships equipped with a mediocre radar that was not tied into fire control. Ranging at night without it is not very easy. I love this MOD but this just seems that a gun position on an outer island (Marshalls) firing at a distance in the dark and scoring every time is super human. I don't mind them keeping me honest if I stray in to far. Thanks for your hard work, I enjoy the challenge. It just reinforces in me the feelings I have for the Men who went out on patrol with the Submarine Service.
Garry

TorpX
07-06-13, 01:09 AM
Ducimus made the mod that way after people expressed a desire for a more challanging mod. What you experienced is what happens when you have a over-simplified gun model with goosed up values put in.

Stoli151
07-07-13, 02:31 PM
I was wondering why I get constantly shelled by enemy ships before my crew ever sees them. Sometimes from over the horizon. Why can their crews consistently see me before mine sees them? Do I need to buy glasses for my crew?

Mikemike47
07-07-13, 07:05 PM
I was wondering why I get constantly shelled by enemy ships before my crew ever sees them. Sometimes from over the horizon. Why can their crews consistently see me before mine sees them? Do I need to buy glasses for my crew?

I have not played Traveller mod yet but looking forward to it. I have played TMO and RSRD. Possibly, the enemy can see you better if using radar guided guns compared to your crew's eyesight.

Stoli151
07-07-13, 08:19 PM
I have not played Traveller mod yet but looking forward to it. I have played TMO and RSRD. Possibly, the enemy can see you better if using radar guided guns compared to your crew's eyesight.That was my first thought as well, but I've been playing in early 1942. I thought only IJN capital ships had that during that time, escorts have been the ones with the unbelievable sight range.

Mikemike47
07-07-13, 10:01 PM
That was my first thought as well, but I've been playing in early 1942. I thought only IJN capital ships had that during that time, escorts have been the ones with the unbelievable sight range.

I do not know the facts on ships and radar range. I bet someone like Armistead would know.

Admiral Halsey
08-13-13, 05:30 PM
After playing this mod for awhile I can say this with the uttermost confidence. The entire staff of the BuOrd should have been hanged for how the Mark 14's performed in the early stages of the war.

Armistead
08-17-13, 12:15 AM
That was my first thought as well, but I've been playing in early 1942. I thought only IJN capital ships had that during that time, escorts have been the ones with the unbelievable sight range.


The enemy doesn't shoot by radar in game. I don't recall if trav messed with TMO's AI visuals, but I don't think so, except at night. Overall, the higher the ship, the better visuals it has. Simply BB's will have a better visual value for range. Course, escorts usually flank, so they're closer to you and more likely to see you. The thing is crew ratings effect visuals and I think all capital ships in RSRD use a competent rating, whereas many escorts use vet ratings. On a clear day, escorts can reach out about 10,000 yards, maybe a tad more.

Be aware, usually if one ship gets a visual, the others will shoot at you even if they shouldn't have a visual, as long as you're in their gun range.

Several other factors effect visuals, your speed, your sub profile, waves, etc...

Rhodes
08-22-13, 05:34 AM
Where to download?
Got it in the download section, I asked because of the link being temporarily unavailableon page 1!

chris455
08-22-13, 09:14 PM
"Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod."

And we get this where????????????????? :hmmm:

chris455
08-25-13, 02:04 PM
This thread seems to have quieted a little. I also am wondering about the supply/oil dumps we are supposed to be able to destroy to receive renoun. I have approached several on the map now, and see only coconut palms where they are supposed to be. Has anyone actually seen such items?

Bubblehead1980
08-25-13, 03:50 PM
This thread seems to have quieted a little. I also am wondering about the supply/oil dumps we are supposed to be able to destroy to receive renoun. I have approached several on the map now, and see only coconut palms where they are supposed to be. Has anyone actually seen such items?


There are bugs unfortunately he was unable to resolve before whatever took him away from the mod.I believe it may be why he deleted the mod from the provided links soon after and his PM's are disable or were last I checked.

I know the fuel tanks at Wake Island in V 2.6 are there.Not sure about anywhere else as I quit using the mod due to some CTD's involving convoys.Unfortunate because it is a really great mod, just needs the creator to identify some issues.

Rockin Robbins
08-25-13, 03:52 PM
The thing is crew ratings effect visuals and I think all capital ships in RSRD use a competent rating, whereas many escorts use vet ratings. On a clear day, escorts can reach out about 10,000 yards, maybe a tad more.
Isn't that interesting in the face of clear first-hand historical evidence that the best sailors went to the capital ships and destroyers were scut duty for those who had made career mistakes. The Japanese ethos of fighting allowed for no defensive action. Glory was found only in attack. Therefore destroyer duty was less honorable and to be avoided.

Bubblehead1980
08-25-13, 04:22 PM
Isn't that interesting in the face of clear first-hand historical evidence that the best sailors went to the capital ships and destroyers were scut duty for those who had made career mistakes. The Japanese ethos of fighting allowed for no defensive action. Glory was found only in attack. Therefore destroyer duty was less honorable and to be avoided.

Yep and that was their fatal error(among others) , I shutter to think how things would have "went down" if the Japanese had taken ASW seriously before spring of 44 and launched a sub campaign of their own against merchant shipping on west coast etc early on, could have made victory much more difficult.

Mikemike47
08-25-13, 08:27 PM
I believe it may be why he deleted the mod from the provided links soon after and his PM's are disable or were last I checked.

Traveller Mod v2.6 Final for TMO 2.5 download link (http://www.subsim.com/radioroom/downloads.php?do=file&id=4106)

Thanks to Fitzcarraldo and Neal again.

Traveller
09-04-13, 03:44 AM
This thread seems to have quieted a little. I also am wondering about the supply/oil dumps we are supposed to be able to destroy to receive renoun. I have approached several on the map now, and see only coconut palms where they are supposed to be. Has anyone actually seen such items?


Yes, destroying fuel storage tanks gives you renown. And they are only visible after certain dates or missions received.

Traveller
09-04-13, 03:44 AM
Traveller Mod v2.6 Final for TMO 2.5 download link (http://www.subsim.com/radioroom/downloads.php?do=file&id=4106)

Thanks to Fitzcarraldo and Neal again.


Yes, thanks for the upload guys. I had some real-life issues to deal with.

Traveller
09-04-13, 03:46 AM
I was wondering if maybe he enlisted, or something. :hmmm:


Nope. And I'm not dead, either... :D

Bubblehead1980
09-04-13, 03:48 AM
Nope. And I'm not dead, either... :D


Glad to see that:salute:

Traveller
09-04-13, 03:48 AM
Trav,

If by chance you come around and have time, could you see if you could answer this question here.

http://www.subsim.com/radioroom/showthread.php?p=2065665#post2065665


Congrats on your award.....:yeah:

Award? I wasn't aware of any award. :06:

Traveller
09-04-13, 03:49 AM
Glad to see that:salute:

Me too. :haha:

Traveller
09-04-13, 03:54 AM
Anyone else getting a lot of CTD's when run into certain convoys off philippines in Jan, Feb, March or 44? high or low time compression, there is an issue with one of the ships i think, causes a CTD.

There are occasional crashes when approaching convoys at time compression. There may also be a ship or two that causes occasional crashes, but I could never confirm that. I modded so many ships that trying to verify it was like looking for a needle in a haystack.

If you can replicate the crashes to one ship, that would be helpful.

Armistead
09-04-13, 10:53 AM
Trav returns..........

I enjoy your mods, but honestly don't play much, still too busy trying to mod my perfect game. I was modding a tad and blew my MB somehow. Anyway, two things I would like done and you would probably be able to do them quickly if they can be done, saving 100's of hours me figuring out how.

I would like the 40 bofars to act like cannons, even if the AA capacity is lost. I want these things to shoot surface ships. I was in the process of trying to rename them, change the ID, etc..with no results, but assume other files would need to be re ID'ed as well.



When I played, I used your 2.2, no crashes. I did get a few CTD with 2.6. The problem is whatever is crashing happens the sec it enters your contact zone, you never get a chance to ID it, without taking the time to go through the traffic layer and listing the ships and I guess see which ones you changed and figure it out from there.

Bubblehead1980
09-04-13, 08:12 PM
There are occasional crashes when approaching convoys at time compression. There may also be a ship or two that causes occasional crashes, but I could never confirm that. I modded so many ships that trying to verify it was like looking for a needle in a haystack.

If you can replicate the crashes to one ship, that would be helpful.


Well that is where I was stumped, it is like looking for needl in haystack and since you created mod figured you might know or have an easier time.I get no CTD's with TMO and RSRD alone, with TraveMod added it CTD's in 1944 when near the bigger convoys off Philippines.I remember CTD in Feb 44 and in June 44. Became common enough I had to stop using the mod(unfortunately) Did you reclassify any ships such as from corvettes to destroyer escorts etc? Any changes to merchants? Quite possible there is a error somewhere. I was wondering if it had something to do with the aux subchaser.Game acts weird when try to reclassify vessels. I have tried adding the Ryuho which is a CL but classified as a CVE by minor forever but for some reason cant get it to work with RSRD.

Wondered if it was that or perhaps some of the radar posts etc were placed incorrectly, game is so sensitive.Hope can get it worked out because its a great mod.


Also, would you happen to know how to make it so when player transfers by selecting a new command in the office via the phone, player has to sail to home port after starting new patrol, not just auto transferred? I have never cared for the auto transfer that was modded into the game.I prefer to have to make a war patrol en route to say Fremantle if transferred from Pearl Harbor and vice versa(as so many did) this was in stock and modded out in TMO or RSRD somewhere along the way.Your excellent(no Pearl Harbor Transfer) mod for Travmod works fine with TMO RSRD alone, I used it as I always hated being forced to transfer to Midway and Majuro as permanent bases.I would love to fix it where can operate out of Fremantle until the end if one chooses or alternate(as they did in RL) between there and Subic Bay in late war.

TorpX
09-05-13, 12:56 AM
Award? I wasn't aware of any award. :06:
You won the Abraham Award. You can read about it in the Abraham Award (http://www.subsim.com/radioroom/showthread.php?t=203090) thread in the Comments to Subsim Review section.

Belated congrats! :woot:

Good that you surfaced again. :)

Traveller
09-05-13, 07:38 AM
Trav returns..........

I enjoy your mods, but honestly don't play much, still too busy trying to mod my perfect game. I was modding a tad and blew my MB somehow. Anyway, two things I would like done and you would probably be able to do them quickly if they can be done, saving 100's of hours me figuring out how.

I would like the 40 bofars to act like cannons, even if the AA capacity is lost. I want these things to shoot surface ships. I was in the process of trying to rename them, change the ID, etc..with no results, but assume other files would need to be re ID'ed as well.



When I played, I used your 2.2, no crashes. I did get a few CTD with 2.6. The problem is whatever is crashing happens the sec it enters your contact zone, you never get a chance to ID it, without taking the time to go through the traffic layer and listing the ships and I guess see which ones you changed and figure it out from there.

My video card died a while back, so I'm not able to look into that. Besides, I'm pretty much retired from modding now. Got too burned out, and frustrated trying to find workarounds due to SH4 modding limitations.

One way to probably get rid of those random crashes would be to delete the 'ships' file from Traveller Mod before installing. I'm pretty sure that's the cause. You will lose the ship sinking sound effects, but it might be worth it.

Traveller
09-05-13, 07:41 AM
Well that is where I was stumped, it is like looking for needl in haystack and since you created mod figured you might know or have an easier time.I get no CTD's with TMO and RSRD alone, with TraveMod added it CTD's in 1944 when near the bigger convoys off Philippines.I remember CTD in Feb 44 and in June 44. Became common enough I had to stop using the mod(unfortunately) Did you reclassify any ships such as from corvettes to destroyer escorts etc? Any changes to merchants? Quite possible there is a error somewhere. I was wondering if it had something to do with the aux subchaser.Game acts weird when try to reclassify vessels. I have tried adding the Ryuho which is a CL but classified as a CVE by minor forever but for some reason cant get it to work with RSRD.

Wondered if it was that or perhaps some of the radar posts etc were placed incorrectly, game is so sensitive.Hope can get it worked out because its a great mod.


Also, would you happen to know how to make it so when player transfers by selecting a new command in the office via the phone, player has to sail to home port after starting new patrol, not just auto transferred? I have never cared for the auto transfer that was modded into the game.I prefer to have to make a war patrol en route to say Fremantle if transferred from Pearl Harbor and vice versa(as so many did) this was in stock and modded out in TMO or RSRD somewhere along the way.Your excellent(no Pearl Harbor Transfer) mod for Travmod works fine with TMO RSRD alone, I used it as I always hated being forced to transfer to Midway and Majuro as permanent bases.I would love to fix it where can operate out of Fremantle until the end if one chooses or alternate(as they did in RL) between there and Subic Bay in late war.

As I told Armistead above, I'm pretty much retired from modding. Besides, my video card died a little while back.

You might be right about the aux subchaser. Again, one way to probably get rid of those random crashes would be to delete the 'ships' file from Traveller Mod before installing. I'm pretty sure that's the main cause. You will lose the ship sinking sound effects, but it might be worth it.

Traveller
09-05-13, 07:45 AM
You won the Abraham Award. You can read about it in the Abraham Award (http://www.subsim.com/radioroom/showthread.php?t=203090) thread in the Comments to Subsim Review section.

Belated congrats! :woot:

Good that you surfaced again. :)


Understood. Thanks everyone. :woot:

Bubblehead1980
09-05-13, 10:44 PM
As I told Armistead above, I'm pretty much retired from modding. Besides, my video card died a little while back.

You might be right about the aux subchaser. Again, one way to probably get rid of those random crashes would be to delete the 'ships' file from Traveller Mod before installing. I'm pretty sure that's the main cause. You will lose the ship sinking sound effects, but it might be worth it.


which file? I dont see one that says ships

Traveller
09-11-13, 03:37 AM
which file? I dont see one that says ships

The modded ships are located inside the 'Sea' folder. Just delete or rename the whole folder before installing.

maxswain
09-25-13, 10:47 PM
Some of my best subsim moments or even all time pc game moments are because of TMO/RSRD and Traveller. Heading to the abyss frantically trying to bring the engines back on line as the water flows in. It was beyond cinematic. I don't think I can play without the traveller Davy Jones fear factor. What has happened to this monumental Mod! Has anyone fixed 2.6 deleting the sea folder to stop ctd? More power restart Traveller!

Traveller
12-23-13, 09:53 PM
Some of my best subsim moments or even all time pc game moments are because of TMO/RSRD and Traveller. Heading to the abyss frantically trying to bring the engines back on line as the water flows in. It was beyond cinematic. I don't think I can play without the traveller Davy Jones fear factor. What has happened to this monumental Mod! Has anyone fixed 2.6 deleting the sea folder to stop ctd? More power restart Traveller!

Thanks maxswain. I never did track down the cause of that occasional crash. I made so many changes to the mod over time that it was almost impossible to be sure what was causing it. But I'm guessing the ships I modded for the sinking sounds is what did it. Try removing the 'Sea' folder before installation and see if that helps.

I can't tell you how many hundreds of hours I've put into this mod. Happy to see people are still enjoying it. :)

Traveller
12-23-13, 10:04 PM
Here's the complete version change log to give you all an idea just how much Traveller Mod grew and evolved over time:


The main purpose of this mod is to give experienced players more of a challenge, and at the same time encouraging them to play more historically and realistically. Reckless behavior will have dire consequences for your submarine and her crew. Also, I am hoping the many new features I have added will increase your enjoyment of the game.

Thank you everyone for using my mods, and for your feedback. I have put many, many hours into creating, tweaking, and testing them. And I have tried to find the best balance between difficulty, realism, and playability. I hope you all enjoy it as much as I have. Have fun, but be careful!

----------------------------------------------------------------------------------------------------------------------------------------


v1.1


- Added an independent submarine pressure hull.

I decided to add an independent submarine pressure hull due to removing the original hull damage from the game. On the sub-systems screen you will see a small skull and crossbones icon located under the 'Crew Berths' compartment. This represents the current hull pressure integrity for the whole submarine, which covers stem to stern. If the pressure hull becomes damaged, the red damage bar will begin to rise. Pressure hull damage is permanent and cannot be repaired by your crew while at sea. If the pressure hull damage reaches 100% (1), your submarine will begin to sink very soon, even if you are on the surface. And there is nothing you can do to stop it, except maybe prepare to meet Davy Jones himself. This sinking effect represents complete pressure hull failure. Extra compartment flooding will not happen until the pressure hull completely fails. Be especially careful if you are attacked on the surface. A few shell holes or 1 close aerial bomb can sink your sub. (I am aware of the bug that shows the skull and crossbones icon on the surface radar for the S-class submarines. Once I track down the cause, I will incude the fix in a future version)


- Added ability for submarine to sit on the seabed floor and take no damage, even with compartment flooding.

It always bothered me in SH3 and SH4 that there was no way to sit on the seabed floor or mud like in Aces of the Deep (anyone remember that one?) without taking hull and equipment damage. Well, now you can- even if you have compartment flooding. It really enhances gameplay, but there are a few limitations people need to be aware of: One is the sub will not sit directly touching the seabed. There will be a visible gap of a few feet. This is due to submarine equipment damage box perimeters protruding out from the bottom causing collision damage when the hull touches the seabed. There are too many negative side effects and not enough benefits in changing those perimeters. Also, if you have flooding, the submarine will probably move around slowly with the currents while parked on the seabed floor- especially if you are in shallow waters. Thirdly, you will hear collision sounds sometimes, and the interior lights may flicker. But this doesn't mean your sub is taking damage. There really is no workaround to prevent this. Having the ability for sub to sit on the seabed floor and take no damage wasn't even an intended original feature of SH4, and my implementation of this feature isn't perfect, but I feel it's good enough to get the job done!


- Decreased contact mine damage.





v1.2


- Made slight adjustments to added spheres that were preventing correct ship ramming damage.


- Decreased depth charge blast damage radius.






v2.0


- Adjusted most camera angles. Also increased camera rotation speeds.


- Adjusted various equipment hitpoints and armor ratings.


- Reduced flooded compartment weights, and strengthened bulkheads to create more drawn out 'ordeals'. ;)


- Reduced depth charge maximum blast damage radius.


- Adjusted depth charge depth precision settings.


- Reduced AI escort difficulty. Still hard, but not impossible. I have also included the original TMO AI escorts file for those who prefer much harder gameplay. Also, while I did tune down the AI sensors settings a bit, at the same time I increased the time enemy surface escorts will remain in the area searching for you after losing contact to 30 minutes.


- Corrected the missing S-18 and S-42 Propeller Shafts on the equipment screen.


- Removed 'Crew Berthing' compartment from S-18, S-42, Porpoise, Salmon, Tambor, and Sargo class submarines.


- Renamed all 'Damage Control Team' compartments to 'Repair Team / Medic', plus reduced Repair Team / Medic crew slots down to 2. Also renamed S-18 and S-42 'Sensors Stations' to 'Conning Tower'.


- Added bulkhead compartment lables. They will now show which compartment they are, making identification easier in the Repair Team repair box. Also added labels for the Dive Plane Transmissions. They will now show 'Fore' or 'Aft' for easier identification in the Repair Team repair box.


- Mr. Fix-it and Medic special abilities now only work in the 'Repair Team / Medic' slot. You do not need to be at battle stations for the medic to heal injured crew, or for Mr. Fix-it to start repairing destroyed equipment. As long as they are in the 'Repair Team / Medic' slot, the green cross or wrench will light up and they will do their jobs.


- 1 Mr. Fix-it and 1 Medic crewman now come standard on every submarine. Be sure to protect these 2 very important crewmen. Their safety might mean the difference between life and death for your entire boat.


- Removed all special crew abilities except for Mr. Fix-it and Medic. Petty Officers now have a 5-15% chance of acquiring either of these important skills.


- Overhauled the crew injury / healing system. Healing and recovery takes much longer now, and the medic skill plays a much more important role. Crew recovery from injuries can take days or weeks now when a medic is aboard, and can take much, much, longer if there is no medic. Any crewmember with less than 80% health remaining is permanently wounded and cannot recover while at sea, even with a medic on board. The damage control team slots have been renamed 'Repair Team / Medic'. To use your medic, place him in one of the Repair Team / Medic slots. The green cross will light up, telling you he is on duty tending to the wounded. Leave him in there to speed up healing of your injured crew, but be warned- the recovery process can still take days or weeks... depending on the amount of injuries. Remember, if you remove your medic from the 'Repair Team / Medic' slot, he will stop healing your crew, and they might never recover on their own.

Also, crew leader efficiency bonuses have been removed. This was done to model hurt crew becoming incapacitated due to their injuries. Originally in the game, a crew member's efficiency could never go down to zero, unless dead. This was due to them always receiving leader efficiency bonuses, even if their health was very low. Not anymore. If your crew's health goes below 90, they will become fully incapacitated from their injuries, with an efficiency of zero. This simulates them being bed-ridden and unable to perform their duties. If your crew's health goes below 80, they will become fully and PERMANENTLY incapacitated (until returning to port) from their injuries, with an efficiency of zero. Be extremely careful. If large numbers of your crew get badly injured, your submarine could become crippled.


- Decreased Watch Deck watch crews and gun crews injury exposure.


- Reduced S-18, S-42, Porpoise, Salmon, Tambor, and Sargo class submarine crew numbers down to more historical amounts. Crew complement numbers are now the following:

S-18, S-42: 42

Porpoise: 60

Salmon: 60

Tambor: 60

Sargo: 60


- Reduced gap between hull botton and seabed down to 5 feet. It's the closest I can get it without redoing all the submarine equipment zone dimensions.


- Added my More Frequent Weather Changes v1.1 mod. Makes weather change more quickly. Especially effective at lower time compression speeds of 256x-512x.


- Added my Clouds v1.1 mod. Greatly reduces cloud morphing speeds. Cloud shapes will now change MUCH more slowly than before, but they do change. I think they are now modelled more closely to real-world cloud behavior. Also makes cloud shadows visible now. You will now see cloud shadows on the water, plus they drift around. When passing into a shadow, things will get a bit darker. I tried to adjust it to where the shadows are noticeable, but not too dark. Not really a functional addition, but adds to the atmosphere of the game.


- Made nights much darker.


- Made wave shapes slightly more choppy.


- Decreased lifeboat movement speeds.


- Fixed Tambor and Tench campaign upgrade bug.






2.01


** Starting from Traveller Mod v2.01, Run Silent, Run Deep Campaign (RSRD) v502 for TMO will be required to play. **



- Added new variations of Japanese patrol aircraft. There are now 4 different behavior types you might encounter:

* The first behavior is the normal low-level attack. I have tweaked the aircraft to attack faster and die less from their bomb explosions.

* The second behavior is the torpedo attack. H6K and H8K patrol aircraft now sometimes carry torpedoes and will attack you on the surface, or submerged if spotted.

* The third behavior is shadowing. These aircraft cruise around at very high altitude. Upon being spotted, they won't attack. Instead, they will follow or 'shadow' the your sub as long as you remain on the surface. The whole while they will radio in your position, and other enemy aircraft or surface escorts may show up later. The shadowing aircraft will follow you as long as their fuel holds out. Most patrol are radar-equipped, so they will be able to follow you after dark.

* The last behavior only applies to the G4M Betties. They will now do either low-level attacks, or higher level bomb runs.



- F1M2 Pete patrol aircraft are no longer visually blind. They will now be able to spot a surfaced sub. Upon being spotted, they will either shadow or dive bomb.


- H6K patrol aircraft will now remain in service from 1941-1942. H8K patrol aircraft will enter service starting in 1943, in which time the H6k's will be phased out.


- Adjusted aircraft armor and hitpoints.


- Aircraft will now start smoking at 80% damage, and catch fire / explode at 98% damage.


- Re-implemented the Diving Expert crew special ability.


- Increased renown cost of recruiting crew members, based on rank and special abilities. I did this to prevent captains from abusing the ability to recruit new crew after previous crew members are killed in combat, with little consequence of their recklessness.


- Upon promotion, Petty Officers and above now have a 5-25% chance of acquiring the Mr. Fix-it, Medic, or Diving Expert skill... depending on their rank.


- If your crew's health goes below 95%, they will now become fully incapacitated from their injuries, with an efficiency of zero. This simulates them being bed-ridden and unable to perform their duties. If your crew's health goes below 90%, they will now become fully and PERMANENTLY incapacitated (until returning to port) from their injuries, with an efficiency of zero.


- Reduced Gar class submarine crew complement down to a more historical amount of 60. Also removed Gar class Crew Berthing compartment.


- Increased sub crew vulnerablility when manning deck and AA guns.


- Adjusted maximum ranges of Japanese patrol aircraft to more historical amounts, taking into account emergency fuel reserves.


- Japanese air torpedoes dropped by patrol aircraft will now usually sink the player's sub with one hit.


- Corrected the missing submarine AA gun sound.


- Adjusted watch deck camera angle to be able to view high-flying enemy patrol aircraft directly overhead.


- * optional * Cold weather crew clothing. All crew will now wear either jackets all the time, or rain gear in wet conditions... regardless of the season. Good for those long patrols to cooler climates. (if you are using the optional Cold Weather Crew Clothing version, install it last)


- * optional * Traveller Mod v2.01 for TMO compatibility patch for Longer Sinking Times (TMO) v2. Makes Traveller Mod v2.01 for TMO compatible with Bilge Rat's Longer Sinking Times_TMO_v2.


- * optional * No Midway Transfer. Prevents base transfer from Pearl Harbor to Midway after 1942 in campaign games. Player will be based at Pearl for the duration of the war.





v2.02


- Added falling bomb sound effect to all bombs. You will now hear them whistling as they fall toward you.


- Slightly increased minimum bomb damage amounts.


- All G4M Betty bombers not carrying torpedoes will now only bomb from higher altitudes as they usually would have. They may sometimes even shadow you for a little while.


- B5N2 Kate bombers will now all attack from higher altitude, unless carrying torpedoes.


- Slightly increased minimum flight altitude of all low-level attack aircraft.


- Due to game AI logic... Some low-level enemy aircaft will automatically attack on each pass. Others will make contiuous passes without attacking. It all depends on enemy aircraft skill level, plus player sub surface speed.


- Decreased number of enemy air patrols. Though if your sub is spotted, more aircraft will probably soon be scrambled to your location.


- Switched back to the 90%/80% temporary/permanent injured and incapacitated crew. 90% or below health = temporary incapacitation. 80% or below health = permanent incapacitation.


- Increased length of all torpedo wakes, plus added new wake foam.


- Increased deck gun hitpoints.






v2.03


- Decreased the number of enemy air patrols even more. Also decreased number of enemy aircraft that will scramble to your location if spotted. (thanks Armistead for the playtesting and feedback!)


- Enemy bomber and patrol aircraft will now be able to spot the silhouette of your submarine from the air while at periscope depth, even with periscope lowered. Be careful, especially in calm waters!


- Increased bomb damage. One or two well-placed bombs will now likely disable your sub.


- Increased airbase aircrew modifiers.


- Increased wave height and adjusted shape.


- Weather report text will now show 'Visibility: Excellent; Good; Moderate; Poor' instead of 'Fog None; Light; Medium; Heavy'.


- Included my new and updated More Frequent Weather Changes v1.2 mod. Weather changes will now occur much more often than before, even when playing at higher time compression. (Credit to Leovampire and Subtype Zero for providing technical support)


- * optional * Updated version of Rescue Sub v1.2 which is compatible with the latest Traveller Mod v2.03





v2.04

- All Japanese bases now have surface radar, radar warning, and DF sensors. Range depends on early or late war versions. Early war versions start from early 1942 until early 1943, and the sensors have a range of up to 185 miles. Late war versions start start from early 1943 until the end of the war, and the sensors have a range of up to 275 miles. I based these range numbers and dates on some of the Japanese WW2 land-based surface radar/DF info I came across.


- Over 525 strategically-placed enemy coastal visual observation posts added. There are now enemy observation posts along coastal regions. They will be able to spot your sub and report your position. You will not see them or know your position was reported. The Japanese home islands are especially well-guarded. No more waltzing into Tokyo harbor on the surface. Important bases such as Wake and Truk are also very well-covered. These posts are manned by Japanese military personnel, and also by well-trained local sympathizers. All posts are equipped with high-powered binoculars, spotting scopes, and communication radios. They will be able to spot a surfaced sub during daylight in clear weather at a distance of up to 20 miles. They may even be able to spot your scope while submerged if close enough.


- Over 50 strategically-placed enemy radar posts added. These custom units also have the same surface radar, radar warning, and DF sensor capabilities as Japanese bases. The Japanese military has their islands well-covered with this radar detection network. Important Japanese naval harbors are especially well-protected. Use extreme caution when cruising on the surface near the Japanese islands.


- Wake Island will now have a small Japanese seaplane base starting from December 27 until the end of the war.


- Tweaked Japanese air base aircraft types and amounts. Japanese air bases will now deploy Kyushu Q1W1 anti-submarine bombers from January 1945. Also added Zero fighters and B5N2 Kate level bombers to most Japanese air bases. Plus all Japanese air bases now have some type of patrol aircraft. You should now encounter more variety of enemy aircraft in your patrols.


- US sub hydrophone sensors will no longer work while surfaced, due to wave noise interference. They will now only work at aapproximately periscope depth or deeper.


- Adjusted enemy aircraft visual capabilities. They were a bit blind in version 2.03.


- Reduced aircraft spotting capabilities when detecting a submerged sub. Enemy aircraft will now most likely not be able to spot your sub when below periscope depth.


- Reduced number of enemy aircaft patrols and instances. If you are encountering large numbers of enemy aircraft, you are probably being detected by land-based radar or observation posts!


- Decreased wave size.


- Added a Traveller Mod 2.04 compatibility patch for OTC 1.5 users (optional)






v2.05

- Removed the captain's log screen. Also removed the ship sunk and aircraft destroyed icons from the map.
The 'She's going down!' sound officer message still shows, as it is hard-coded and cannot be completely removed. So you will still automatically know you sank a ship. You just won't know which one unless you visually confirm it!

These changes were done to add a bit more realism and challenge to SH4, by removing the certainty of automatic identification and location when a unit is destroyed. As captain, you will have to now guess the identity/tonnage and location of the sinking. If you shoot off a couple of torpedoes at periscope depth, and then dive, there will be great uncertainty about which ship was sunk. Even though the destroyed unit icons were removed from the map, it is still possible to manually add marks to the map with the pencil tool when a ship is sunk or aircraft shot down. Hopefully this will give you, as captain, a bit more realism and interaction with the game. Upon returning to port, your captain's log will only show 'ship' as type sunk. Unfortunately there is no workaround for this due to the way SH4 shares certain file info. So try to think of it as more realistic gameplay. You will have to write down every ship sinking ID and tonnage based on your own judgement using the recognition manual. But the tonnages and dates will still show in the captain's log. Just not the exact ship ID.


- Added a custom-made F1M Pete floatplane which is landed and floats on the water. Damage model is included.


- Added a challenging custom campaign mission where you will be assigned to find a hidden enemy seaplane base, sneak in, and shell the parked seaplanes.


- Reverted back to the original smaller waves. The larger waves were damaging surface ships over time.






v2.06

- Added 2 optional patches... 'Hardcore' and 'Super Hardcore' versions. Can you handle the challenge, Captain???

Hardcore: Removes the unit auto-identification of all units in the periscope and TDB views. Also removes the ship and submarine auto-identification on the strategic map. Aircraft and land units will still be auto-identified by your crew on the map.

Super Hardcore: Same as Hardcore version, but also removes the auto-identification of all units on the strategic map, except for land bases.



- Added F1M Pete and H6K Mavis aircraft blueprint drawings to the recognition manual.


- Adjusted the 'Find Enemy Seaplane Base' campaign mission.






v2.1

- Added custom enemy land-based fuel storage tanks. These large fuel storage tanks can be destroyed with surface guns, and will explode easily when hit. When destroyed, they will burn for approximately two days. New explosion and fire graphics are included. Secondary explosions also added for atmosphere. :) These new fuel storage tanks are now located around various enemy ports and seaplane bases. Once destroyed, they are destroyed for good. They will not be rebuilt again later. More locations to come in future versions. Also included are two custom campaign mission where the captain is assigned to destroy fuel storage tanks in enemy ports.


- Added customized landed/floating versions of various float planes. These include American PBY-4, plus Japanese F1M, H6K, and H8K. All include damage models and static propellers. You will find these planes parked near a few various float plane bases and harbors. More locations to come in future versions.


- Added groups of enemy bomber and fighter patrols around the Japanese main islands. These groups consist of 6-8 aircraft, and will attack on sight.


- Added new G4M torpedo bombers. These bombers now carry a single torpedo and will attack from low altitude. Also added new B5N2 Kate level bombers. These small bombers will drop bombs from medium-high altitude.


- Added Allied fighter patrols near Freemantle, Brisbane, Midway, and Pearl Harbor. If you notice any of these aircraft buzzing the port, get their number and report them!


- Added Nakajima A6M2-N floatplane patrols. Also added guns and bombs to them. They will now strafe and bomb.


- Added Zero fighter patrols. Also, all enemy bases now have some type of fighter cover.


- Added guns to F1M Pete patrol planes. They will now make multiple strafe runs.


- Increased firepower damage of Zero 20mm cannon shells. Also reduced shell storage amounts down to more historical amounts.


- Reduced aircraft shadow patrol amounts. There will now be fewer shadow aircraft patrols, and in return, more attack aircraft patrols. Now for about every three enemy aircraft patrols launched, one will be a shadow patrol (~33%). This should somewhat reduce the large swarms of shadow aircraft following the sub around on the surface.


- Changed the completion of defect fixes of Mk14 torpedoes to a more historical date of September 1943. Also added radio messages based on historical dates telling captains what detonater to use.


- Restored the original aircraft map icons on the strategic map for practical gameplay reasons. Aircraft icons will be visible again when zoomed in close.


- Added a few new campaign game radio messages and War News events in the captain's office.


- Rescue Sub 1.2 and Hardcore patches are now merged and permanent features of Traveller Mod.


- Corrected the problem with the H6K and H8K lower altitude patrols not launching in career games.


- Corrected the Subchaser ship ID that was still showing in the periscope, TDB, and map views.


- Updated optional No Midway Transfer patch to be compatible with Traveller Mod v2.1






v2.2

- Added ship sinking sound effects. This cool feature has been a broken in SH4 since it was first released, never have been working correctly due to a probable hard-coded bug. You would only hear these sounds if you were right next to a sinking ship. Now you will hear these ship death sounds at distance. I'm quite pleased with the results of this workaround fix, as it really adds to the atmoshpere of the game.


- Added interior collision metal clanking sounds when unexploded depth charges hit the submarine hull close to the control room.


- Added various Allied aircraft patrols. You will now occasionally encounter long and short range Allied aircraft patrolling out of Midway, Pearl Harbor, Brisbane, Fremantle, Darwin, etc. They won't affect gameplay too much, but hopefully add to the atmosphere.


- Added high-altitude F-4 Lightning photo recon patrols. These recon aircraft will photograph the Rabaul enemy area from spring 1942.


- Added Buffalo fighter patrols around Midway and Pearl Harbor. They will patrol until summer of 1942, and now have the correct early-war markings.


- Added early-war markings to the landed PBY floatplanes at Midway and Pearl Harbor. Their paint and markings will change to later-war from summer of 1942.


- Added solid clouds. Clouds will no longer be transparent. They will now block out the sun, moon, and stars. Cloud shapes, grouping, and shading were also redone.


- Added sharpened and more detailed textures to the S-18 and S-42 submarines. This is just a sample. All other subs and ships to come in future updates.


- Adjusted Sunderland search plane maxiumum range.


- Corrected the destroyed sub compartment bulkheads where they will not be repairable anymore.


- Lowered maximum unrepairable damage of sub diesel engines and propellers from 65% down to 50% for playability reasons.


- Lowered maximum unrepairable damage of sub fuel oil tanks from 15% down to 10% for playability reasons.


- Made nights less dark for playability reasons.


- Lowered sub deck and AA gun sound volume.


- Adjusted various sound effect volumes to be more audible.





v2.3


- Greatly increased wave sizes. Ships will also no longer accumulate damage and/or sink from large waves. For realism reasons, lifeboats will still sink in stormy conditions. Crews of fishing boats and other small vesssels will not be visible in heavy seas (they're taking shelter inside the cabin). Due to the new larger waves, I also readjusted all docked ship positions in ports so they will not become damaged by hitting docks during storms. * Be aware that your sub speed will be slowed and you will burn more fuel now while running on the surface during storms. Remember the movie Das Boot? :)


- All torpedoes, shells, and bombs now have a chance of critical hit (50% above previous maximum damage), or less than normal damage hit (50% below previous minimum damage). This larger varying degree of damage will add to more gameplay uncertainty.


- Added more landed Japanese floatplanes.


- Added a revised version of my old SH3 Depth Charge Shake mod. The sub interior cameras will now shake violently when depth charges explode close by. Hold on tight. :) (while running on the surface during storms, the interior cameras will vibrate slightly due to the large waves hitting the hull).


- Added fuel storage tanks to most enemy ports.


- Lowered all submarine cg's to deal with the larger waves.


- Readjusted depth charge depth precision to be less accurate.


- Readjusted ship sinking sounds to where they should not suddenly cut off quite as often anymore.


- Readjusted water colors and shadows closer to stock SH4 1.5 settings. Water is much less black now.


- Removed water impurities.


- Removed the extra Narwhale AA gun crewmember.


- Added Improved Stock Environment mod v3 compatibility patch. This patch will allow players to use Improved Stock Environment mod v3 with Traveller mod v2.21. See included readme file for installation details.






v2.4


- Torpedo Scandal revisited. Mk 14 torpedoes now have higher dud failure rates, averaging around 50-70% through 1943. Until now, (in my opinion) it was still too easy to rack up unrealistically high campaign game tonnage scores in the early years of the war with the Mk 14 torpedo, due to almost no dud failures. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual commanders had to deal with!


- Lowered enemy surface ship nighttime visual sensitivity. No more enemy lookouts with night vision goggles. This was done to allow more realistic nighttime surface torpedo attacks, which until now has been all but impossible due to always being spotted almost immediately... even at extreme ranges in complete darkness. This change is not meant to be a cheat, as you can still be detected visually at night- but at least at more realistic ranges now. And it will now sometimes even be possible to escape on the surface into the darkness. But remember that your surface speed and angle of bow can still give away your position. I also lowered sub crew nighttime visual sensitivity to compensate for lower enemy nighttime visual sensitivity.


- Truly dark nights. I made nights much darker to compliment the new lower enemy nighttime visual sensitivity. I have adjusted darkness and spotting visuals to correspond the best I could, playing with the game default gamma correction setting of ~50%. I strongly recommend playing in a darkened room when it is nighttime in the game, or possibly adjust your game's gamma setting slightly brighter (but not too much, or it will be a huge cheat). You or an average sub watch crew should be able to visually spot a ship in total darkness at a range of around 2,500-5,000 yards on a moonless night with no waves. Enemy ship searchlights also play a much more important role now. Stay out of their searchlights if at all possible. If you get caught in an enemy escort searchlight, it will be very difficult to escape on the surface. Remember the movie Jaws when Hooper and Brody were on Hooper's boat late at night, and Hooper picked an object up on surface radar while eating pretzels? Hooper ominously said 'There's something out there.' That's how you'll feel when you pick something up on surface radar in the the middle of night, but will be unable to visually see it until very close. ;)


- Lowered enemy ship visual and radar surface area detection sensitivity. No more instant, automatic detection at long range. This was done to reflect a submarine's much lower detectable profile. Submarine angle on bow will play a much more important role now. Keep your bow or stern pointed toward enemy ships to greatly reduce your chance of being detected by lookouts or radar.


- Added all submarine flotilla availability dates and locations to the new career start and transfer screens.


- Added over 40 new loading screens. You may now enjoy viewing beautiful American pin-up girls and movie stars from the World War II era while your game loads.


- Added two optional main loading screens. See the included 'Extras' folder.


- Removed all available renown points when starting a new career. No more free handouts. You'll have to earn your way from the beginning!


- Added optional automatic ship ID. This option restores the submarine crew automatically identifying ships through the periscopes, TDC, and attack/navigation maps. Good for lazy people like me who don't like using the recognition manual! See 'Extras' folder.


- Battle stations icon at top right corner of screen will now flash when activated as a reminder.


- Fixed the missing ship sinking sounds.


- Lowered chance of repeat enemy airstrikes on detection of player sub.


- Increased all minimum and maximum shell damage amounts. Surface engagements will be deadlier now.


- Reinforced Tawi Tawi bottleneck. Due to heavy losses of Japanese merchant shipping in the Tawi Tawi region, the Imperial Navy has decided to reinforce the area with surface escorts, air patrols and radar-equipped shore batteries.


- Watch crew weather condition reports will no longer be possible unless the submarine is surfaced.


- Submarine sonar station and functions are no longer available unless the submarine is submerged.


- Readjusted wave motion and shape.


- Readjusted sub interior cameras. Cameras will shake and vibrate much less now in waves. I also included the option to not have shaking interior sub cameras. This option can be installed and uninstalled while in mission. Such as if you are trapped on the seabed floor with flooding, the camera will shake violently. You can install the no-shake camera patch during this time, then unistall again later.


- Readjusted sky and water colors to be less brightly-colored.


- Restored the original gramophone. You will be able to listen to your favorite music now. Also check out my separate gramophone music add-on with over 40 new World War II songs.


- Sharpened and added more detail to all submarine interior and exterior textures. Should have no impact on framerates.


- Removed the landed PBY floatplanes. They were continuously being destroyed by the large waves. I had to make a choice between keeping the large waves or the landed PBY's. I chose the large waves.


- Readjusted sub equipment damage repair times to eliminate the saved game bug where all damaged or destroyed sub equipment would usually be magically fixed to 100% upon saved game reloads. Also, Mr. Fix-It can no longer repair destroyed sub equipment, yet he can still speed up repair times. But in return I have made the submarine rudder, starboard diesel engines, and the starboard propeller indestructible for practical gameplay reasons. You will never be permanently stranded at sea due to damage (unless you run out of fuel). All other sub equipment is destructible and unrepairable after destroyed.


- Readjusted various sound volumes.


** Gameplay honesty reality check- Due to the ever-present stock Silent Hunter 4 v1.5 saved game bug, your dead or injured submarine crew will usually magically be resurrected to 100% health again upon saved game reload. I have tried and tried to create a workaround for this unforgiveable stock 1.5 bug, but so far have been unable to find one. So in the interest of honest gameplay, upon returning to port, try your best to remove any dead crew members who died during your patrol... regardless of their health status upon saved game reload. **






v2.5


- Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed.


- Automatic Ship ID option was not showing gramophone. Fixed.


- Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed.


- S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed.



- Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. :) Plus, you will now be able to issue Purple Heart medals. And to prevent cheating and abuse of this new feature, I have added a career renown point penalty. You will now incur a -400 renown penalty in your campaign game when using the Send SoS feature.

How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message diplays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will recieve a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time!


- All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature.


- Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature.


- Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times.


- Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights.


- Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful!


- Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out!


- Added white cross symbols for dead crew members.


- Increased submarine compartment bulkhead repair times.


- Increased submarine clean fuel oil tank repair times.


- Increased enemy air response chance upon player sub detection.


- Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop.


- Toned down wave movement influence.


- Increased night time ambient light for partly cloudy and stormy conditions.


- Merged Tater's IJN Radar Fix Mod. Credit to Tater.






v2.6


- Added 2 new search patterns to the submarine Navigation menu bar. There are now a total of 3.


- Added new optional 'Larger Search Patterns' patch. This optional patch doubles the waypoint distances of all 3 navigation map search patterns, allowing you to search a larger area automatically. See included 'Extras' folder.


- Added 2 new emergency evasion orders to the submarine Control Room menu bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to port or starboard. There are now a total of 4 emergency evasion orders.


- Added new 'Turn to Current View Direction' command to the submarine Watch and Periscope menu bars. This command instructs the Navigator to set the submarine heading to the current direction your camera view is aimed. Makes navigation by visual much easier.


- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Watch officer to lock the TDB/UZO onto the specified ship type. It also instructs the deck gun crew which type of ship to target.


- Added 2 new commands to the submarine Periscope menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship requested.


- Added new command 'Report Nearest Base Radio Broadcast Traffic Received' to the submarine Radar menu bar. This function orders the radio operator to report the nearest airbase radio wave broadcast traffic that is being recieved- both friendly and enemy.


- Added new ability to use the following functions while the game is paused: Recognition Manual, Sub Crew Management, and Gramophone.


- Added my own version of Ducimus' original TMO harder enemy escorts. This optional patch increases sensitivity of enemy escort hydrophone and sonar sensors. It should give you much more of a challenge, without making the game impossible.


- 'You have successfully returned to ... port' objective complete pop-up message will now show before the 'Dock to End Patrol' option appears. Should cause less confusion and accidental dockings before 'Return to ... port' objective is completed.


- Lowered submarine bulkhead durability, plus decreased depth charge blast damage. This will cause surface engagements to be even deadlier. One bomb or two shell hits may destroy sub bulkheads now.


- Decreased number of enemy air patrols upon player detection.


- Decreased wave height and influence. The larger waves were causing poor performance and a probable memory crash at higher time compression.


- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.


- My custom career missions will now have a much higher chance of occuring, depending on the year. These include orders to shell Wake and Guam fuel storage tanks, find and destroy enemy floatplanes at a hidden base, and find and rescue the aircrew of a downed PBY patrol aircraft.

Runnybabbit
12-29-13, 11:24 AM
Hope you had a good Christmas, Traveller? You certainly deserve it with the sheer amount of work you put into modding the game:up: .

Just wanted to say a sincere thanks for all of your efforts. Directly because of your mod, I still play SH4, and more importantly, still enjoy it. I've dabbled in World of Tanks (amongst others), and it was fun while it lasted, but as with all FTP MMORGs, there is (for me, at least) a law of diminishing return, especially regarding the business model (rather expensive if you get addicted). Not so with Silent Hunter 4. I know it isn't regarded as the best of the series by many, but for me it works, and coupled with your mod, the realism is much greater. I couple that, together with Fred's radio mods (all of them, including ALL :o of the databases!), and to be honest, I'm just as happy sailing along without any drama or targets, tuning and retuning the radio to catch different broadcasts. To anyone who hasn't tried them, I can heartily recommend them..:salute:

Here's wishing all Subsim Forum-ites a pleasant remaining Christmas holiday, and a damned good Happy New Year!:arrgh!:

bandit484
01-11-14, 02:20 PM
You have made a very nice MOD that goes superbly with TMO . I salute you Traveller on a job well done! :salute::salute::salute:

derekb525
01-11-14, 04:31 PM
I'm getting a CTD when ever I start a patrol and go to the bridge. It's a new campaign since installing the Traveller Mod and I'm using a Balao starting January 44. I can move around the control room and the conning tower but as soon as I go up to the bridge it freezes then the game crashes. I moved the mods folder and had JSGME start a new one and just put the mods below into the new one. Still nothing.


TMO 2.5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
Traveller Mod 2.6 No Midway Transfer

Mikemike47
01-15-14, 07:22 PM
I moved the mods folder and had JSGME start a new one and just put the mods below into the new one.

Explain this better or show picture. I can not tell here if you are enabling and disabling mods by JSGME, or dragging and dropping mod folders manually or combination of both.

derekb525
01-15-14, 09:19 PM
Explain this better or show picture. I can not tell here if you are enabling and disabling mods by JSGME, or dragging and dropping mod folders manually or combination of both.


I figured it out. But I'll explain anyways incase someone else gets the problem

I had a bunch of different mods that I've used over time and activated and deactivated a number of times. When I installed Travellers mod and it started acting up I decided to remove the MODS folder from the SH4 main directory. I then restarted JSGME so that it would create a new MODS folder with a new .ini file then imported a select few of the mods I wanted. I activated them and was still getting crashes and as a result, deactivated them one by one and was still getting CTDs even with the setup I have in my above post. I removed the MODS folder once again and re-applied justthe mods I knew would be compatible instead of playing the hope and pray game.

It seems that even after you deactivate mods with JSGME it still may have the tendency to leave remnants of said deactivated mods which seemed to me to cause the CTDs.

Mikemike47
01-15-14, 10:12 PM
It seems that even after you deactivate mods with JSGME it still may have the tendency to leave remnants of said deactivated mods which seemed to me to cause the CTDs.

That is exactly why I started a JSGME thread with common links, errors and solutions. See the signature link. There is a stickied JSGME thread under my name in fleet boat mods workshop.

TG626
02-15-14, 01:38 AM
Did Traveler ever release a stand alone "Take Me Home" mod for Vanilla SH4 v1.5?

I'd ask him, but I can't PM him...

fitzcarraldo
02-15-14, 07:00 PM
Did Traveler ever release a stand alone "Take Me Home" mod for Vanilla SH4 v1.5?

I'd ask him, but I can't PM him...

I think all Traveller's mods are only for TMO 25 plus RSRDC.

Regards.

Fitzcarraldo :salute:

TG626
02-16-14, 02:46 AM
Rescue sub has a version for stock, that's why I thought maybe take me home had one....

AVGWarhawk
02-19-14, 08:46 AM
Traveller, I'm using your mod with TMO 2.5. The additional goodies are great. Can someone post the correct mod loading? Currently I have the following:

TMO 2.5
RSRD for TMO V502
do I need the RSRD patch ? V5XX patch 1?
Travellers Mod 2. current version
(would like to add OTC and ISE mod. What orders should these be installed?)


I would like to use OTC for TMO/Traveller's Mod. I see it in the folder containing all the major mod and the smaller components that can be used. I also see here the improved stock environment mod can be used with the compatibility patch. I was wondering what ISE patch was. :up:

Thanks all!

HertogJan
02-19-14, 10:34 AM
Traveller, I'm using your mod with TMO 2.5. The additional goodies are great. Can someone post the correct mod loading? Currently I have the following:

TMO 2.5
RSRD for TMO V502
do I need the RSRD patch ? V5XX patch 1?
Travellers Mod 2. current version
(would like to add OTC and ISE mod. What orders should these be installed?)


I would like to use OTC for TMO/Traveller's Mod. I see it in the folder containing all the major mod and the smaller components that can be used. I also see here the improved stock environment mod can be used with the compatibility patch. I was wondering what ISE patch was. :up:

Thanks all!


I don't know if you need the RSRDC patch but I think you do.

You can use OTC but not with a different aspect ratio other than stock (4:8 I think it is).
(altho some use a different aspect ratio which seem to work, Traveller added a note in the readme which states it doesn't).


ISE v3 works with Traveller aswell, there's a mod converting ISE to Traveller in the Options folder.

Traveller Mod v2.6 - ISE v3 Compatibility Patch

This patch makes Improved Stock Environment v3 mod compatible with Traveller Mod v2.6


Installation order:

1. Trigger Maru Overhauled 2.5
2. Run Silent, Run Deep Campaign (RSRD) v502 (TMO version)
3. Traveller Mod v2.6 TMO
4. Improved Stock Environment v3 mod and/or ISE Improved Colors mod
5. Traveller Mod v2.6 - ISE v3 Compatibility Patch



From Travellers readme:
Traveller Mod v2.6 Compatibility Patch for OTC 1.5 (RSRDC version)

This compatibility patch allows Traveller Mod users to retain the main features of OTC v1.5- adjusted camera view angles and menu changes. Most other features of OTC 1.5 are not retained when using Traveller Mod, as it overwrites most of the other shared files.

** Please note this compatibility patch only works with the main OTC v1.5 version. It will NOT work correctly with any of the other OTC aspect ratio versions. **


Installation Order:

1. TMO v2.5
2. Run Silent Run Deep Campaign mod v502 (TMO version)
3. OTC 1.5 (RSRDC version)
4. Traveller Mod v2.6
6. Traveller Mod v2.6 OTC 1.5 Compatibility Patch


Traveller Mod v2.5 Compatibility Patch for OTC 1.5 (RSRDC version) Automatic Ship ID

This compatibility patch allows Traveller Mod 2.5 users to retain the main features of OTC v1.5- adjusted camera view angles and menu changes. It also restores the automatic ship ID in the persicope, TDC, and map views. Most other features of OTC 1.5 are not retained when used with Traveller Mod, as it overwrites most of the other shared files.

** Please note this compatibility patch only works with the main OTC v1.5 version. It will NOT work correctly with any of the other OTC aspect ratio versions. **
Installation Order:

1. TMO v2.5
2. Run Silent Run Deep Campaign mod v502 (TMO version)
3. OTC 1.5 (RSRDC version)
4. Traveller Mod v2.5
5. Traveller Mod v2.5 OTC 1.5 Automatic Ship ID Compatibility Patch


Created by Traveller


So the installment should look like this:

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
OTC 1.5 (RSRDC version)
Traveller Mod v2.6
Traveller Mod v2.6 Compatibility Patch for OTC 1.5 (RSRDC version)
Traveller Mod v2.5 OTC 1.5 Automatic Ship ID Compatibility Patch
Improved Stock Environment v3 mod and/or ISE Improved Colors mod
Traveller Mod v2.6 - ISE v3 Compatibility Patch

There are some extra optional Mods like no camera shaking, Lager search patterns, no midway transfer which should be installed last.

This is merc4ulfate Mod soup might give you an idea what els is possible too.


1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack



Hope this helps

AVGWarhawk
02-19-14, 10:52 AM
Exactly what I was looking for sir! Thanks!

EDIT: HertogJan, up and running. Took a few to get the ratio with OTC correct for my screen. I was able to iron it out. Busy plying the seas again.

derekb525
02-21-14, 08:43 PM
I did a quick search of this thread and didn't find this posted before.

I have some extremely violent camera shaking in the conning tower when surfaced. If I turn the radar it stops shaking the camera. Tonight is the first night I've encountered this bug and I've been using this mod for a few weeks.

TMO 2.5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
Traveller Mod 2.6 Automatic Ship ID
SS285 USS Balao_Historical BALAO HI-RES Weathered
TMO_Alternate_JS_Radar_Performance
3000 Yard Bearing Tool (1920x)

merc4ulfate
02-21-14, 10:44 PM
Traveller Mod 2.6 Harder Enemy AI Escorts


I love harder escorts ...

LCQ_SH
03-22-14, 12:25 AM
Another quick one....

Why sonar stations is not available while surfaced?? WCA sonar historically could be used on surface at low speeds...:hmmm:

Admiral Halsey
03-22-14, 12:44 AM
Just wanted to ask those who use it a question. Why don't you have the Midway Transfer enabled? After all you get to Japan faster and can stay a couple of extra days off the home islands. Which in turn might net some more tonnage if you're lucky.

eers75
03-24-14, 05:55 PM
Another quick one....

Why sonar stations is not available while surfaced?? WCA sonar historically could be used on surface at low speeds...:hmmm:

I have recently returned to silent hunter after a long break and im interested in this as well.

I am by no means a technical reference on this at all but in doing some reading and researching it looks like that passive sonar was capable while surfaced due to the devices being mounted on the keel on US subs? <--- Im sure the very knowledgeable skippers out there can confirm/deny this as again im not very sure.

If anyone knows the files to look in I would be interested in making some modifications for my own personal use with regards to not having any sonar capabilities while surfaced.

This is of course if passive sonar was capable during WWII while surfaced. I like to play with as much realism as I can and am interested in this.

Im somewhat familiar with how to modify files but cant seem to locate how to enable/modify this aspect of the mod. Just a personal preference but again if this is historically accurate Id like to enable sonar while surfaced.

Literally I have just returned yesterday to silent hunter simming so I will do some more reading on the historical references on this topic to see if I can come up with an answer on my own.

mobucks
03-24-14, 08:14 PM
there was a post on how to make the changes but I can't find it. I'll try to explain it the best I can.

you will need silent3ditor to make the changes.

first make a copy of Sensors_sub_US.sim found in data/library/USSubParts

open silent3ditor and open your copy of Sensors_sub_US.sim

on the left hand pane click the + next to 46:SensorData

click the 47:SensorData to open the sensor info on the right side pane

You should see SensorType=Hydrophone on the first line of the property tree
click the line that says

MaxSensorHeight=

I think the value for Traveller's Mod was -15.

Under Property Details at the bottom you will see a Value input box. Change the -15 to something like -1 which is what base TMO 2.5 uses.

Do the same thing for SensorData 48/49, 52/53, and 66/67. These are the other types of hydrophones in the game. You can double check that they are hydrophones by verifying SensorType=Hydrophone in the property tree.

Not sure but, I think one of these hydrophones was not an underwater one (the one for the S-Boats) but after these changes I think it will be. :hmm2:

Save the file, make a folder structure for something like MySensors/Data/Library/USSubParts and drop it in your MODS folder and activate with JSGME.

Happy Sailing

eers75
03-24-14, 08:28 PM
there was a post on how to make the changes but I can't find it. I'll try to explain it the best I can.

you will need silent3ditor to make the changes.

first make a copy of Sensors_sub_US.sim found in data/library/USSubParts

open silent3ditor and open your copy of Sensors_sub_US.sim

on the left hand pane click the + next to 46:SensorData

click the 47:SensorData to open the sensor info on the right side pane

You should see SensorType=Hydrophone on the first line of the property tree
click the line that says

MaxSensorHeight=

I think the value for Traveller's Mod was -15.

Under Property Details at the bottom you will see a Value input box. Change the -15 to something like -1 which is what base TMO 2.5 uses.

Do the same thing for SensorData 48/49, 52/53, and 66/67. These are the other types of hydrophones in the game. You can double check that they are hydrophones by verifying SensorType=Hydrophone in the property tree.

Not sure but, I think one of these hydrophones was not an underwater one (the one for the S-Boats) but after these changes I think it will be. :hmm2:

Save the file, make a folder structure for something like MySensors/Data/Library/USSubParts and drop it in your MODS folder and activate with JSGME.

Happy Sailing

Im familiar with the files you are mentioning and ive been looking through them. I will give this a try and post back if I get this working. Your post and information is most appreciated.

EDIT: Update on this as your directions were spot on and its now working for me on the surface. Thank you very much for your information. Now for some reading material for me tonight at bed time im going to try and find out if I can how surfaced US subs used/utilized passive sonar in WWII.

eers75
03-24-14, 10:15 PM
One last hurdle with this I believe. I have the sonar working on the surface however the sonar comman bar is still all greyed out. Currently im going to look in to the crew files to see if its deactivated there but would anyone know how to make these command bars active again?

I can use the sonar just fine but my sound man is taking an extended break while surfaced it seems.

mobucks
03-25-14, 02:18 PM
Hmm, that's weird. What boat are you running?

Does the command bar activate at periscope depth?

I did the modifications exactly as I laid out in my post, and it worked with a save I had during a patrol. (no need to activate in base)

You input a negative (-1) 1 right? not just 1?

Maybe start a new patrol and see if that clears it up.

eers75
03-25-14, 03:16 PM
Hmm, that's weird. What boat are you running?

Does the command bar activate at periscope depth?

I did the modifications exactly as I laid out in my post, and it worked with a save I had during a patrol. (no need to activate in base)

You input a negative (-1) 1 right? not just 1?

Maybe start a new patrol and see if that clears it up.

Yes all the values mentioned are -1.0. I am running tmo/rsrd/traveller as my main mods and installed in that order along with appropriate patches for tmo/rsrd/traveller. My JSGME is something like the following:

tmo
tmo small patch
rsrd (I forget version but I am running appropriate one)
rsrd patch
traveller mod
harder ai patrols traveller mod
improved environment
improved environment patch for traveller
Then lastly installed was the mod that I changed the values to -1.0 as above

The sonar commands do indeed activate at periscope depth but they deactivate (greyed out) surfaced. I am more than likely going to deactivate all mods and reactivate them again just to test this out. I did not try to use this on an existing patrol but a new campaign all together starting from scratch.

If you did the above and you have the sonar commands active while surfaced I have a feeling its just something screwy on my end. Also just to be clear, the sonar does work while surfaced by manual listening etc... its just the sound man along with his commands are not active.

When I get home from work I will report back as to if the deactivation/reactivation works.

EDIT: Actually the more I think about it there was one value I did not change and I bet thats the culprit. There was one sensor that said "Sonar" and had a value of -6.0. I changed all the hydrophone sensors to -1.0 but left the sonar one at -6.0 as I wasnt sure if I needed to change that one. Im going to try to change that one to -1.0 before I deactivate all my mods.

Sailor Steve
03-25-14, 05:34 PM
WCA sonar historically could be used on surface at low speeds...:hmmm:
I'm curious to see evidence for that claim. Until the SH4 devs said it was so I never heard anything about this.
I am by no means a technical reference on this at all but in doing some reading and researching it looks like that passive sonar was capable while surfaced due to the devices being mounted on the keel on US subs? <--- Im sure the very knowledgeable skippers out there can confirm/deny this as again im not very sure.
Could sonar on destroyers also detect surfaced submarines? All destroyer sonars were mounted beneath the keel, so this should also be theoretically possible. That said, I also have to ask what specific reading and research told you this? I don't recall reading anything like that, though I have to admit I haven't come close to reading everything on the subject.

eers75
03-25-14, 08:46 PM
Could sonar on destroyers also detect surfaced submarines? All destroyer sonars were mounted beneath the keel, so this should also be theoretically possible. That said, I also have to ask what specific reading and research told you this? I don't recall reading anything like that, though I have to admit I haven't come close to reading everything on the subject.

These are just some of the things I read as im not home and dont remember the progression but basically in some combination or the other these links/readings took me to each other via searches. I couldnt find a definitive answer as to how sonar was utilized while surfaced however I found several references and pictures that illustrated the passive sonar part (dont know the technical name) that was mounted on the keel under the forward torpedo room. Here are some of the links I went to.

http://www.bowfin.org/submarine/46/83-sonar
http://maritime.org/doc/fleetsub/sonar/index.htm
http://books.google.com/books?id=7qztw0sO2NgC&pg=PA198&lpg=PA198&dq=wca+sonar+on+keel+wwii+submarines&source=bl&ots=_NtNaCCMlz&sig=AhY7ZyUE7UEe8ANz7T_x1onUY2k&hl=en&sa=X&ei=ciwyU-KPMqOa2AXHlIHQCA&ved=0CCwQ6AEwAQ#v=onepage&q=wca%20sonar%20on%20keel%20wwii%20submarines&f=false
http://www.hnsa.org/doc/sonar/chap14.htm

TorpX
03-25-14, 11:03 PM
I'm curious to see evidence for that claim. Until the SH4 devs said it was so I never heard anything about this.



O'Kane stated that they used sonar to listen on the surface, while still, to guard against the possibility that enemy subs could sneak up on them. I don't think he said what model it was, though.

mobucks
03-26-14, 12:49 AM
I got my first convoy crash early 1943. Something is broken, no idea how to troubleshoot to fix it. If I were to guess, it would be one of the escorts or maybe a troop ship, as I haven't seen all of those, but have seen pretty much every tanker and cargo ship thus far.



EDIT: Actually the more I think about it there was one value I did not change and I bet thats the culprit. There was one sensor that said "Sonar" and had a value of -6.0. I changed all the hydrophone sensors to -1.0 but left the sonar one at -6.0 as I wasnt sure if I needed to change that one. Im going to try to change that one to -1.0 before I deactivate all my mods.

Don't do that. That isn't the problem.

eers75
03-26-14, 07:27 AM
Don't do that. That isn't the problem.

I put it back to its value originally and you are correct that didnt fix it. I deactivated all of the mods listed above and reactivated them and I still do not have the sonar commands active surfaced.

I will keep trying different things but after changing the hydrophone sensor values all to -1.0 my commands are still greyed out.

Ive followed this thread from page one and with regards to late war crashing. While I was searching through the files last night I came across one that had all the ships listed im wondering (I will look later myself) how different this ship list is from lets say tmo for example.

Traveller I believe in at least one post said that he did extensive work to the ships but I dont know if this includes renaming them or not and so im wondering if the late war crash may be as simple as an error in ship name or something. Probably not that simple but one can hope lol.

Edit: As a test I left TMO's Sensor file in from ussubparts and my sonar is still greyed out while surfaced so I have a feeling there is maybe a gui or something else that is greying out the sonar commands, I will keep looking.

LCQ_SH
03-27-14, 12:55 AM
Yes all the values mentioned are -1.0. I am running tmo/rsrd/traveller as my main mods and installed in that order along with appropriate patches for tmo/rsrd/traveller. My JSGME is something like the following:

tmo
tmo small patch
rsrd (I forget version but I am running appropriate one)
rsrd patch
traveller mod
harder ai patrols traveller mod
improved environment
improved environment patch for traveller
Then lastly installed was the mod that I changed the values to -1.0 as above

The sonar commands do indeed activate at periscope depth but they deactivate (greyed out) surfaced. I am more than likely going to deactivate all mods and reactivate them again just to test this out. I did not try to use this on an existing patrol but a new campaign all together starting from scratch.

If you did the above and you have the sonar commands active while surfaced I have a feeling its just something screwy on my end. Also just to be clear, the sonar does work while surfaced by manual listening etc... its just the sound man along with his commands are not active.

When I get home from work I will report back as to if the deactivation/reactivation works.

EDIT: Actually the more I think about it there was one value I did not change and I bet thats the culprit. There was one sensor that said "Sonar" and had a value of -6.0. I changed all the hydrophone sensors to -1.0 but left the sonar one at -6.0 as I wasnt sure if I needed to change that one. Im going to try to change that one to -1.0 before I deactivate all my mods.

eers 75, would you share the files needed to be replaced for being able to use the passive sonar while surface? I will appreciate it a lot. I'm just a player and my knowledge on how to dit is cero. :D


Also, other things I've seen using Travellers Mod is.......why did he suppressed 1 of 2 stern depth charges from DD's? He made this change like a general "refit" to all DD's, so DD's or subchasers who originally have just one stern depth charge rack.....now they don't have any :hmmm:

eers75
03-27-14, 08:19 AM
eers 75, would you share the files needed to be replaced for being able to use the passive sonar while surface? I will appreciate it a lot. I'm just a player and my knowledge on how to dit is cero. :D

Yes, Im not sure if I can pm it to you or not but I will try. If you have an email that you use you can pm that to me as well and ill try to send it that way. Its a very small file. Also of note, the file im using only lets me on my end use the sonar while surfaced myself meaning that the commands for the sound man etc... are greyed out still. Maybe it wont be like that on your end.

I will not be at my gaming computer for about another hour or so but will attempt to send the file to you then.

CapnScurvy
03-27-14, 11:09 AM
I got my first convoy crash early 1943. Something is broken, no idea how to troubleshoot to fix it. If I were to guess, it would be one of the escorts or maybe a troop ship, as I haven't seen all of those, but have seen pretty much every tanker and cargo ship thus far.


The best way to trouble shoot for a CTD when using a mod(s), and suspecting it's in a particular ship/plane/object occurrence, is to have the mod(s) loaded into the game, then open the Museum. The Museum will show each object that's correctly displayed in-game. If the ship/plane/object is not correctly set up, the Museum will CTD when you attempt to view the particular object.

The trick is to know what's the NEXT object to be viewed, after the one you're currently looking at. If you're sent back to desk top (needing to restart the game), it's that particular object that you were trying to view that's the culprit. Once you know which object is at fault, it's good to look for others. There could easily be more than one object that will create a CTD when they appear.......narrowing down all the particular faulty objects is required before thinking you've solved the problem.

Actually, figuring out which objects are at fault is only the beginning. You'll need to look for several different things within the objects "makeup" folders/files to see if you can figure out why the object is at fault. For instance, is the "Type=" correct for all files? Is there a missing file in the objects "modeled" make up folder? There's lots to look for when a particular object doesn't display as it should. Using the Museum to figure out which one it is, is only the beginning.

mobucks
03-27-14, 05:02 PM
thanks for the info Capn. I have a few things I'm going to try, will report back.

For now, does anyone else have a crash when going through the military IJN ships recognition manual? I recently flubbed my install and am not sure if this crash was caused by that or stock traveller 2.6.

@eers75

When I made my hydrophone changes initially, I had them set to -7 (don't ask why lol) Anyway I recently changed them to -1 and have the same issue you reported, (greyed out orders bar but still works surfaced) so my guess is it's another file or value controlling when the orders bar shows. In practice, it isnt much of a big deal so I'm not going to bother looking for a fix.

CapnScurvy
03-27-14, 05:41 PM
If you're thinking you've corrupted your game files, you should remove all mods, and use the JSGME "Compare Snapshot" feature found in its "Tasks...." menu heading. That's provided you took a "Snapshot" when the game was cleanly installed, and just after adding JSGME. If not, there's no way of telling if your main game is corrupt or not.

If you suspect your mod files are corrupted, just delete all folders of it, and download another. Throw out any saved games from the original mod (just in case their files are corrupted too), and start over.

That's a good idea to ask if someone else has a CTD using the Recognition Manual with the Traveller 2.6 mod. Could be the same kind of problem as a Museum CTD.

eers75
03-29-14, 08:12 AM
Just wanted to give an update here on making surface sonar active again with this mod. Along with the directions that Mobucks gave on the previous page of this thread I found that one more file had to be changed and now I have fully functional surface sonar + my sound man is active now while surfaced.

This was a really simple change but took me a while to find it. The other file of interest here is located in Data/Menu/cfg/ordersbar. In ordersbar you will need to find the section that discusses the hydrophone and all you have to do is put a ; in front of each line under the hydrophone section that has CommandToCheckIfIsEnabled=Is_Underwater.

There are 9 places this has to be done and they are all in a row right under each other. An example of how this should look in all 9 places is the following

;Button1CommandToCheckIfIsEnabled=Is_Underwater

Alternatively you could just remove each of these lines under the hydrophone section however I don't like doing that if I ever need to reference something.

To recap, follow Mobucks directions on the previous page that deals with Sensors_sub_US under Data/Library/USSubParts and then the directions above for those that choose to re-enable sonar while surfaced.

Traveller
03-29-14, 09:48 PM
Hello everyone. I don't stop by here much anymore, and was quite surprised people are still talking about Traveller mod. Thanks for the continued interest in it. :)

eers75 is correct. I edited the menu bars file to gray out the hydrophone buttons while surfaced. As he showed, it can be edited to allow surface hydrophones again if you so desire.

Regarding the convoy crashes, it is probably related to one more of the many ship files I edited when adding the sinking sound effects. I never could track down the exact cause of the crashes, but I do suspect it was due some of the ships I changed.

mobucks
03-30-14, 04:04 AM
Hey man! Thanks for stopping by; this mod is amazing.

I think I solved the crashing issue, but can't be sure yet. I had crashes south of Palau (tons of convoys there) and did what you suggested in an earlier post which was to delete your data/sea folder. This seemed to stop the crashes, but then the game would CTD when scrolling through the recognition manual (the IJN planes no longer existed)(didn't start a new career).

What I did was took TMO 2.5s sea folder, then overwrote that with RSRDCs sea folder, and modfoldered that and installed it over/after your mod in JSGME. That seems to keep the extra stuff you made for the campaign (like fuel tanks) while *hopefully* solving the CTD with convoys. Can't be entirely sure though. All I know is after I did that I havn't had a CTD yet in two patrols meeting three/four convoys.

Traveller
03-30-14, 08:00 PM
Hey man! Thanks for stopping by; this mod is amazing.

I think I solved the crashing issue, but can't be sure yet. I had crashes south of Palau (tons of convoys there) and did what you suggested in an earlier post which was to delete your data/sea folder. This seemed to stop the crashes, but then the game would CTD when scrolling through the recognition manual (the IJN planes no longer existed)(didn't start a new career).

What I did was took TMO 2.5s sea folder, then overwrote that with RSRDCs sea folder, and modfoldered that and installed it over/after your mod in JSGME. That seems to keep the extra stuff you made for the campaign (like fuel tanks) while *hopefully* solving the CTD with convoys. Can't be entirely sure though. All I know is after I did that I havn't had a CTD yet in two patrols meeting three/four convoys.

Hello mobucks. I'm happy you're enjoying the mod. :cool:

Thanks for testing it without the modded ships. Sounds like you possibly verified the cause of the convoy crashes. I always suspected that was the cause. Hopefully it was. :hmm2:

And you are correct about using the RSRDC sea folder to overwrite the TMO sea folder. Simply deleting or renaming the original Traveller Mod sea folder before installing the mod would remove the custom fuel storage tanks, floatplanes, etc I added. That in itself would probably cause crashes.

LCQ_SH
03-30-14, 10:18 PM
This was a really simple change but took me a while to find it. The other file of interest here is located in Data/Menu/cfg/ordersbar. In ordersbar you will need to find the section that discusses the hydrophone and all you have to do is put a ; in front of each line under the hydrophone section that has CommandToCheckIfIsEnabled=Is_Underwater.

There are 9 places this has to be done and they are all in a row right under each other. An example of how this should look in all 9 places is the following

;Button1CommandToCheckIfIsEnabled=Is_Underwater

Hi Eers 75. to reactivate the sonar buttons, you have to add the semicolons but with the Traveller mod modded or unmodded? If I do it directly will it work??

PS. And thanks for your help in reactivating the sonar! :salute:

LCQ_SH
03-30-14, 10:19 PM
Hello everyone. I don't stop by here much anymore, and was quite surprised people are still talking about Traveller mod. Thanks for the continued interest in it. :)

eers75 is correct. I edited the menu bars file to gray out the hydrophone buttons while surfaced. As he showed, it can be edited to allow surface hydrophones again if you so desire.

Regarding the convoy crashes, it is probably related to one more of the many ship files I edited when adding the sinking sound effects. I never could track down the exact cause of the crashes, but I do suspect it was due some of the ships I changed.

Yeah, mod is awesome!!1 Still impressed about DDs sharp eye on firing on me at more than 10,000 yards, but it is still pretty good! :arrgh!:

mobucks
03-30-14, 11:27 PM
Hi Eers 75. to reactivate the sonar buttons, you have to add the semicolons but with the Traveller mod modded or unmodded? If I do it directly will it work??

PS. And thanks for your help in reactivating the sonar! :salute:

I don't recommend doing it directly. JSGME would not like it. The safest way would be to make a copy of the file, make the changes, and modfolder it and activate it last in JSGME.

LCQ_SH
03-31-14, 02:12 PM
I don't recommend doing it directly. JSGME would not like it. The safest way would be to make a copy of the file, make the changes, and modfolder it and activate it last in JSGME.

Interesting, never thought it like that.

Thanks a lot mobucks! :salute:

LCQ_SH
04-13-14, 08:54 PM
by the way, does anybody know how to get the back the compass created by TMO while being on the nav map? Also to recover the max zoom option on it?

Thanks!:salute:

Cobra5150
04-17-14, 05:03 AM
Does this mod alter the position of the deck gun on the porpoise class boat? I've narrowed the position change down to the traveller mod. My install is as follows:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
#4 Warships retextured
Improved Stock Environment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Alternate Loading Screen 2
Traveller Mod 2.6 Patch 1 - ISE v3 Patch

In this setup the porpoise's deck gun is on the front of the boat melded into a forward mast. I've checked a bunch of pictures of the porpoise class sub and found some to have bow and some to have stern facing deck guns. Either way if the placement is on purpose due to this mod (not sure why it would change the position), it places the gun much too far forward into one of the forward masts and drives me nuts.

I was also wondering if anyone noticed the torpedo wake behavior. I fire a torpedo and the wake automatically extends behind the length of the sub even at 0kts. I'm guessing this is part of the longer wake behavior.

Edit: It appears that there were three variants of the porpoise class. The p-1, p-3, p-5. P-1 variant had two ships named porpoise and pike, which appear to have a bow deck gun. The rest of the boats were of the p-3 and p-5 type. Seems like making the deck gun in front would cater only to a couple boats, were 15 or so had stern guns and seem out of place. Again double checking if the new deck gun placement is due to the mod.

Icalibr8
04-25-14, 07:53 PM
Hi all. I just downloaded Traveller's TMO V 2.6 and ran into a problem where none of the new buttons are showing up. I backed off on all mods so that just TMO, RSRD, and Traveller were loaded (in that order) and nothing. This sounds like a great mod, but I am afraid that if the new buttons aren't working, the rest of the mod may not be. Anyone else having this problem? Any help you can offer would be greatly appreciated. Thanks in advance for your help. (I did install while in base, but not at the beginning of a career if that makes a difference.)

LCQ_SH
04-26-14, 11:50 PM
You have to take out each mod subfolder from the unzipped original one. I mean that the first subfolder of any mod folder within your MODS folder should be a "Data" one....otherwise JSGME won't patch it at all.

Good luck :salute:

Mikemike47
04-27-14, 08:20 AM
I mean that the first subfolder of any mod folder within your MODS folder should be a "Data" one....otherwise JSGME won't patch it at all.

@Icalibr8,
Exactly what LCQ_SH said. Check out signature link below. My JSGME thread is stickied in the fleet boat mods workshop, too.

Armistead
04-27-14, 12:13 PM
Yep, many modders pack several separate mods into the file you downloaded, usually the main one and other optional choices.

Icalibr8
04-27-14, 02:57 PM
Yup, you guys nailed it, rookie mistake :oops:. My old computer was slowly dying and I hadn't been able to play for over a year until it finally went kaput. When I got my replacement, I just restored my backup and went merrily on my way until I found Traveller's mod, downloaded it, uncompressed it, and... forgot to check for subfolders! Thanks again for the help.

fitzcarraldo
04-28-14, 09:20 PM
I have a little problem with TMO 25 RSRDC plus Traveller mod: I have a CTD when loading museum. Rare, because all seems work fine and I can load the "impossible" OM museum. (I have enough machine for that).

Some help please?

Regards.

Fitzcarraldo :salute:

Admiral Halsey
04-28-14, 10:26 PM
I have a little problem with TMO 25 RSRDC plus Traveller mod: I have a CTD when loading museum. Rare, because all seems work fine and I can load the "impossible" OM museum. (I have enough machine for that).

Some help please?

Regards.

Fitzcarraldo :salute:

You can load the OM museum? I bow to the power your computer contains.

Sinkmore
05-09-14, 06:09 AM
I've been playing TMO+RSRDC+OTC+Traveller for a day now. This is my favorite mod conglomeration so far. I feel I am approaching SH4 mod nirvana, and I haven't even finished a patrol yet. Much thanks for your hard work!

I have found two teensy problems, and I'm not sure where they came from, but the Traveller's mod is installed last, so I will say it here first:

Not:
1. I was getting surface radar contacts near Pearl in Dec.1941. I thought it was strange because my Gar doesn't have surface radar. (I confess I stole 500 renown to buy SD radar to start with!) The radar screens are dark and I cant turn em on - or off! I did not install the optional traveller SJ radar mod. I can live with it - maybe I have the experimental prototype, and it's so secret the captain can't turn it on, but my crew can use it to plot range and bearing... At least near Hawaii - heading for Bungo Bungo to try it out on Japanese merchants right now. Anyone else seen this? Any hints?
Never mind. I must have been drinking. This never happened again, so I assume I was mistaking air "convoy" contacts for surface ships, cuz I'd never seen an air "convoy" before.

2. I didn't see any ships at the firing range near Midway. (Visual or radar!)

As you can see I have major complaints so far!

Something else I might mention: I had a transparent crew for the first time after using TMO/OTC/Traveller. Previously I played about 2 months(?) using RFB+RSRDC with the same environmental FX graphics options, and I never saw it once, except with lighthouses (which are apparently bright at visible AND x-ray wavelengths). I looked it up and the conventional wisdom seemed to be that it was un-fixable except by disabling env fx, which surprised me since i saw it for the first time last night. Maybe RFB had a fix?

Similarly, i suffered the "howling wind inside sub and everywhere else" bug for the first time, today, also in TMO/OTC/Traveller, which I had also never "seen" in TMO, and for which the conventional wisdom also said, it's an unrepairable bug caused maybe by pausing(?). I paused plenty in all weather in RFB! Again, maybe RFB had a fix? Am I missing something in the forums?

Those two don't even count as problems, but I am curious about a solution anyway.

Any insights?

Also - will Webster's Close-up Sonar View (approximate name) work with my mod-pile? Without side effects? I can't function without it! I tried it, and it didn't CTD on launch lol... I'm just afraid it will mess up something "important".

mobucks
05-10-14, 05:00 PM
the wind howling inside sub is caused on my computer by ALT-Tabbing out of the game. If I alt-tab out of the game while the game is paused, it happens 100% of the time. If I go to the sonar station UN-paused and alt-tab out, it never happens.

Sinkmore
05-10-14, 06:54 PM
Hmm, ok I'll try it from sonar and see if that helps.

The weird thing is, this never happened to me (in 2 months) using vanilla, or RFB+RSRDC - It just started happening (a lot!) with TMO+RSRDC+OTC+Traveller's.

I mention it not as a complaint but in the hope that it will help someone identify the cause / fix the problem. I'm pretty sure this didn't happen before. Same with the transparent crew.

I should also say, I'm on day 4 with TMORSRDCOTCTraveller, and even happier with it than before.

the wind howling inside sub is caused on my computer by ALT-Tabbing out of the game. If I alt-tab out of the game while the game is paused, it happens 100% of the time. If I go to the sonar station UN-paused and alt-tab out, it never happens.

Sinkmore
05-10-14, 07:05 PM
Regarding use of Webster's Close-up Sonar View (name?) with TMO/RSRDC/OTC/Traveller - it does seem to work, but the mouse-click doesn't turn the hydrophones anymore. Just an FYI. Meh, turns out I can play without it after all.

Sinkmore
05-11-14, 10:12 AM
OK, now I have a complaint.

Again, I don't know if it's the Traveller Mod doing this, but Traveller's is installed last, so I'll say it here first.

I'm running TMO+RSRDC+OTC+Traveller Mod (and loving it.)

1st patrol:

1st merchant target: two torpedoes, one dud, one cataclysmic explosion, instakill, ship splits in two, the bow section rotates 180 degrees in 5 seconds, pieces sink in 30 seconds.
2nd merchant target: two torpedoes, one mystery (deep runner?), one cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: three torpedoes, three hits, first one causes a cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: two torpedoes, one hit, cataclysmic explosion, instakill, ship splits in two, the bow section rotates 90 degrees in 5 seconds, pieces sink in 1 minute.

Am I just lucky?

Is that intended in the Traveller Mod? Or should I blame TMO or OTC?

Is there some way for me to tone it down a little? I love the big eye candy explosions, but not the one-shot-one-kill effect.

Sinkmore
05-11-14, 10:14 AM
That works! Thanks.

the wind howling inside sub is caused on my computer by ALT-Tabbing out of the game. If I alt-tab out of the game while the game is paused, it happens 100% of the time. If I go to the sonar station UN-paused and alt-tab out, it never happens.

mobucks
05-13-14, 07:36 AM
OK, now I have a complaint.

Again, I don't know if it's the Traveller Mod doing this, but Traveller's is installed last, so I'll say it here first.

I'm running TMO+RSRDC+OTC+Traveller Mod (and loving it.)

1st patrol:

1st merchant target: two torpedoes, one dud, one cataclysmic explosion, instakill, ship splits in two, the bow section rotates 180 degrees in 5 seconds, pieces sink in 30 seconds.
2nd merchant target: two torpedoes, one mystery (deep runner?), one cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: three torpedoes, three hits, first one causes a cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: two torpedoes, one hit, cataclysmic explosion, instakill, ship splits in two, the bow section rotates 90 degrees in 5 seconds, pieces sink in 1 minute.

Am I just lucky?

Is that intended in the Traveller Mod? Or should I blame TMO or OTC?

Is there some way for me to tone it down a little? I love the big eye candy explosions, but not the one-shot-one-kill effect.

I never had this behavior with my mod list. Wasn't using OTC though. Sure I had a few lucky shots here and there and a lot of duds but nothing like you're describing.

Sinkmore
05-13-14, 07:59 PM
So I sank 3 more ships, and finished the patrol. All three went down pretty quick, but more like 5-15 mins, and there were no more catastrophic instakills. So maybe I -was- just lucky?

Over 29,000 tons on my first patrol! And I didn't even get credit for another 4k ton ship I maimed, that sank (in 5-10 mins) due presumably to high waves.

Almost 60 days at sea, and no sign of the IJN - although plenty of aircraft.

I started a 2nd patrol. I'll try to keep track of further results.

----------------------------------

2nd patrol - still a couple catastrophic explosions, but few enough. A couple ships took ages to sink. Looks like I -was- just lucky lol.

Traveller
07-10-14, 07:55 PM
Hello everyone. Due to several player requests, I've decided to release a small patch for Traveller Mod v2.6 that re-enables the ability to use sub hydrophones on the surface. It can be downloaded at the link below:


(http://www.datafilehost.com/d/83a49b8e)http://www.datafilehost.com/d/98bc4316 (http://www.datafilehost.com/d/83a49b8e)


And if anyone wants to upload the patch here at Subsim, please feel free to do so. :arrgh!:

Traveller

CNYBubblehead
07-14-14, 05:20 PM
Heya, all!

I'm just getting back into SH4 after a long absence, and I'm trying to get everything squared away using Traveller's mod, v2.6 Final for TMO (I'm also using RSRDC). I just have a few hiccups, so if I may....

3 quick questions, re: Traveller's mod, because I've read the documentation multiple times, but it's wholly possible that my brain just isn't comprehending something, or I have something out of whack.

1) I'm getting the museum CTD that fitzcarraldo reported with Traveller's mod 2.6 for TMO enabled. Any insight?

2) I saw in the readme that at one point Traveller's mod included a patch for Longer Sinking Times (the version compatible with TMO), but I didn't see it as an optional file anymore in the latest version of Traveller's mod, and I'm wondering I need to track down the compatibility mod that was included with an earlier version.

3) Am I correct to assume that, even though Traveller's mod has a patch for OTC, that if I'm using an aspect ratio other than the default 4:3 (gee, thanks, laptop that decides it wants to be 16:9!), I probably shouldn't use OTC with Traveller's mod? I haven't installed it yet because I wanted to get an answer to this question first, so I haven't tried it out to see what would happen.

Thanks, all! And thanks, Traveller, for such a comprehensive piece of work! :salute:

Traveller
07-14-14, 07:43 PM
Heya, all!

I'm just getting back into SH4 after a long absence, and I'm trying to get everything squared away using Traveller's mod, v2.6 Final for TMO (I'm also using RSRDC). I just have a few hiccups, so if I may....

3 quick questions, re: Traveller's mod, because I've read the documentation multiple times, but it's wholly possible that my brain just isn't comprehending something, or I have something out of whack.


1) I'm getting the museum CTD that fitzcarraldo reported with Traveller's mod 2.6 for TMO enabled. Any insight?

2) I saw in the readme that at one point Traveller's mod included a patch for Longer Sinking Times (the version compatible with TMO), but I didn't see it as an optional file anymore in the latest version of Traveller's mod, and I'm wondering I need to track down the compatibility mod that was included with an earlier version.

3) Am I correct to assume that, even though Traveller's mod has a patch for OTC, that if I'm using an aspect ratio other than the default 4:3 (gee, thanks, laptop that decides it wants to be 16:9!), I probably shouldn't use OTC with Traveller's mod? I haven't installed it yet because I wanted to get an answer to this question first, so I haven't tried it out to see what would happen.

Thanks, all! And thanks, Traveller, for such a comprehensive piece of work! :salute:


Hello, CNYBubblehead! Thanks for using the mod.


1. Try deleting or renaming the Traveller Mod Data\Sea folder before installing. This should fix the crashes.

2. I included my own version of Longer Sinking Times feature long ago. Bilge Rat's version is no longer needed with Traveller Mod, nor is it compatible.

3. I cannnot guarantee it, but you might be able to safely use the 16:9 version of OTC with Traveller Mod without any crashes... but you will lose many features I added, including the custom sub menu bars, SoS return to base feature, sub interior and exterior camera aspect ratios, depth charge camera shake effects, etc.

Good luck! :arrgh!:

CNYBubblehead
07-15-14, 08:20 AM
1. Try deleting or renaming the Traveller Mod Data\Sea folder before installing. This should fix the crashes.

No joy on this....deleting the folder then loading the mod didn't help. I even tried a method I found earlier in the thread of combining the "Sea" folders from TMO and RSRD into a modfolder and loading it after your mod, but I still get the crash. Not a game-breaker, I suppose, if I can't use the museum, though my concern is a possible crash somewhere out on the water if I run into whatever asset may be causing the issue.

2. I included my own version of Longer Sinking Times feature long ago. Bilge Rat's version is no longer needed with Traveller Mod, nor is it compatible.

That's what my feeling was after any mention of it disappeared from your readme, but I just wanted to be sure. Thanks for the clarification!

3. I cannnot guarantee it, but you might be able to safely use the 16:9 version of OTC with Traveller Mod without any crashes... but you will lose many features I added, including the custom sub menu bars, SoS return to base feature, sub interior and exterior camera aspect ratios, depth charge camera shake effects, etc.

I'll probably try it out at some point, but since I'm just getting my feet wet again in SH4 (well, I HOPE I don't get my feet wet -- my bosses at Pearl might be a bit upset with me if I got too many holes in their boat! :-? ), and I'm starting off with manual-targeting off...so all the added optical things aren't crucial. Just thought I'd ask -- again, some days I need things spelled out for me!

Thanks a ton for the answers and suggestions! I'll just dive in and enjoy the mod and see where it takes me!

SilentPrey
07-17-14, 09:20 AM
3. I cannnot guarantee it, but you might be able to safely use the 16:9 version of OTC with Traveller Mod without any crashes... but you will lose many features I added, including the custom sub menu bars, SoS return to base feature, sub interior and exterior camera aspect ratios, depth charge camera shake effects, etc.

Good luck! :arrgh!:

I play on 16:9 with TMO, RSRDC, OTC, and your mod, Trav. My solution was to delete everything but the cameras.dat file from the 16:9 aspect ratio folder in OTC and enable it last. I still have your menu bars and SOS but I don't think I have the aspect ratios or depth charge effects. I haven't played a whole lot with this combo, only a few early war patrols but I haven't crashed it since I remembered to make SH4.exe large address aware again after my reinstall. The only issue I have with it right now is that the red marks OTC put in the recognition manual to show where to range don't show up.

Thank you very much for your mod.

fitzcarraldo
07-17-14, 12:35 PM
No joy on this....deleting the folder then loading the mod didn't help. I even tried a method I found earlier in the thread of combining the "Sea" folders from TMO and RSRD into a modfolder and loading it after your mod, but I still get the crash

Same here. I tried all ways but I have CTDs in the Museum and with some convoys in campaign. I deleted the Travel Mod Sea folder before activating the mod and no luck. It seems there is/are another problem. The Roster? The equipments files (altering weapons/guns of the ships)...Also deleted the air folder and I have the CTDs. Traveller: Could you tell us what files you change/altered of the TMO/RSRDC combo? There is a file or files causing these constant bugs.

Best regards.

Fitzcarraldo :salute:

Auk Auk
08-11-14, 04:06 PM
Does anybody know how to tweak the configuration so that I can play with Manual Targeting enabled, but with the Automatic Ship ID activated? IOW, I would like to use the Traveller Mod 2.6 Automatic Ship ID feature without having to install the whole Traveller Mod 2.6 first. Loading only the Automatic Ship ID mod causes a CTD.

My current MOD soup:


1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
Various other minor mods, mostly Webster's collection

Thanks,

Auk Auk

Cukier
09-04-14, 10:24 AM
Traveller, can I use one part of your mod? I prepare mod for RFB+RSRD - escort in harbours. I need some files of your mod for reworking.

bybyx
11-08-14, 07:42 AM
Hello,
I would like to ask about the "Traveller Improved Submarine Textures" In the 2.6 version read me it says it can be downloaded separately. Where is it? I could not find it!:/\\!!
thanks

bybyx
11-12-14, 03:37 PM
Does the "Traveller mod 2.6 harder enemy escorts" can be used independently from the main mod?

Armistead
11-19-14, 10:03 PM
Does the "Traveller mod 2.6 harder enemy escorts" can be used independently from the main mod?

Been so long since I've looked at it, but I think it's just the original TMO cfg. file that sets the general AI harder. If that's all it is, shouldn't be a problem, but numerous other factors connect with the overall ai, so you might not see much difference.

Pigboatcook
03-20-15, 03:56 PM
Wow!

Traveller, from what I've been reading you aren't around often any longer. Shame that as I just want to give a big thank you and ten thumbs up for your 2.6 mod. My first patrol out of Pearl I felt naked with no radar, a mish-mash of a crew, and feeling my way along, nautical mile after mile. It was awesome!

Knowing to be careful of aircraft I kept the tc down and glad I did. One of your Zero's jumped me off of Honshu and it was an escape by mere meters of finding Davy Jone's Locker. I'm heading back to Pearl now as my fuel tanks say I must. I've only 3,200 tons to show for my fish which makes the patrol seem all the more realistic and engaging.

Thanks again, wherever you be. The game now feels dangerous and that makes this old man smile.:D

Tally Ho
03-26-15, 10:20 PM
Captain Tally here, reporting from the big concrete jetty in Manilla harbor. You know, the one the seagulls poop on.

Anyway, I am trying to get my mods all in order, and I can't seem to get the Traveller mod working (as far as I know), since I don't see any of the new buttons/orders mentioned.

I am installing with JGME, here are my mods in order....

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TravellerModv2.6TMO

Is there something I'm doing wrong (Probable) or somewhere else I can go to verify if the mod is or isn't installed? (Less likely)

I'd love for my game to be as realistic as possible, to match my entirely too realistic level of incompetence on the bridge.

Thanks for any help anyone can provide!

Captain Tally Ho
Eating an Italian Ice on the Wharf in Manilla
12/6/41
What could go wrong?

SilentPrey
03-26-15, 11:36 PM
Did you make sure that there's not another folder inside your Traveller Mod folder?

The path should be MODS\Traveller Mod v2.6 TMO\Data

Not something like MODS\Traveller Mod v2.6 TMO\Traveller Mod v2.6 TMO\Data

If you need to move it, disable through JSGME first. If your load screen pin ups don't say Traveller on them, it's not working.

Tally Ho
03-27-15, 12:08 AM
Thanks very much for your help, SilentPrey... we're definitely getting somewhere, because now the mod loads and seems to have at least some of the features in place. Did I just need to copy the data folder up to the top-level directory, or others, as well? I saw a documentation folder and some other things, as well as an 'extras' folder that seemed to have optional bits, and wasn't sure where to put them.

One problem though, thus far, is that when in my sub's control room, the camera jitters and bounces, and in port I got weird sound segments popping in that almost sounded like ship break-up noises played upside down and backward or something. If I can't fix that, I'll have to remove the mod, because the jittery interior sub camera is very distracting.

Thanks again!
Cap'n T

SilentPrey
03-27-15, 01:07 AM
The folders in the Extras (optional) folder should be placed in the MODS folder if you want to use any of them. I deleted the ones I wasn't going to use and still have six different Traveller Mod folders in MODS.

Documentation doesn't really matter since the game doesn't actually use it. You know where it is if you need it.

I don't have any light to shed on your camera and sound issues; sorry. All I can tell you is that with my mod list I don't have them. Your goal for realism sounds like what I had in mind with my list so here you go:

1_TriggerMaru_Overhaul_2-5
TMO_Alternate_JS_Radar_Performance
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
Traveller Mod 2.6 Larger Search Patterns
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
Improved Ship Physics 2.6_TMO_RSRDC
Crew Mod

To use the 1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502 without messing with Traveller Mod any more than I had to I deleted everything but Data\Library\cameras.dat from it. (Not from 1.5_Optical Targeting Correction 031312 for RSRDCv502; that's still original.)

The Crew Mod is one I made following the methods described in this thread: http://www.subsim.com/radioroom/showthread.php?t=184645

I used the numbers from the first post but made the changes to copies of the currently active upc files so that I wouldn't undo anything else that had been done. I think they were from Improved Ship Physics but I quit looking when I thought of just snagging the active ones, editing them, and enabling them last as my own mod.

Stoli151
07-17-15, 04:02 PM
Has anyone had the problem where the depart objective never completes? I receive the objective "depart fremantle" but it just sits there incomplete. I am now a couple weeks into my patrol and afraid I will suffer renown penalty for not completing this objective. Can anyone help? It looks like Traveller left the site otherwise I'd ask him.

Fearless
07-20-15, 06:46 PM
I'm really enjoying this mod. The only issues I found was that:

1. The secondary objective for returning to base (For my instance is Manila) marker remains located at that location even though the base has been moved elsewhere; and

2. I no longer have the Captain's Quarters/Radio Room which I had access to in TMO.

Is there a way point 1. can be fixed and point 2. can be reinstated?

fitzcarraldo
07-20-15, 09:43 PM
Someone did resolve the problem with the ships added by Traveller's 2.6 causing CTDs? .This is the main cause I don't use the mod.

Best regards.

Fitzcarraldo :salute:

Meridian
07-21-15, 08:46 AM
When I install this mod alongside OTC and the relevant patches the ships length in the recognition manual is no longer shown, it just shows length but no data.

Is there a fix for this?

thanks

Fearless
07-23-15, 09:28 PM
Yes, I had some other problems as well where the deck gun for the Balao was hidden inside the Conning tower for some unknown reason and also not having the Captain's/Radio access. I've basically now creating my own personal mod. I think it very clever the way the campaign missions were created in Traveller's Mod so I've extracted it for my own use combining it with CaptainCox and FooFighters Hi Res Redfin Balao Skin and changing the career start for the Balao so that I could use the Balao from the start in 1941 as well as the option of starting at Pearl Harbor or Manila.

My setup is now:

TMO and patch
RSRD with Patch and Convoys mods
OTC with 8:4 Resolution
OTC Realistic Scopes; And
Fred's Campaign file. :cool:

Cudos to Traveller for his Mod for TMO and CaptainCox and FooFighters for the Balao Hi Res Redfin skin. Actually I acknowledge all the modders whom in some way or another have given me guidance in some way to make my changes work.

fitzcarraldo
07-27-15, 07:38 AM
Yes, I had some other problems as well where the deck gun for the Balao was hidden inside the Conning tower for some unknown reason and also not having the Captain's/Radio access. I've basically now creating my own personal mod. I think it very clever the way the campaign missions were created in Traveller's Mod so I've extracted it for my own use combining it with CaptainCox and FooFighters Hi Res Redfin Balao Skin and changing the career start for the Balao so that I could use the Balao from the start in 1941 as well as the option of starting at Pearl Harbor or Manila.

My setup is now:

TMO and patch
RSRD with Patch and Convoys mods
OTC with 8:4 Resolution
OTC Realistic Scopes; And
Fred's Campaign file. :cool:

Cudos to Traveller for his Mod for TMO and CaptainCox and FooFighters for the Balao Hi Res Redfin skin. Actually I acknowledge all the modders whom in some way or another have given me guidance in some way to make my changes work.

Remember the OTC correction mod in Traveller is only for the basic OTC configuration, I donīt know if it will work with realistic scopes. I use OTC with 16:9 monitor and I canīt use Traveller mod.

Regards.

Fitzcarraldo :salute:

Fearless
07-28-15, 02:08 AM
Thanks for the heads up fitzcarraldo. Will check it out. Should it make a difference if I'm only using the campaign files from traveller's mod and have changed the upc career and flotilla files to accommodate the Balao? The Balao itself is part of the TMO mod.

Patchman123
09-19-15, 06:09 PM
Traveller Mod v2.6 Final for TMO 2.5

** Run Silent Run Deep Campaign (RSRDC) v502 for TMO 2.5 required **


http://imageshack.us/a/img706/9160/noname5.png

----------------------------------------------------------------------------------------------------------------------------------------

The main purpose of this mod is to give experienced players more of a challenge, and at the same time encouraging them to play more historically and realistically. Reckless behavior will have dire consequences for your submarine and her crew. Also, I am hoping the many new features I have added will increase your enjoyment of the game. Have fun, but be careful!

----------------------------------------------------------------------------------------------------------------------------------------
Well, it's been about a year since the last update. But a new update is finally here. :arrgh!:


Version History:



v2.6 Final


- Added 2 new search patterns to the submarine Navigation menu bar. There are now a total of 3.


- Added new optional 'Larger Search Patterns' patch. This optional patch doubles the waypoint distances of all 3 navigation map search patterns, allowing you to search a larger area automatically. See included 'Extras' folder.


- Added 2 new emergency evasion orders to the submarine Control Room menu bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to port or starboard. There are now a total of 4 emergency evasion orders.


- Added new 'Turn to Current View Direction' command to the submarine Watch and Periscope menu bars. This command instructs the Navigator to set the submarine heading to the current direction your camera view is aimed. Makes navigation by visual much easier.


- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Watch officer to lock the TDB/UZO onto the specified ship type. It also instructs the deck gun crew which type of ship to target.


- Added 2 new commands to the submarine Periscope menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship requested.


- Added new command 'Report Nearest Base Radio Broadcast Traffic Received' to the submarine Radar menu bar. This function orders the radio operator to report the nearest airbase radio wave broadcast traffic that is being recieved- both friendly and enemy.


- Added new ability to use the following functions while the game is paused: Recognition Manual, Sub Crew Management, and Gramophone.


- Added my own version of Ducimus' original TMO harder enemy escorts. This optional patch increases sensitivity of enemy escort hydrophone and sonar sensors. It should give you much more of a challenge, without making the game impossible.


- 'You have successfully returned to ... port' objective complete pop-up message will now show before the 'Dock to End Patrol' option appears. Should cause less confusion and accidental dockings before 'Return to ... port' objective is completed.


- Lowered submarine bulkhead durability, plus decreased depth charge blast damage. This will cause surface engagements to be even deadlier. One bomb or two shell hits may destroy sub bulkheads now.


- Decreased number of enemy air patrols upon player detection.


- Decreased wave height and influence. The larger waves were causing poor performance and a probable memory crash at higher time compression.


- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.


- My custom career missions will now have a much higher chance of occurring, depending on the year. These include orders to shell Wake and Guam fuel storage tanks, find and destroy enemy floatplanes at a hidden base, and find and rescue the aircrew of a downed PBY patrol aircraft.




v2.5


- Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed.


- Automatic Ship ID option was not showing gramophone. Fixed.


- Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed.


- S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed.


- Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. :) Plus, you will now be able to issue Purple Heart medals. And to prevent cheating and abuse of this new feature, I have added a career renown point penalty. You will now incur a -400 renown penalty in your campaign game when using the Send SoS feature.

How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message displays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will receive a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time!


- All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature.


- Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature.


- Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times.


- Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights.


- Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful!


- Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out!


- Added white cross symbols for dead crew members.


- Increased submarine compartment bulkhead repair times.


- Increased submarine clean fuel oil tank repair times.


- Increased enemy air response chance upon player sub detection.


- Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop.


- Toned down wave movement influence.


- Increased nighttime ambient light for partly cloudy and stormy conditions.


- Merged Tater's IJN Radar Fix Mod. Credit to Tater.




v2.4

- Torpedo Scandal revisited. Mk 14 torpedoes now have higher dud failure rates, averaging around 50-70% through 1943. Until now, (in my opinion) it was still too easy to rack up unrealistically high campaign game tonnage scores in the early years of the war with the Mk 14 torpedo, due to almost no dud failures. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual commanders had to deal with!


- Lowered enemy surface ship nighttime visual sensitivity. No more enemy lookouts with night vision goggles. This was done to allow more realistic nighttime surface torpedo attacks, which until now has been all but impossible due to always being spotted almost immediately... even at extreme ranges in complete darkness. This change is not meant to be a cheat, as you can still be detected visually at night- but at least at more realistic ranges now. And it will now sometimes even be possible to escape on the surface into the darkness. But remember that your surface speed and angle of bow can still give away your position. I also lowered sub crew nighttime visual sensitivity to compensate for lower enemy nighttime visual sensitivity.


- Truly dark nights. I made nights much darker to compliment the new lower enemy nighttime visual sensitivity. I have adjusted darkness and spotting visuals to correspond the best I could, playing with the game default gamma correction setting of ~50%. I strongly recommend playing in a darkened room when it is nighttime in the game, or possibly adjust your game's gamma setting slightly brighter (but not too much, or it will be a huge cheat). You or an average sub watch crew should be able to visually spot a ship in total darkness at a range of around 2,500-5,000 yards on a moonless night with no waves. Enemy ship searchlights also play a much more important role now. Stay out of their searchlights if at all possible. If you get caught in an enemy escort searchlight, it will be very difficult to escape on the surface.


- Lowered enemy ship visual and radar surface area detection sensitivity. No more instant, automatic detection at long range. This was done to reflect a submarine's much lower detectable profile. Submarine angle on bow will play a much more important role now. Keep your bow or stern pointed toward enemy ships to greatly reduce your chance of being detected by lookouts or radar.


- Added all submarine flotilla availability dates and locations to the new career start and transfer screens.


- Added over 40 new loading screens. You may now enjoy viewing beautiful American pin-up girls and movie stars from the World War II era while your game loads.


- Added two optional main loading screens. See the included 'Extras' folder.


- Removed all available renown points when starting a new career. No more free handouts. You'll have to earn your way from the beginning!


- Added optional automatic ship ID. This option restores the submarine crew automatically identifying ships through the periscopes, TDC, and attack/navigation maps. Good for lazy people like me who don't like using the recognition manual! See 'Extras' folder.


- Battle stations icon at top right corner of screen will now flash when activated as a reminder.


- Fixed the missing ship sinking sounds.


- Lowered chance of repeat enemy airstrikes on detection of player sub.


- Increased all minimum and maximum shell damage amounts. Surface engagements will be deadlier now.


- Reinforced Tawi Tawi bottleneck. Due to heavy losses of Japanese merchant shipping in the Tawi Tawi region, the Imperial Navy has decided to reinforce the area with surface escorts, air patrols and radar-equipped shore batteries.


- Watch crew weather condition reports will no longer be possible unless the submarine is surfaced.


- Submarine sonar station and functions are no longer available unless the submarine is submerged.


- Readjusted wave motion and shape.


- Readjusted sub interior cameras. Cameras will shake and vibrate much less now in waves. I also included the option to not have shaking interior sub cameras. This option can be installed and uninstalled while in mission. Such as if you are trapped on the seabed floor with flooding, the camera will shake violently. You can install the no-shake camera patch during this time, then uninstall again later.


- Readjusted sky and water colors to be less brightly-colored.


- Restored the original gramophone. You will be able to listen to your favorite music now. Also check out my separate gramophone music add-on with over 40 new World War II songs.


- Sharpened and added more detail to all submarine interior and exterior textures. Should have no impact on framerates.


- Removed the landed PBY floatplanes. They were continuously being destroyed by the large waves. I had to make a choice between keeping the large waves or the landed PBY's. I chose the large waves.


- Readjusted sub equipment damage repair times to eliminate the saved game bug where all damaged or destroyed sub equipment would usually be magically fixed to 100% upon saved game reloads. Also, Mr. Fix-It can no longer repair destroyed sub equipment, yet he can still speed up repair times. But in return I have made the submarine rudder, starboard diesel engines, and the starboard propeller indestructible for practical gameplay reasons. You will never be permanently stranded at sea due to damage (unless you run out of fuel). All other sub equipment is destructible and unrepairable after destroyed.


- Readjusted various sound volumes



v2.3

- Greatly increased wave sizes. Ships will also no longer accumulate damage and/or sink from large waves. For realism reasons, lifeboats will still sink in stormy conditions. Crews of fishing boats and other small vessels will not be visible in heavy seas (they're taking shelter inside the cabin). Due to the new larger waves, I also readjusted all docked ship positions in ports so they will not become damaged by hitting docks during storms. * Be aware that your sub speed will be slowed and you will burn more fuel now while running on the surface during storms. Remember the movie Das Boot? :)


- All torpedoes, shells, and bombs now have a chance of critical hit (50% above previous maximum damage), or less than normal damage hit (50% below previous minimum damage). This larger varying degree of damage will add to more gameplay uncertainty.


- Added more landed Japanese floatplanes.


- Added a revised version of my old SH3 Depth Charge Shake mod. The sub interior cameras will now shake violently when depth charges explode close by. Hold on tight. :) (while running on the surface during storms, the interior cameras will vibrate slightly due to the large waves hitting the hull).


- Added fuel storage tanks to most enemy ports. [I]Don't forget... you get campaign renown for destroying enemy fuel storage tanks!


- Lowered all submarine cg's to deal with the larger waves.


- Readjusted depth charge depth precision to be less accurate.


- Readjusted ship sinking sounds to where they should not suddenly cut off quite as often anymore.


- Readjusted water colors and shadows closer to stock SH4 1.5 settings. Water is much less black now.


- Removed water impurities.


- Removed the extra Narwhale AA gun crew member.


- Added Improved Stock Environment mod v3 compatibility patch. This patch will allow players to use Improved Stock Environment mod v3 with Traveller mod v2.21. See included readme file for installation details.


Feedback is always appreciated.





v2.2

- Added ship sinking sound effects to most Japanese ships. This cool feature has been a broken in SH4 since it was first released, never have been working correctly due to a probable hard-coded bug. You would only hear these sounds if you were right next to a sinking ship. Now you will hear these ship death sounds at distance. I'm quite pleased with the results of this workaround fix, as it really adds to the atmoshpere of the game.


- Added interior collision metal clanking sounds when unexploded depth charges hit the submarine hull close to the control room.


- Added various Allied aircraft patrols. You will now occasionally encounter long and short range Allied aircraft patrolling out of Midway, Pearl Harbor, Brisbane, Fremantle, Darwin, etc. They won't affect gameplay too much, but hopefully add to the atmosphere.


- Added high-altitude F-4 Lightning photo recon patrols. These recon aircraft will photograph the Rabaul enemy area from spring 1942.


- Added Buffalo fighter patrols around Midway and Pearl Harbor. They will patrol until summer of 1942, and now have the correct early-war markings.


- Added early-war markings to the landed PBY floatplanes at Midway and Pearl Harbor. Their paint and markings will change to later-war from summer of 1942.


- Added solid clouds. Clouds will no longer be transparent. They will now block out the sun, moon, and stars. Cloud shapes, grouping, and shading were also redone. Image here: http://oi43.tinypic.com/33vnh50.jpg


- Added sharpened and more detailed textures to the S-18 and S-42 submarines. This is just a sample. All other subs and ships to come in future updates.


- Adjusted Sunderland search plane maxiumum range.


- Corrected the destroyed sub compartment bulkheads where they will not be repairable anymore.


- Lowered maximum unrepairable damage of sub diesel engines and propellers from 65% down to 50% for playability reasons.


- Lowered maximum unrepairable damage of sub fuel oil tanks from 15% down to 10% for playability reasons.


- Made nights less dark for playability reasons.


- Lowered sub deck and AA gun sound volume.


- Adjusted various sound effect volumes to be more audible.






v2.1

- Added custom enemy land-based fuel storage tanks. These large fuel storage tanks can be destroyed with surface guns, and will explode easily when hit. When destroyed, they will burn for approximately two days. New explosion and fire graphics are included. Secondary explosions also added for atmosphere. :) These new fuel storage tanks are now located around various enemy ports and seaplane bases. Once destroyed, they are destroyed for good. They will not be rebuilt again later. More locations to come in future versions. Also included are two custom campaign mission where the captain is assigned to destroy fuel storage tanks in enemy ports.


- Added customized landed/floating versions of various float planes. These include American PBY-4, plus Japanese F1M, H6K, and H8K. All include damage models and static propellers. You will find these planes parked near a few various float plane bases and harbors. More locations to come in future versions.


- Added groups of enemy bomber and figher patrols around the Japanese main islands. These groups consist of 6-8 aircraft, and will attack on sight.


- Added new G4M torpedo bombers. These bombers now carry a single torpedo and will attack from low altitude. Also added new level B5N2 bombers. These small bombers will drop bombs from medium-high altitude.


- Added Allied fighter patrols near Freemantle, Brisbane, Midway, and Pearl Harbor. If you notice any of these aircraft buzzing the port, get their number and report them!


- Added Nakajima A6M2-N floatplane patrols. Also added guns and bombs to them. They will now strafe and bomb.


- Added Zero fighter patrols. Also, all enemy bases now have some type of fighter cover.


- Added guns to F1M Pete patrol planes. They will now make multiple strafe runs.


- Increased firepower damage of Zero 20mm cannon shells. Also reduced shell storage amounts down to more historical amounts.


- Reduced aircraft shadow patrol amounts. There will now be fewer shadow aircraft patrols, and in return, more attack aircraft patrols. Now for about every three enemy aircraft patrols launched, one will be a shadow patrol (~33%). This should somewhat reduce the large swarms of shadow aircraft following the sub around on the surface.


- Torpedo Scandal revisited. Mk 14 torpedoes now have higher failure rates. Until now, (in my opinion) it was still too easy to rack up high tonnage scores in the early years of the war with the Mk 14 torpedo. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual captains had to deal with.


- Changed the completion of defect fixes of Mk14 torpedoes to a more historical date of September 1943. Also added radio messages based on historical dates telling captains what detonater to use.


- Restored the original aircraft map icons on the strategic map for practical gameplay reasons. You will be able to see aircraft icons again when zoomed in close.


- Added a few new campaign game radio messages and War News events in the captain's office.


- Rescue Sub 1.2 and Hardcore patches are now merged and permanent features of Traveller Mod.


- Corrected the problem with the H6K and H8K lower altitude patrols not launching in career games.


- Corrected the Subchaser ship ID that was still showing in the periscope, TDB, and map views.


- Updated optional No Midway Transfer patch to be compatible with Traveller Mod v2.1







v2.06


- Added 2 optional patches... 'Hardcore' and 'Super Hardcore' versions. Can you handle the challenge, Captain??? ;)

Hardcore: Removes the unit auto-identification of all units in the periscope and TDB views. Also removes the ship and submarine auto-identification on the strategic map. Aircraft and land units will still be auto-identified by your crew on the map.

Super Hardcore: Same as Hardcore version, but also removes the auto-identification of all units on the strategic map, except for land bases.



- Added F1M Pete and H6K Mavis aircraft blueprint drawings to the recognition manual.


- Adjusted the 'Find Enemy Seaplane Base' campaign mission.




v2.05


- Removed the captain's log screen. Also removed the ship sunk and aircraft destroyed icons from the map. The 'She's going down!' sound officer message still shows, as it is hard-coded and cannot be completely removed. So you will still automatically know you sank a ship. You just won't know which one unless you visually confirm it!

These changes were done to add a bit more realism and challenge to SH4, by removing the certainty of automatic identification and location when a unit is destroyed. As captain, you will have to now guess the identity/tonnage and location of the sinking. If you shoot off a couple of torpedoes at periscope depth, and then dive, there will be great uncertainty about which ship was sunk. Even though the destroyed unit icons were removed from the map, it is still possible to manually add marks to the map with the pencil tool when a ship is sunk or aircraft shot down. Hopefully this will give you, as captain, a bit more realism and interaction with the game. And upon returning to port, you can check the captain's log on your desk to compare your patrol notes with the actual sinkings.


- Added a custom-made F1M Pete floatplane which is landed and floats on the water. Damage model is included.
http://img546.imageshack.us/img546/3416/111tkl.png


- Added a challenging custom campaign mission where you will be assigned to find a hidden enemy seaplane base, sneak in, and shell the parked seaplanes.


- Reverted back to the original smaller waves. The larger waves were damaging surface ships over time.



This will be the last version update for Traveller Mod for TMO... at least for a while. I'll be taking a break from modding to actually play the game. I hope everyone enjoys v2.05! :D----------------------------------------------------------------------------------------------------------------------------------------


Features of this mod include:


------------------------
LONGER REPAIR TIMES:
------------------------

I have been wanting to remake my Silent Hunter 3 'Longer Repair Times Mod' (LRT) for quite some time, and finally got around to implementing a new version into this Silent Hunter 4 combined 'Traveller Mod v1.0'.

- Much longer equipment repair times. If your equipment gets heavily damaged, it may take days to repair it, depending on how many crew members are working on it. Be very cautious, especially if caught on the surface. A few shell hits can equal days of repairing, and 1 close aerial bomb may completely disable your sub.



---------------------------------------------------------------
MORE UNCERTAINTY AND LONGER, MORE DRAWN-OUT DEATHS:
---------------------------------------------------------------

I have also been wanting to remake my Silent Hunter 3 'Drifter Mod' for quite some time, and finally got around to implementing a new version into this Silent Hunter 4 combined 'Traveller Mod v1.0'. I always thought the instant death screens in the Silent Hunter series really took away from game play. Tension was instantly killed when that stupid death screen always popped up. That is why I implemented special features into this mod to get rid of that instant death in certain situations. You can now only die from sinking to crush depth due to flooding, from being stuck on the seafloor due to flooding and eventually running out of oxygen, or from losing all your diesel fuel, drifting on the surface in the middle of nowhere for months, and eventually starving to death or being eaten by the sharks. :)


- No more instant deaths from sub hull damage reaching zero. Original sub pressure hull integrity relevance has been completely removed. I wanted to implement this so the player can wait longer to see if they will really die or not. That uncertainty is always fun. I don't want this feature to be considered a cheat, as I have tried very hard to balance this by changing other game perimeters.


- Independent pressure hull. Submarine will now sink if pressure hull damage reaches 100%, even if on the surface!


- Ability to sit on the seabed floor without taking hull or equipment damage, even if your submarine has compartment flooding. Brings back Aces of the Deep memories. ;)


- Much deadlier surface engagements. If you try fight it out on the surface, you're sub will get shot full of holes and become disabled very quickly. Just 1 or 2 shell hits can heavily damage equipment, cause compartment flooding, and perhaps even destroy your compartment bulkheads. Bombs and mines are also VERY deadly now. Please note that this mod does NOT turn your sub into a surface tank. Avoid surface combat at all costs.


- Made the sub Crew Berth compartment into an actual floodable and damageable separate compartment, which are not based on sub hull integrity any more.


- Compartment bulkheads are now permanently destroyed at 100% damage. They cannot be repaired at all once destroyed. If they get destroyed, your pumps will not be able to pump out the water. If you have at least 2 permanently-flooded compartments, it might be possible to make it back to base on the surface. But diving is not advised, unless you want to visit Davy Jone's locker.


- Some limitations of removing hull damage relevancy include the maximum diving depth never being affected when compartments and equipment are damaged, plus you will always get maximum renown on returning to base during campaign game due to always having 100% hull integrity. But I feel these trade-offs are worth it in the end to get much more varied and tense game play.


----------------------------------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------------------------------

** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final **


Traveller Mod v2.6 TMO Final: http://www.subsim.com/radioroom/downloads.php?do=file&id=4106


The game seems to crash to desktop when I try and load it on my system. I am running TMO 2.5 and RSRDC along with it and it causes my game to crash for some reason.

ColonelSandersLite
09-19-15, 06:28 PM
Do ya *really* have to have that massive quote in your post?

Dtanimal61
10-23-15, 06:10 PM
At last, a mod that poses a challenge I can't pass up! The base game and TMO 2.5 were a bit too easy for my tastes, considering I was routinely sinking 10-20X the tonnage real submariners were sinking with the base game and a little under 2X with TMO. I had some trouble getting the mod to work, but it turned out that I didn't install RSRD correctly... my bad.

Thanks for the mod, Traveller! Time to load up the old S-boat and sink some ships!

fitzcarraldo
10-24-15, 07:38 AM
You will have a lot of problems with Trav 26. Best versions were 22 or 23.

Best regards.

Fitzcarraldo :salute:

padi
10-24-15, 02:43 PM
In regard of the torpedos the mod is not a challenge, it is unrealistic and unplayable. According to tests the Mark 14 is running 10-11 Feet too deep, what is simulated good. The magnetic detonator is simulated also quite good with 65% dud-chance at waveheights from 0-5m, 75% form 5-10m and 85% from 10-40m.

But the biggest fault is the dudchance with the impact pistol.
He has set a dudpercentage of 3000% when impacting with a 70-90° Angle, 1400% when impacting at 45-70°, 1200% at 20-45° and 1300% at 20-0°.
The late pistol is set correct at 1-15% depending on the angle.
That means that in the early years you have nearly only duds...

The Mark 18 was also buggy with a 99% chance of a dud with the early pistol. Even when the Mark 18 used the same pistol as the Mark 14 the Mark 18 would be much more reliable because the problem that caused the duds were that a Mark 14 running at full speed has nearly the double impact force than the Mark 10 from which it was developed. At the impact the guidiance of the firing pin bend and prevented the firing pin from hitting the charge.
The much slower Mark 18 doesnīt have that problems.

I have written a little mod which fixes the problem. It ist tested now by me. Except the torpedos I think that this is a really nice mod which does a lot of fun!

denny927
12-18-15, 06:24 PM
Just installed only the main mod in port and everything works fine...but my first impression about the environment rendering, is awesome.. Something near SH5 rendering, without shadow casting and godrays of course, but I'm very happy. :woot:

fitzcarraldo
12-18-15, 08:05 PM
Denny: Did you see all the ships in Museum and no CTD? There is lot of modified ships in Traveller 26 causing CTDs in Museum and campaign.

Regards.

Fitzcarraldo :salute:

denny927
12-18-15, 10:45 PM
sadly....yes, i can't enter in the museum, CTD in the loading bar.
Suppose I will having a CTD too in patrol, do you?maybe I will keep only the env part because i fall in love with that:D

there's a fix?traveller mod is not created under tmo and rsrdc?

Btw, here my mod list

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
sim cfg----made by me, a little more easy AI(damn Fubuki)
UStorp125plus125
410 Rockin Robbins EZ Plot V2.0
:up:

fitzcarraldo
12-19-15, 08:06 AM
Traveller knows the problem but never fix it. Yes. You will have problems in campaign. Try only the environment and try how work AI sensors with the enviro. Ducimus AI behaviour is very sensible about changes in the TMO own environment.

Regards.

Fitzcarraldo :salute:

ArditoCorsaro
12-25-15, 06:42 PM
torpedo are not a scandal- they hit and unk almost every shot. i guess not even in 45 they have this kill rate. please guys help me

TorpX
12-25-15, 10:35 PM
Check the options you are using. There is one for Dud Torpedoes.

If you are playing a career, you need to do this in the office before you go on patrol.

ArditoCorsaro
12-26-15, 08:42 AM
i play on 100% realism. do you mean a mod's option there is friend?

TorpX
12-26-15, 11:45 PM
No. I'm talking about the game options.

If you are playing on 100% realism, you should have torpedo malfunctions.

However, be aware there are multiple menus where you can change options; only one of these applies to career play. That one is accessed from your game office. The others don't change options within your careers. The game is somewhat confusing in this way, and it is easy to forget this.



Edit:
You are talking about not having any dud hits, right?
If you have too many duds, disregard what I've said.

ArditoCorsaro
12-27-15, 06:59 AM
yes.i haven't dud, circle run, too soon explosions, etc etc all torpedo hit. but i've see that's a problem of 2.6 sometime. Others have. if i delete torpedo files in 2.6 library,(so game use tmo torpedo files with malfuntions) can go well?

Traveller
04-30-17, 07:37 PM
It's been quite a while and I just wanted to say hello and thanks to everyone who still plays this mod. I have read through the posts in this thread, and if there is enough interest, I am thinking about updating Traveller Mod in an attempt to correct some of the issues people are having.

But it's been at least 4 years since I have modded SH4, so if I decide to do it, it will take me a bit of time for it to all come back to me. :doh:

propbeanie
04-30-17, 08:17 PM
It's like riding a bike... no wheels, handlebars or brakes, and no instruction set on how to put the thing together... :lol: - It'll be Christmas all over again!... baited breath, man...

Oh, and "Hello! Welcome Back!"

Bleiente
05-02-17, 04:17 PM
Welcome back @Traveller. :salute:

J0313
05-02-17, 06:09 PM
HOLY, MOLI! THE PRODIGY HATH RETURNED! Good to hear from you Traveller.

Bubblehead1980
05-06-17, 12:52 PM
Just wondering how you get rid of the ship sunk marker and captains log? Something I'd lie to have on my personal setup. Which files deal with this? Thanks in advance.

LCQ_SH
06-02-17, 06:56 PM
I wanna enable this mod along with the OTC, but after enabling Traveller's mod, ship lengths are gone from the Recog. Man. Any idea on how I could avoid this?? :hmmm:

uboot556
07-05-17, 03:51 PM
During the first patrol,while i was under attack by destroyers i had a CTD;also in single missions i have this problem......

Bubblehead1980
07-05-17, 10:00 PM
Anyone know how he eliminated the "ID ship" function and the captaisn log? I'd like to do this for my custom setup.

p.jakub88
07-06-17, 06:17 AM
Hello Traveller,

i would like to ask You about the compatibility of Your mod with other Silent Hunter 4 1.5 version mods.

Beside TMO 2.5 and RSRDC i have also Improved Ship Physics 2.6, Optical Targeting Correction plus some Webster's and TMO 2.5 compatible mods enabled in my SH4.

Would the Traveller Mod for TMO will work correctly with those mod listed above?

Thank You in advance for reply!

Jakub

propbeanie
07-06-17, 06:38 AM
Read his first post there p.jakub88:
http://www.subsim.com/radioroom/showthread.php?p=2036713#post2036713

You'll see he calls it "Traveller Mod for TMO 2.5". His last few statements are:

** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final **

In other words, this would be used like "RSRDC_TMO_V502", and go on top of TMO 2.5. ~Everybody~ like TMO... :D

Like most mods, it is a LOT of fun. Traveller has some really cool stuff in his mod.

p.jakub88
07-06-17, 07:04 AM
Read his first post there p.jakub88:
http://www.subsim.com/radioroom/showthread.php?p=2036713#post2036713

You'll see he calls it "Traveller Mod for TMO 2.5". His last few statements are:

** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final **

In other words, this would be used like "RSRDC_TMO_V502", and go on top of TMO 2.5. ~Everybody~ like TMO... :D

Like most mods, it is a LOT of fun. Traveller has some really cool stuff in his mod.


Hello propbeanie,

thank You for the quick answer.

I am using TMO 2.5 and RSRDC_TMO_V502 and i like both mods :).

I will give the Traveller Mod for TMO a try and see the new features during RSRDC career.

Traveller specified in the readme the proper enabling order in JGSME.

propbeanie
07-06-17, 07:34 AM
Yeah, my mistake, TMO / RSRDC / Traveller Mod, with the patches for each at the appropriate places - I missed the center of the wheel!... :lol:

uboot556
07-06-17, 04:14 PM
A moment, i enabled the mods in this way: TMO.2.5+ RSRD_TMO V502 and Traveller mod 2.6. NNed i to enable also the patch for RSRD?
thanks

fitzcarraldo
07-06-17, 04:30 PM
A moment, i enabled the mods in this way: TMO.2.5+ RSRD_TMO V502 and Traveller mod 2.6. NNed i to enable also the patch for RSRD?
thanks

Ever the patch for RSRDC.

Fitzcarraldo

uboot556
07-06-17, 05:21 PM
Ever the patch for RSRDC.

Fitzcarraldo

So, the order is:TMO 2.5,RSRD_TMO V502,patch for RSRD and Traveller TMO. The other mods (as witten in the read me file) after

fitzcarraldo
07-06-17, 05:22 PM
So, the order is:TMO 2.5,RSRD_TMO V502,patch for RSRD and Traveller TMO. The other mods (as witten in the read me file) after

Yes. Good Hunt!

Fitzcarraldo

uboot556
07-06-17, 06:31 PM
Many Thanks :Kaleun_Salute::Kaleun_Salute:

p.jakub88
07-08-17, 09:38 AM
Hello everyone,

i recently enabled the Traveller v2.6 TMO mod in my SH4.

However, during the game the "Backspace" button for the "GAME PAUSED" message to show up won't work. I tried to i.e pause my game while using Navigation Map - as i did earlier many times when using RSRDC_TMO_V502 mod.

Was that made for purpose or i need to fix that?

Thank You in advance for reply!


Jakub

fitzcarraldo
07-08-17, 09:50 AM
Hello everyone,

i recently enabled the Traveller v2.6 TMO mod in my SH4.

However, during the game the "Backspace" button for the "GAME PAUSED" message to show up won't work. I tried to i.e pause my game while using Navigation Map - as i did earlier many times when using RSRDC_TMO_V502 mod.

Was that made for purpose or i need to fix that?

Thank You in advance for reply!


Jakub

Traveller's mod 26 is problematic. The best version for stability is 22.

Regards.

Fitzcarraldo :salute:

p.jakub88
07-08-17, 11:06 AM
Traveller's mod 26 is problematic. The best version for stability is 22.

Regards.

Fitzcarraldo :salute:

Hi Fitzarraldo,

could You provide me a download link for this particular mod version?

Thank you in advance!

fitzcarraldo
07-08-17, 11:28 AM
Hi Fitzarraldo,

could You provide me a download link for this particular mod version?

Thank you in advance!

Mjm....I don' t know if it is in the Forum dowloads. I have it but now I'm in an hospital and will return this evening. Then I upload it.

Regards.

Fitzcarraldo :salute:

uboot556
07-08-17, 04:27 PM
I enabled TMO Traveller 2.6 following the instructions from the readme file and in the forum but,playing the single missions,i have always CTD,in particular when when the destroyers attack me or when i ama near a convoy
What's the problem?

propbeanie
07-08-17, 10:15 PM
The ship calls don't match the mod. If I get a chance tomorrow evening, I'll give them a quick going over and PM you a link...

uboot556
07-12-17, 06:37 PM
Nothing,this mod is very unstable. now if i am near a ship the game CTD :o:hmmm: i have not idea of which file to control :wah:

propbeanie
07-12-17, 08:20 PM
I haven't been able to find my old spreadsheet on the ship calls either... it'll take me a few days to rebuild them. In the meantime, don't play the single missions, or the multiplayer, else you'll crash. I'm not sure the Quick Missions were run through either. Play the Campaign, using nothing from an old mod, such as an old save. Only do Traveller stuff.

Edit: I just went through some of the files, and all Traveller did in the Sea folder was add some 'parked' planes, so unless he did something off-the-wall, you shouldn't be encountering CTDs. Can you tell us what your active mod list looks like uboot556? Also, what OS are you running, how much RAM, and which video card are you using? Where did you get your game, what type is it and what folder do you have Silent Hunter installed in? As an example, you might have something like this:

TMO
TMO small patch
Traveller Mod

Windows 7 64-bit SP1
8 gigs RAM
ATI 4400 PCIe 2gig

Store-bought DVD Gold
D:\Games \ SH415

uboot556
07-13-17, 06:01 PM
At the moment the mod list is:
TMO 2.5
RSRDC_TMO_V502
RSRDC_V5xx Patch1
Traveller Mod v2.6
i am running Windows XP with a 4GB ram
The game works fine withe the first 3 mod,all problems come after i enabled Traveller Mod

propbeanie
07-13-17, 09:50 PM
I'm not sure if the LAA applet would work on a 32-bit machine with XP. However, the older NTCore 4Gig Patch (http://www.ntcore.com/4gb_patch.php) used to work. Download that little applet and apply it to the SH4.exe file in your SH4 directory. Check SH4.exe first, by right-clicking on the file and choosing "Properties", and on that first tab "General", in the "Attributes" section, be certain that the "Read-only" tick box is clear (empty). Then run the 4Gig Patch. That might give the game enough breathing room to run properly. Let us know how you do.

uboot556
07-18-17, 03:52 PM
the game CTD every time i am under attack:k_confused: i patched the exewith the 4Gb patch but it still doesn't works
PS:The game with TMO 2.5,RSRDC_TMO_V502 and RSRDC_V5xx Patch1 works very fine

uboot556
07-21-17, 06:43 PM
This is my Log file generated by SHValidetor:
Silent Hunter 4 Validator v2.0.6.0 by TheDarkWraith

Validation results from C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific

Countries defined:
American
Australian
British
Canadian
Environmental
France
German
India
Japan
Netherlands
NewZealand
Russia

Classes defined:
B5N2Kate (303)
DBD3A1 (302)
Q1W1 (304)
USDiveBomber (302)
A6M2Zero (300)
FBBeaufighter (300)
FBP38 (300)
USFighter (300)
FSF1M (304)
G4MBetty (301)
LBSH6K (304)
H8K (304)
LBSUSSearchPlane (304)
USHeavyBomber (301)
FSAR196 (304)
SSunderland (304)
USTorpedoBomber (303)
APDManley (103)
AuxGunboat (16)
AuxSubchaser (1)
SpecOpsSmallBoat (14)
COKaibokan (3)
COKaibokan2 (1)
DLF (110)
Landed_H6K (15)
Iceberg (107)
IcebergM1 (107)
IcebergM2 (107)
IcebergM3 (107)
IcebergS1 (107)
IcebergS2 (107)
IcebergS3 (107)
JPFish01 (104)
JPFish02 (104)
JPGunBoat01 (0)
JPGunBoat02 (0)
GeAuxCruiser (13)
TugBoat (104)
BBColorado (11)
BBFuso (11)
BBIowa (20)
BBIse (11)
BBIseConv (11)
BBKingGeorgeV (11)
BBKongo (11)
BBNevada (11)
BBNewMexico (11)
BBNorthCarolina (11)
BBPennsylvania (11)
BBTennessee (11)
BBTennesseeEarly (11)
BBWestVirginia (11)
BBYamashiro (11)
BBYamato (20)
Aoba Heavy Cruiser (7)
CABaltimore (7)
CADeutschland (7)
Dorsetshire Heavy Cruiser (7)
CAFurutaka (7)
CAKent (7)
CAMaya (7)
CAMogami (7)
CAMogami2 (7)
Myoko Heavy Cruiser (7)
CANorthampton (7)
CATakao (7)
CLAgano (6)
CLBrooklyn (6)
CLCleveland (6)
De Ruyter Light Cruiser (6)
CLDido (6)
CLFiji (6)
CLKuma (6)
CLNaka (6)
CLOmaha (6)
Oyodo Light Cruiser (6)
COFlower (1)
CVEAkitsu (8)
CVEAttacker (8)
CVEBogue (8)
CVECasablanca (8)
IJN Kaiyo (8)
Ryuho Light Carrier (8)
CVETaiyo (8)
CVSChitose (8)
Aircraft Salvage Vessel (8)
CVHiryu (9)
CVShokaku (9)
Soryu Fleet Carrier (9)
CVTaiho (9)
Unryu Fleet Carrier (9)
CVUSEarlyWar (9)
DDAkatsuki (4)
DDAkizuki (4)
DDAkizukiII (4)
DDAsashio (4)
DDBagley (4)
DDBenham (4)
DDBenson (4)
DDClemson (4)
DDFletcher (4)
DDFubuki (4)
DDFubukiII (4)
DDGearing (4)
DDHatsuharu (4)
DDJClass (4)
DDKagero (4)
DDKamikaze (4)
DDMahan (4)
DDMatsu (4)
DDMinekaze (3)
DDMomi (3)
DDMutsuki (4)
DDPorter (4)
DDPorterII (4)
DDShimakaze (4)
DDShiratsuyu (4)
DDSims (4)
DDSomers (4)
DDSumner (4)
DDTribal (4)
Type 34 Destroyer (4)
DDV&W (4)
DDWakatake (3)
DDYugumo (4)
DDZClass (4)
DEAkikaze (17)
DEBuckley (3)
DEChidori (3)
DEChidoriII (3)
DEEvarts (3)
DEJCButler (3)
Patrol Boat (3)
DEKisaragi (3)
DEMomi (3)
Parker's Tincan (2)
Parker's Tincan II (2)
DEPB102 (17)
DERiver (3)
Tachibana Escort (3)
Frigate (11)
FFTacoma (2)
FishingBoat2 (104)
FishingBoat (104)
Large Modern Passenger/Freighter (102)
KLCSNagara (102)
KLSSHakusika (102)
KMCSAkita (102)
KMCSHeito (102)
KMCSZinbu (102)
KMSSBiyo (102)
KMSSHogIsland (102)
KMSSHogIslandJPN (102)
KMSSKinposan (102)
KMSSRyuun (102)
KMSSWarMelody (102)
KPMCSExpress (102)
KSCSTaihosan (102)
KSQ (102)
KSSSKasagisan (102)
KSS (102)
LandingCraft (15)
LifeboatSmall (105)
LifeboatLarge (105)
LL (102)
LST (103)
MLOkinoshima (12)
MSNO13 (3)
OLNippon (101)
OLSchliemann (101)
OMBuzyun (101)
OMPaula (101)
OSHaruna (101)
OTMS (101)
PBWakatake (1)
FFBlackSwan (2)
FFBlackSwanElite (17)
PLConteVerde (109)
NPL_Hap (103)
PLHorai (103)
PLKiturin (103)
PSTyohei (103)
PTElco (0)
Gyoraitei PT Boat (0)
PTSchnellboat (0)
NSampan01 (104)
NSampan02 (104)
NSampan03 (104)
SCSubchaser (3)
TR (103)
PCTrawler (0)
VV (102)
OldCorvette (1)
ASSubTender (100)
Survivor (106)
W-19 Class Minesweeper (1)
AIFleetboat (200)
AIJapSub (200)
SSBalao (200)
SSGar (200)
SSGato (200)
SSNarwhal (200)
SSPorpoise (200)
SSS18 (200)
SSS42 (200)
SSSalmon (200)
SSSargo (200)
SSSenToku (200)
SSTambor (200)
SSTench (200)
SSTypeXVIII (200)
German Uboat (200)
SSTypeIXD2 (200)
SKoMidget (200)
CDAAPlatform (404)
LargeAirBaseCa (406)
LargeAirBaseGB (406)
LargeAirBaseGe (406)
LargeAirBaseIt (406)
LargeAirBaseJP (406)
LargeAirBaseUS (406)
NormalAirBaseCa (406)
NormalAirBaseGB (406)
NormalAirBaseGe (406)
NormalAirBaseIt (406)
NormalAirBaseJP (406)
NormalAirBaseUS (406)
SmallAirBaseCa (406)
SmallAirBaseGB (406)
SmallAirBaseGe (406)
SmallAirBaseIt (406)
SmallAirBaseJP (406)
SmallAirBaseUS (406)
SmallFloatplaneBaseJP (406)
CDBunkerLarge (403)
CDBunkerMedium (403)
CDBunkerSmall (403)
CDLargeTurret (403)
CDMediumTurret (403)
CDSearchLight (403)
CDSmallGunJP (403)
NavalBase (407)
AntiSubNet (501)
Minefield (500)

Roster:
American:
USDiveBomber (302=Dive Bomber)
FBP38 (300=Fighter)
USFighter (300=Fighter)
LBSUSSearchPlane (304=Patrol)
USHeavyBomber (301=Bomber)
USTorpedoBomber (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseUS (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseUS (406=Airbase)
SmallAirBaseUS (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
APDManley (103=Troop Transport)
BBColorado (11=Battleship)
BBIowa (20=Super Battleship)
BBNevada (11=Battleship)
BBNewMexico (11=Battleship)
BBNorthCarolina (11=Battleship)
BBPennsylvania (11=Battleship)
BBTennessee (11=Battleship)
BBTennesseeEarly (11=Battleship)
BBWestVirginia (11=Battleship)
CABaltimore (7=Heavy Cruiser)
CANorthampton (7=Heavy Cruiser)
CLBrooklyn (6=Light Cruiser)
CLCleveland (6=Light Cruiser)
CLOmaha (6=Light Cruiser)
COFlower (1=Corvette)
CVEBogue (8=Escort Carrier)
CVECasablanca (8=Escort Carrier)
CVUSEarlyWar (9=Fleet Carrier)
DDBagley (4=Destroyer)
DDBenham (4=Destroyer)
DDBenson (4=Destroyer)
DDClemson (4=Destroyer)
DDFletcher (4=Destroyer)
DDGearing (4=Destroyer)
DDMahan (4=Destroyer)
DDPorter (4=Destroyer)
DDPorterII (4=Destroyer)
DDSims (4=Destroyer)
DDSomers (4=Destroyer)
DDSumner (4=Destroyer)
DEBuckley (3=Destroyer Escort)
DEEvarts (3=Destroyer Escort)
DEJCButler (3=Destroyer Escort)
DERiver (3=Destroyer Escort)
FFTacoma (2=Frigate)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KMSSHogIsland (102=Cargo)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LST (103=Troop Transport)
LandingCraft (15=Landing Craft)
OldCorvette (1=Corvette)
OTMS (101=Tanker)
PCTrawler (0=Patrol Craft)
PTElco (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
ASSubTender (100=Replenishment)
Survivor (106=Survivor)
TR (103=Troop Transport)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
AIFleetboat (200=Submarine)
SSBalao (200=Submarine)
SSGar (200=Submarine)
SSGato (200=Submarine)
SSNarwhal (200=Submarine)
SSPorpoise (200=Submarine)
SSS18 (200=Submarine)
SSS42 (200=Submarine)
SSSalmon (200=Submarine)
SSSargo (200=Submarine)
SSTambor (200=Submarine)
SSTench (200=Submarine)
Australian:
USFighter (300=Fighter)
USHeavyBomber (301=Bomber)
SSunderland (304=Patrol)
USTorpedoBomber (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
NavalBase (407=Naval Base)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
CAKent (7=Heavy Cruiser)
DDV&W (4=Destroyer)
DERiver (3=Destroyer Escort)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
British:
FBBeaufighter (300=Fighter)
USFighter (300=Fighter)
LBSUSSearchPlane (304=Patrol)
USHeavyBomber (301=Bomber)
SSunderland (304=Patrol)
USTorpedoBomber (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseGB (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGB (406=Airbase)
SmallAirBaseGB (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
BBKingGeorgeV (11=Battleship)
Dorsetshire Heavy Cruiser (7=Heavy Cruiser)
CAKent (7=Heavy Cruiser)
CLDido (6=Light Cruiser)
CLFiji (6=Light Cruiser)
COFlower (1=Corvette)
CVEAttacker (8=Escort Carrier)
DDClemson (4=Destroyer)
DDJClass (4=Destroyer)
DDTribal (4=Destroyer)
DDV&W (4=Destroyer)
DERiver (3=Destroyer Escort)
FFBlackSwan (2=Frigate)
FFBlackSwanElite (17=Elite Destroyer escort)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KMSSHogIsland (102=Cargo)
KMSSWarMelody (102=Cargo)
KPMCSExpress (102=Cargo)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LST (103=Troop Transport)
OMPaula (101=Tanker)
OSHaruna (101=Tanker)
OTMS (101=Tanker)
PCTrawler (0=Patrol Craft)
PLConteVerde (109=Rare Troop Transport)
PTElco (0=Patrol Craft)
Survivor (106=Survivor)
TR (103=Troop Transport)
TugBoat (104=Coastal Vessel)
Canadian:
LBSUSSearchPlane (304=Patrol)
SSunderland (304=Patrol)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseCa (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseCa (406=Airbase)
SmallAirBaseCa (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
CLFiji (6=Light Cruiser)
COFlower (1=Corvette)
DDClemson (4=Destroyer)
DDTribal (4=Destroyer)
DERiver (3=Destroyer Escort)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
Environmental:
DLF (110=Environmental)
Iceberg (107=Rare tanker)
IcebergM1 (107=Rare tanker)
IcebergM2 (107=Rare tanker)
IcebergM3 (107=Rare tanker)
IcebergS1 (107=Rare tanker)
IcebergS2 (107=Rare tanker)
IcebergS3 (107=Rare tanker)
France:
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
NavalBase (407=Naval Base)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
German:
FSAR196 (304=Patrol)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseGe (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGe (406=Airbase)
SmallAirBaseGe (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
CADeutschland (7=Heavy Cruiser)
Type 34 Destroyer (4=Destroyer)
DDZClass (4=Destroyer)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
GeAuxCruiser (13=Auxiliary Cruiser)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
NPL_Hap (103=Troop Transport)
OLSchliemann (101=Tanker)
PCTrawler (0=Patrol Craft)
PTSchnellboat (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
German Uboat (200=Submarine)
SSTypeIXD2 (200=Submarine)
SSTypeXVIII (200=Submarine)
India:
FFBlackSwan (2=Frigate)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
Japan:
DBD3A1 (302=Dive Bomber)
A6M2Zero (300=Fighter)
FSF1M (304=Patrol)
G4MBetty (301=Bomber)
LBSH6K (304=Patrol)
H8K (304=Patrol)
Q1W1 (304=Patrol)
B5N2Kate (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDLargeTurret (403=Artillery)
CDMediumTurret (403=Artillery)
CDSearchLight (403=Artillery)
CDSmallGunJP (403=Artillery)
LargeAirBaseJP (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseJP (406=Airbase)
SmallAirBaseJP (406=Airbase)
SmallFloatplaneBaseJP (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
AuxGunboat (16=Elite Patrol Craft)
AuxSubchaser (1=Corvette)
BBFuso (11=Battleship)
BBIse (11=Battleship)
BBIseConv (11=Battleship)
BBKongo (11=Battleship)
BBYamashiro (11=Battleship)
BBYamato (20=Super Battleship)
Aoba Heavy Cruiser (7=Heavy Cruiser)
CAFurutaka (7=Heavy Cruiser)
CAMaya (7=Heavy Cruiser)
CAMogami (7=Heavy Cruiser)
CAMogami2 (7=Heavy Cruiser)
Myoko Heavy Cruiser (7=Heavy Cruiser)
CATakao (7=Heavy Cruiser)
CLAgano (6=Light Cruiser)
CLKuma (6=Light Cruiser)
CLNaka (6=Light Cruiser)
Oyodo Light Cruiser (6=Light Cruiser)
COKaibokan (3=Destroyer Escort)
COKaibokan2 (1=Corvette)
CVEAkitsu (8=Escort Carrier)
IJN Kaiyo (8=Escort Carrier)
Ryuho Light Carrier (8=Escort Carrier)
CVETaiyo (8=Escort Carrier)
CVHiryu (9=Fleet Carrier)
CVSChitose (8=Escort Carrier)
CVShokaku (9=Fleet Carrier)
Soryu Fleet Carrier (9=Fleet Carrier)
CVTaiho (9=Fleet Carrier)
Unryu Fleet Carrier (9=Fleet Carrier)
DDAkatsuki (4=Destroyer)
DDAkizuki (4=Destroyer)
DDAkizukiII (4=Destroyer)
DDAsashio (4=Destroyer)
DDFubuki (4=Destroyer)
DDFubukiII (4=Destroyer)
DDHatsuharu (4=Destroyer)
DDKagero (4=Destroyer)
DDKamikaze (4=Destroyer)
DDMatsu (4=Destroyer)
DDMinekaze (3=Destroyer Escort)
DDMomi (3=Destroyer Escort)
DDMutsuki (4=Destroyer)
DDShimakaze (4=Destroyer)
DDShiratsuyu (4=Destroyer)
DDWakatake (3=Destroyer Escort)
DDYugumo (4=Destroyer)
DEAkikaze (17=Elite Destroyer escort)
DEChidori (3=Destroyer Escort)
DEChidoriII (3=Destroyer Escort)
DEKisaragi (3=Destroyer Escort)
DEMomi (3=Destroyer Escort)
DEPB102 (17=Elite Destroyer escort)
Tachibana Escort (3=Destroyer Escort)
Landed_H6K (15=Landing Craft)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
JPGunBoat01 (0=Patrol Craft)
JPGunBoat02 (0=Patrol Craft)
KLCSNagara (102=Cargo)
KLSSHakusika (102=Cargo)
KMCSAkita (102=Cargo)
KMCSHeito (102=Cargo)
KMCSZinbu (102=Cargo)
KMSSBiyo (102=Cargo)
KMSSHogIslandJPN (102=Cargo)
KMSSKinposan (102=Cargo)
KMSSRyuun (102=Cargo)
KSCSTaihosan (102=Cargo)
KSSSKasagisan (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
MLOkinoshima (12=Minelayer)
MSNO13 (3=Destroyer Escort)
Aircraft Salvage Vessel (8=Escort Carrier)
Patrol Boat (3=Destroyer Escort)
Parker's Tincan (2=Frigate)
Parker's Tincan II (2=Frigate)
Large Modern Passenger/Freighter (102=Cargo)
NSampan01 (104=Coastal Vessel)
NSampan02 (104=Coastal Vessel)
NSampan03 (104=Coastal Vessel)
OLNippon (101=Tanker)
OMBuzyun (101=Tanker)
OSHaruna (101=Tanker)
PBWakatake (1=Corvette)
PLConteVerde (109=Rare Troop Transport)
PLHorai (103=Troop Transport)
PLKiturin (103=Troop Transport)
PSTyohei (103=Troop Transport)
Gyoraitei PT Boat (0=Patrol Craft)
SCSubchaser (3=Destroyer Escort)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
W-19 Class Minesweeper (1=Corvette)
AIJapSub (200=Submarine)
SKoMidget (200=Submarine)
SSSenToku (200=Submarine)
Netherlands:
De Ruyter Light Cruiser (6=Light Cruiser)
COFlower (1=Corvette)
DERiver (3=Destroyer Escort)
Frigate (11=Battleship)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
NewZealand:
SSunderland (304=Patrol)
CLFiji (6=Light Cruiser)
COFlower (1=Corvette)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
Russia:
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
NavalBase (407=Naval Base)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KMCSAkita (102=Cargo)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)

Current ignore list:
data\Sea\Float_Plane_H6K\Float_Plane_H6K.eqp
data\Sea\NKSQ_\NKSQ_.eqp
data\Sea\NOM_Paula\NOM_Paula.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.sns
data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp
data\Land\LCD_MediumTurret\LCD_MediumTurret.sns
data\Land\LCD_SmallJP\LCD_SmallJP.eqp
data\Land\LCD_SmallJP\LCD_SmallJP.sns
data\Ordnance\AntiSubNet\AntiSubNet.sns
data\Ordnance\Minefield\Minefield.sns

Country errors:
no errors

Country ignores:
no ignores

Roster errors:
no errors

Roster ignores:
no ignores

Classes errors:
no errors

Classes ignores:
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Sea\Float_Plane_H6K\Float_Plane_H6K.e qp ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Sea\NKSQ_\NKSQ_.eqp ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Sea\NOM_Paula\NOM_Paula.eqp ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_LargeTurret\LCD_LargeTurret. eqp ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_LargeTurret\LCD_LargeTurret. sns ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_MediumTurret\LCD_MediumTurre t.eqp ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_MediumTurret\LCD_MediumTurre t.sns ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_SmallJP\LCD_SmallJP.eqp ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_SmallJP\LCD_SmallJP.sns ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Ordnance\AntiSubNet\AntiSubNet.sns ignored
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Ordnance\Minefield\Minefield.sns ignored

DefSide errors:
StartDate of 09/05/1945 is not 1 day later than previous EndDate for German in \data\Roster\DefSide.cfg

DefSide ignores:
no ignores

Campaign errors:
:
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Campaigns\Campaign\PatrolObjectives\S ink Yellow Sea 02\Sink Yellow Sea 02.mis:
no errors

Campaign ignores:
:
C:\Programmi\Ubisoft\Silent Hunter 4 Wolves of the Pacific\data\Campaigns\Campaign\PatrolObjectives\S ink Yellow Sea 02\Sink Yellow Sea 02.mis:
no ignores

Saved campaign errors:
not coded thus not checked

Saved campaign ignores:
not coded thus not checked

what do you think?

Rockin Robbins
07-21-17, 07:16 PM
I think you have corrupted stock game files. You should reinstall SH4, then reinstall all your mods, then see if you still have the problem. It should be gone. Make sure you try it out with a new career to rule out problems in your savegame file.

Be aware that Traveller's Mod is full of bugs. Some of them are gamestoppers.

uboot556
07-21-17, 07:25 PM
I have Sh4 V15 with U-Boot missions; this is important or it's different if i use the normal V15 patch or the V15 with U-Boot Missions?

uboot556
08-07-17, 06:20 AM
This is the new Log file (the first one was with stock game....)
Silent Hunter 4 Validator v2.0.6.0 by TheDarkWraith

Validation results from C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific

Countries defined:
American
Australian
British
Canadian
Environmental
France
German
India
Japan
Netherlands
NewZealand
Russia

Classes defined:
A6M2ZeroStrafe (303)
B5N2ASW (304)
B5N2Kate (303)
DBD3A1 (302)
ADB_D4Y3 (304)
G4MBettyTorp (303)
Q1W1 (304)
USDiveBomber (302)
A6M2Zero (300)
A6M5 (300)
B239 (300)
FBBeaufighter (300)
FBBeaufighterAU (301)
FBCorsair (300)
FBKi44 (300)
FBKi84 (300)
FBA6M2N (300)
FBP38 (300)
FBP51MustangUSAF (300)
FBRAAFSpitfire (300)
USFighter (300)
FBWildcat (300)
FSF1M (302)
FSF1M_Shadow (304)
LBSDo22 (304)
G4M2 (302)
G4MBetty (302)
G4MBetty_Level (301)
ALBS_G4M_Betty_Torp (303)
LBSH6K (304)
LBSH6K_Shadow (304)
LBSH6K_Torp (303)
H8K (304)
H8K_Shadow (304)
H8K_Torp (303)
LBSNEICAT (304)
LBSPBY5 (304)
LBSPBY5A (304)
LBSRAAFCAT (304)
LBSRAAFDo24k (304)
LBSUSSearchPlane (304)
LBAUMK3 (304)
LBB24LevelBomb (301)
USHeavyBomber (301)
LBBPB4Y (304)
LBPV1 (304)
LBPV2 (304)
RAAFB24 (301)
ASW_B6N2 (303)
FSAR196 (304)
SSunderland (304)
ATB_Avenger (302)
USTorpedoBomber (303)
B5N2_Level (304)
Buffalo Fighter-Bomber (300)
NakajimaNStrafe (304)
Tough Spitfire (300)
Tough Wildcat (300)
APDManley (103)
AuxGunboat (16)
AuxSubchaser (1)
SpecOpsSmallBoat (14)
COKaibokan (3)
COKaibokan2 (1)
DLF (110)
F1M Pete (Parked) (15)
Landed_H6K (15)
Fuel Storage Tank (15)
Fuel Storage Tank 2 (15)
H6K (Parked) (15)
H8K (Parked) (15)
Iceberg (110)
IcebergM1 (110)
IcebergM2 (110)
IcebergM3 (110)
IcebergS1 (110)
IcebergS2 (110)
IcebergS3 (110)
JPFish01 (104)
JPFish02 (104)
JPGunBoat01 (110)
JPGunBoat02 (110)
LifeboatRescue1 (106)
LifeboatRescue2 (106)
NAGB (0)
GeAuxCruiser (13)
APDClemson (103)
TugBoat (104)
NAuxCru (13)
NAuxSC (1)
BBColorado (11)
BBFuso (11)
BBIowa (20)
BBIse (11)
BBIseConv (11)
BBKingGeorgeV (11)
BBKongo (11)
BBNevada (11)
BBNewMexico (11)
BBNorthCarolina (11)
BBPennsylvania (11)
BBTennessee (11)
BBTennesseeEarly (11)
BBWestVirginia (11)
BBYamato (20)
BCRepulse (11)
CABaltimore (7)
CADeutschland (7)
CAFurutaka (7)
CAKent (7)
CAMaya (7)
CAMogami (7)
CAMogami2 (7)
Myoko Heavy Cruiser (7)
CANorthampton (7)
CATakao (7)
CATone (7)
CAYork (7)
CDTYPEB (1)
CDTYPEC (1)
CDTYPED (1)
CLAgano (6)
CLAtlanta (6)
CLBrooklyn (6)
CLCleveland (6)
CLDeRuyter (6)
CLDido (6)
CLFiji (6)
CLJava (6)
CLKatori (6)
CLKatoriASW (4)
CLKuma (6)
CLModLeander (6)
CLNaka (6)
CLOmaha (6)
CLTenryu (6)
CLYubari (6)
COFlower (1)
CVEAkitsu (8)
CVEASW (4)
CVEAttacker (8)
CVEBogue (8)
CVECasablanca (8)
CVEShoho (8)
CVETaiyo (8)
CVSChitose (8)
Small Seaplane Tender (8)
CVEnterprise (9)
CVHiryu (9)
CVHiyo (9)
CVSaratoga (9)
CVShinano (9)
CVShokaku (9)
CVSoryu (9)
CVTaiho (9)
CVUSEarlyWar (9)
CVUSSEssexCV9 (9)
DDAdmiralen (4)
DDAkatsuki (4)
DDAkizuki (4)
DDAkizukiII (4)
DDAsashio (4)
DDBagley (4)
DDBenham (4)
DDBenson (4)
DDBristol (4)
DDClemson (4)
DDFletcher (4)
DDFletcherII (4)
DDFubuki (4)
DDFubukiII (4)
DDGearing (4)
DDHatsuharu (4)
DDJClass (4)
DDKagero (4)
DDKamikaze (4)
DDMahan (4)
DDMatsu (4)
DDMinekaze (4)
DDMomi (3)
DDMutsuki (4)
DDPorter (4)
DDPorterII (4)
DDShimakaze (4)
DDShiratsuyu (4)
DDSims (4)
DDSmith (4)
DDSomers (4)
DDSumner (4)
DDTribal (4)
DDV&W (4)
DDWakatake (3)
DDYugumo (4)
DDZClass (4)
DEAkikaze (17)
DEBuckley (3)
DEChidori (3)
DEChidoriII (3)
DEEvarts (3)
DEJCButler (3)
DEKisaragi (3)
DEMatsu (3)
DEMomi (3)
Parker's Tincan (2)
Parker's Tincan II (2)
DEPB102 (17)
DERiver (3)
Frigate (11)
FFTacoma (2)
FishingBoat2 (104)
FishingBoat (104)
KLCSNagara (102)
KLSSHakusika (102)
KMCSAkita (102)
KMCSHeito (102)
KMCSZinbu (102)
KMSSBiyo (102)
KMSSHogIsland (102)
KMSSHogIslandJPN (102)
KMSSKinposan (102)
KMSSRyuun (102)
KMSSWarMelody (102)
KPMCSExpress (102)
KSCSTaihosan (102)
KSQ (102)
KSSSKasagisan (102)
KSS (102)
LandingCraft (15)
LifeboatSmall (105)
LifeboatLarge (105)
LL (102)
LST (103)
MLOkinoshima (12)
MLSokuten (0)
MSNO13 (3)
OLNippon (101)
OLSchliemann (101)
OMBuzyun (101)
OMPaula (101)
OSHaruna (101)
OTMS (101)
PBMomi (1)
PBWakatake (1)
FFBlackSwan (2)
FFBlackSwanElite (17)
PLConteVerde (109)
PLHorai (103)
PLKiturin (103)
PSTyohei (103)
PTElco (0)
PTSchnellboat (0)
NSampan01 (104)
NSampan02 (104)
NSampan03 (104)
SmallSubchaser (0)
SCSubchaser (1)
NTB (1)
TR (103)
PCTrawler (0)
VV (102)
OldCorvette (1)
PB102 (1)
PB10X (1)
PBY4 (Parked) (15)
PBY4 Late (Parked) (15)
RCVUnryu (9)
ASSubTender (100)
Survivor (106)
Target1 (102)
Target2 (102)
AIFleetboat (200)
AIJapSub (200)
SSBalao (200)
SSGar (200)
SSGato (200)
SSNarwhal (200)
SSPorpoise (200)
SSS18 (200)
SSS42 (200)
SSSalmon (200)
SSSargo (200)
SSSenToku (200)
SSTambor (200)
SSTench (200)
SSTypeXVIII (200)
German Uboat (200)
SSTypeIXD2 (200)
SKoMidget (200)
CDAAPlatform (404)
JAB (406)
JAF (406)
JAIJN (406)
JASPL (406)
JASPS (406)
LABKMDO24 (406)
LargeAirBaseCa (406)
LargeAirBaseGB (406)
LargeAirBaseGe (406)
LargeAirBaseIt (406)
LargeAirBaseJP (406)
LargeAirBaseUS (406)
MCAS (406)
NASLR (406)
NASMR (406)
NASSR (406)
LABNEICAT (406)
NEIF (406)
NormalAirBaseCa (406)
NormalAirBaseGB (406)
NormalAirBaseGe (406)
NormalAirBaseIt (406)
NormalAirBaseJP (406)
NormalAirBaseUS (406)
LABRAAFDo24k (406)
RAAFF (406)
RAAFFB (406)
RAAFLRB (406)
RAAFPAT (406)
RAAFSP (406)
SmallAirBaseCa (406)
SmallAirBaseGB (406)
SmallAirBaseGe (406)
SmallAirBaseIt (406)
SmallAirBaseJP (406)
SmallAirBaseUS (406)
SmallFloatplaneBaseJP (406)
USAFBM (406)
USAFFC (406)
CDBunkerLarge (403)
CDBunkerMedium (403)
CDBunkerSmall (403)
CDLargeTurret (403)
CDMediumTurret (403)
CDSearchLight (403)
CDSmallGunJP (403)
NavalBase (407)
Observation_Post (403)
Radar_Post (403)
Rescue Porpoise (407)
AntiSubNet (501)
Minefield (500)

Roster:
American:
Buffalo Fighter-Bomber (300=Fighter)
USDiveBomber (302=Dive Bomber)
FBCorsair (300=Fighter)
FBP38 (300=Fighter)
FBP51MustangUSAF (300=Fighter)
FBWildcat (300=Fighter)
USFighter (300=Fighter)
LBB24LevelBomb (301=Bomber)
LBBPB4Y (304=Patrol)
LBPV1 (304=Patrol)
LBPV2 (304=Patrol)
LBSPBY5 (304=Patrol)
LBSPBY5A (304=Patrol)
LBSUSSearchPlane (304=Patrol)
USHeavyBomber (301=Bomber)
ATB_Avenger (302=Dive Bomber)
USTorpedoBomber (303=Torpedo Bomber)
Tough Wildcat (300=Fighter)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
MCAS (406=Airbase)
NASLR (406=Airbase)
NASMR (406=Airbase)
NASSR (406=Airbase)
USAFBM (406=Airbase)
USAFFC (406=Airbase)
LargeAirBaseUS (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseUS (406=Airbase)
Rescue Porpoise (407=Naval Base)
SmallAirBaseUS (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
APDClemson (103=Troop Transport)
APDManley (103=Troop Transport)
BBColorado (11=Battleship)
BBIowa (20=Super Battleship)
BBNevada (11=Battleship)
BBNewMexico (11=Battleship)
BBNorthCarolina (11=Battleship)
BBPennsylvania (11=Battleship)
BBTennessee (11=Battleship)
BBTennesseeEarly (11=Battleship)
BBWestVirginia (11=Battleship)
CABaltimore (7=Heavy Cruiser)
CANorthampton (7=Heavy Cruiser)
CLAtlanta (6=Light Cruiser)
CLBrooklyn (6=Light Cruiser)
CLCleveland (6=Light Cruiser)
CLOmaha (6=Light Cruiser)
COFlower (1=Corvette)
CVEBogue (8=Escort Carrier)
CVECasablanca (8=Escort Carrier)
CVEnterprise (9=Fleet Carrier)
CVSaratoga (9=Fleet Carrier)
CVUSEarlyWar (9=Fleet Carrier)
CVUSSEssexCV9 (9=Fleet Carrier)
DDBagley (4=Destroyer)
DDBenham (4=Destroyer)
DDBenson (4=Destroyer)
DDBristol (4=Destroyer)
DDClemson (4=Destroyer)
DDFletcher (4=Destroyer)
DDFletcherII (4=Destroyer)
DDGearing (4=Destroyer)
DDMahan (4=Destroyer)
DDPorter (4=Destroyer)
DDPorterII (4=Destroyer)
DDSims (4=Destroyer)
DDSmith (4=Destroyer)
DDSomers (4=Destroyer)
DDSumner (4=Destroyer)
DEBuckley (3=Destroyer Escort)
DEEvarts (3=Destroyer Escort)
DEJCButler (3=Destroyer Escort)
DERiver (3=Destroyer Escort)
FFTacoma (2=Frigate)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KMSSHogIsland (102=Cargo)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LifeboatRescue1 (106=Survivor)
LifeboatRescue2 (106=Survivor)
LL (102=Cargo)
LST (103=Troop Transport)
LandingCraft (15=Landing Craft)
OldCorvette (1=Corvette)
OTMS (101=Tanker)
PBY4 (Parked) (15=Landing Craft)
PBY4 Late (Parked) (15=Landing Craft)
PCTrawler (0=Patrol Craft)
PTElco (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
ASSubTender (100=Replenishment)
Survivor (106=Survivor)
TR (103=Troop Transport)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
AIFleetboat (200=Submarine)
SSBalao (200=Submarine)
SSGar (200=Submarine)
SSGato (200=Submarine)
SSNarwhal (200=Submarine)
SSPorpoise (200=Submarine)
SSS18 (200=Submarine)
SSS42 (200=Submarine)
SSSalmon (200=Submarine)
SSSargo (200=Submarine)
SSTambor (200=Submarine)
SSTench (200=Submarine)
Australian:
LBSRAAFDo24k (304=Patrol)
FBBeaufighterAU (301=Bomber)
FBRAAFSpitfire (300=Fighter)
USFighter (300=Fighter)
LBAUMK3 (304=Patrol)
LBSRAAFCAT (304=Patrol)
USHeavyBomber (301=Bomber)
RAAFB24 (301=Bomber)
Tough Spitfire (300=Fighter)
SSunderland (304=Patrol)
USTorpedoBomber (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LABRAAFDo24k (406=Airbase)
RAAFF (406=Airbase)
RAAFFB (406=Airbase)
RAAFLRB (406=Airbase)
RAAFPAT (406=Airbase)
RAAFSP (406=Airbase)
NavalBase (407=Naval Base)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
CAKent (7=Heavy Cruiser)
CLModLeander (6=Light Cruiser)
DDV&W (4=Destroyer)
DERiver (3=Destroyer Escort)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
British:
FBBeaufighter (300=Fighter)
USFighter (300=Fighter)
LBSUSSearchPlane (304=Patrol)
USHeavyBomber (301=Bomber)
SSunderland (304=Patrol)
USTorpedoBomber (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseGB (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGB (406=Airbase)
SmallAirBaseGB (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
BBKingGeorgeV (11=Battleship)
BCRepulse (11=Battleship)
CAKent (7=Heavy Cruiser)
CAYork (7=Heavy Cruiser)
CLDido (6=Light Cruiser)
CLFiji (6=Light Cruiser)
COFlower (1=Corvette)
CVEAttacker (8=Escort Carrier)
DDClemson (4=Destroyer)
DDJClass (4=Destroyer)
DDTribal (4=Destroyer)
DDV&W (4=Destroyer)
DERiver (3=Destroyer Escort)
FFBlackSwan (2=Frigate)
FFBlackSwanElite (17=Elite Destroyer escort)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KMSSHogIsland (102=Cargo)
KMSSWarMelody (102=Cargo)
KPMCSExpress (102=Cargo)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LST (103=Troop Transport)
OMPaula (101=Tanker)
OSHaruna (101=Tanker)
OTMS (101=Tanker)
PCTrawler (0=Patrol Craft)
PLConteVerde (109=Rare Troop Transport)
PTElco (0=Patrol Craft)
Survivor (106=Survivor)
TR (103=Troop Transport)
TugBoat (104=Coastal Vessel)
Canadian:
LBSUSSearchPlane (304=Patrol)
SSunderland (304=Patrol)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseCa (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseCa (406=Airbase)
SmallAirBaseCa (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
CLFiji (6=Light Cruiser)
COFlower (1=Corvette)
DDClemson (4=Destroyer)
DDTribal (4=Destroyer)
DERiver (3=Destroyer Escort)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
Environmental:
DLF (110=Environmental)
Iceberg (110=Environmental)
IcebergM1 (110=Environmental)
IcebergM2 (110=Environmental)
IcebergM3 (110=Environmental)
IcebergS1 (110=Environmental)
IcebergS2 (110=Environmental)
IcebergS3 (110=Environmental)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
NSampan01 (104=Coastal Vessel)
NSampan02 (104=Coastal Vessel)
NSampan03 (104=Coastal Vessel)
Target1 (102=Cargo)
Target2 (102=Cargo)
France:
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
NavalBase (407=Naval Base)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
German:
FSAR196 (304=Patrol)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
LargeAirBaseGe (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGe (406=Airbase)
SmallAirBaseGe (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
CADeutschland (7=Heavy Cruiser)
DDZClass (4=Destroyer)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
GeAuxCruiser (13=Auxiliary Cruiser)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
OLSchliemann (101=Tanker)
PCTrawler (0=Patrol Craft)
PTSchnellboat (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
German Uboat (200=Submarine)
SSTypeIXD2 (200=Submarine)
SSTypeXVIII (200=Submarine)
India:
FFBlackSwan (2=Frigate)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
Japan:
A6M2ZeroStrafe (303=Torpedo Bomber)
ADB_D4Y3 (304=Patrol)
FBA6M2N (300=Fighter)
ALBS_G4M_Betty_Torp (303=Torpedo Bomber)
ASW_B6N2 (303=Torpedo Bomber)
B5N2_Level (304=Patrol)
DBD3A1 (302=Dive Bomber)
FBKi44 (300=Fighter)
FBKi84 (300=Fighter)
A6M2Zero (300=Fighter)
A6M5 (300=Fighter)
FSF1M (302=Dive Bomber)
FSF1M_Shadow (304=Patrol)
G4MBettyTorp (303=Torpedo Bomber)
G4M2 (302=Dive Bomber)
G4MBetty (302=Dive Bomber)
G4MBetty_Level (301=Bomber)
LBSH6K (304=Patrol)
LBSH6K_Shadow (304=Patrol)
LBSH6K_Torp (303=Torpedo Bomber)
H8K (304=Patrol)
H8K_Shadow (304=Patrol)
H8K_Torp (303=Torpedo Bomber)
Q1W1 (304=Patrol)
NakajimaNStrafe (304=Patrol)
B5N2ASW (304=Patrol)
B5N2Kate (303=Torpedo Bomber)
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDLargeTurret (403=Artillery)
CDMediumTurret (403=Artillery)
CDSearchLight (403=Artillery)
CDSmallGunJP (403=Artillery)
JAB (406=Airbase)
JAF (406=Airbase)
JAIJN (406=Airbase)
JASPL (406=Airbase)
JASPS (406=Airbase)
LargeAirBaseJP (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseJP (406=Airbase)
Observation_Post (403=Artillery)
Radar_Post (403=Artillery)
SmallAirBaseJP (406=Airbase)
SmallFloatplaneBaseJP (406=Airbase)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
AuxGunboat (16=Elite Patrol Craft)
AuxSubchaser (1=Corvette)
BBFuso (11=Battleship)
BBIse (11=Battleship)
BBIseConv (11=Battleship)
BBKongo (11=Battleship)
BBYamato (20=Super Battleship)
CAFurutaka (7=Heavy Cruiser)
CAMaya (7=Heavy Cruiser)
CAMogami (7=Heavy Cruiser)
CAMogami2 (7=Heavy Cruiser)
Myoko Heavy Cruiser (7=Heavy Cruiser)
CATakao (7=Heavy Cruiser)
CATone (7=Heavy Cruiser)
CDTYPEB (1=Corvette)
CDTYPEC (1=Corvette)
CDTYPED (1=Corvette)
CLAgano (6=Light Cruiser)
CLKatori (6=Light Cruiser)
CLKatoriASW (4=Destroyer)
CLKuma (6=Light Cruiser)
CLNaka (6=Light Cruiser)
CLTenryu (6=Light Cruiser)
CLYubari (6=Light Cruiser)
COKaibokan (3=Destroyer Escort)
COKaibokan2 (1=Corvette)
CVEAkitsu (8=Escort Carrier)
CVEASW (4=Destroyer)
CVEShoho (8=Escort Carrier)
CVETaiyo (8=Escort Carrier)
CVHiryu (9=Fleet Carrier)
CVHiyo (9=Fleet Carrier)
CVSChitose (8=Escort Carrier)
CVShinano (9=Fleet Carrier)
CVShokaku (9=Fleet Carrier)
CVSoryu (9=Fleet Carrier)
CVTaiho (9=Fleet Carrier)
DDAkatsuki (4=Destroyer)
DDAkizuki (4=Destroyer)
DDAkizukiII (4=Destroyer)
DDAsashio (4=Destroyer)
DDFubuki (4=Destroyer)
DDFubukiII (4=Destroyer)
DDHatsuharu (4=Destroyer)
DDKagero (4=Destroyer)
DDKamikaze (4=Destroyer)
DDMatsu (4=Destroyer)
DDMinekaze (4=Destroyer)
DDMomi (3=Destroyer Escort)
DDMutsuki (4=Destroyer)
DDShimakaze (4=Destroyer)
DDShiratsuyu (4=Destroyer)
DDWakatake (3=Destroyer Escort)
DDYugumo (4=Destroyer)
DEAkikaze (17=Elite Destroyer escort)
DEChidori (3=Destroyer Escort)
DEChidoriII (3=Destroyer Escort)
DEKisaragi (3=Destroyer Escort)
DEMatsu (3=Destroyer Escort)
DEMomi (3=Destroyer Escort)
DEPB102 (17=Elite Destroyer escort)
F1M Pete (Parked) (15=Landing Craft)
FishingBoat (104=Coastal Vessel)
Landed_H6K (15=Landing Craft)
Fuel Storage Tank 2 (15=Landing Craft)
Fuel Storage Tank (15=Landing Craft)
H6K (Parked) (15=Landing Craft)
H8K (Parked) (15=Landing Craft)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
JPGunBoat01 (110=Environmental)
JPGunBoat02 (110=Environmental)
KLCSNagara (102=Cargo)
KLSSHakusika (102=Cargo)
KMCSAkita (102=Cargo)
KMCSHeito (102=Cargo)
KMCSZinbu (102=Cargo)
KMSSBiyo (102=Cargo)
KMSSHogIslandJPN (102=Cargo)
KMSSKinposan (102=Cargo)
KMSSRyuun (102=Cargo)
KSCSTaihosan (102=Cargo)
KSSSKasagisan (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
MLOkinoshima (12=Minelayer)
MSNO13 (3=Destroyer Escort)
NAGB (0=Patrol Craft)
NAuxCru (13=Auxiliary Cruiser)
NAuxSC (1=Corvette)
Small Seaplane Tender (8=Escort Carrier)
Parker's Tincan (2=Frigate)
Parker's Tincan II (2=Frigate)
NSampan01 (104=Coastal Vessel)
NSampan02 (104=Coastal Vessel)
NSampan03 (104=Coastal Vessel)
NTB (1=Corvette)
OLNippon (101=Tanker)
OMBuzyun (101=Tanker)
OSHaruna (101=Tanker)
PB102 (1=Corvette)
PB10X (1=Corvette)
PBMomi (1=Corvette)
PBWakatake (1=Corvette)
PLConteVerde (109=Rare Troop Transport)
PLHorai (103=Troop Transport)
PLKiturin (103=Troop Transport)
PSTyohei (103=Troop Transport)
RCVUnryu (9=Fleet Carrier)
SmallSubchaser (0=Patrol Craft)
SCSubchaser (1=Corvette)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
AIJapSub (200=Submarine)
SKoMidget (200=Submarine)
SSSenToku (200=Submarine)
Netherlands:
LBSDo22 (304=Patrol)
B239 (300=Fighter)
LBSNEICAT (304=Patrol)
LABKMDO24 (406=Airbase)
LABNEICAT (406=Airbase)
NEIF (406=Airbase)
CLDeRuyter (6=Light Cruiser)
CLJava (6=Light Cruiser)
COFlower (1=Corvette)
DDAdmiralen (4=Destroyer)
DERiver (3=Destroyer Escort)
Frigate (11=Battleship)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
PCTrawler (0=Patrol Craft)
PTElco (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
NewZealand:
SSunderland (304=Patrol)
CLFiji (6=Light Cruiser)
CLModLeander (6=Light Cruiser)
COFlower (1=Corvette)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KSQ (102=Cargo)
KSS (102=Cargo)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)
Russia:
CDAAPlatform (404=Antiaircraft)
CDBunkerLarge (403=Artillery)
CDBunkerMedium (403=Artillery)
CDBunkerSmall (403=Artillery)
CDSearchLight (403=Artillery)
NavalBase (407=Naval Base)
AntiSubNet (501=AntiSub Net)
Minefield (500=Mine)
FishingBoat (104=Coastal Vessel)
FishingBoat2 (104=Coastal Vessel)
KLCSNagara (102=Cargo)
KLSSHakusika (102=Cargo)
KMCSAkita (102=Cargo)
KMCSHeito (102=Cargo)
KMSSBiyo (102=Cargo)
KSQ (102=Cargo)
KSS (102=Cargo)
OMBuzyun (101=Tanker)
PCTrawler (0=Patrol Craft)
Survivor (106=Survivor)
TugBoat (104=Coastal Vessel)

Current ignore list:
data\Sea\Float_Plane_H6K\Float_Plane_H6K.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.sns
data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp
data\Land\LCD_MediumTurret\LCD_MediumTurret.sns
data\Land\LCD_SmallJP\LCD_SmallJP.eqp
data\Land\LCD_SmallJP\LCD_SmallJP.sns
data\Ordnance\AntiSubNet\AntiSubNet.sns
data\Ordnance\Minefield\Minefield.sns
data\Sea\F1M Pete (Parked)\F1M Pete (Parked).eqp
data\Sea\F1M Pete (Parked)\F1M Pete (Parked).sns
data\Sea\Fuel Storage Tank\Fuel Storage Tank.eqp
data\Sea\Fuel Storage Tank\Fuel Storage Tank.sns
data\Sea\Fuel Storage Tank 2\Fuel Storage Tank 2.eqp
data\Sea\Fuel Storage Tank 2\Fuel Storage Tank 2.sns
data\Sea\H6K (Parked)\H6K (Parked).eqp
data\Sea\H8K (Parked)\H8K (Parked).eqp
data\Sea\NKSQ_\NKSQ_.eqp
data\Sea\NOM_Paula\NOM_Paula.eqp
data\Sea\PBY4 (Parked)\PBY4 (Parked).eqp
data\Sea\PBY4 (Parked)\PBY4 (Parked).sns
data\Sea\PBY4 Late (Parked)\PBY4 Late (Parked).eqp
data\Sea\PBY4 Late (Parked)\PBY4 Late (Parked).sns
data\Land\Observation_Post\Observation_Post.eqp
data\Land\Radar_Post\Radar_Post.eqp

Country errors:
no errors

Country ignores:
no ignores

Roster errors:
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Roster\Japan\Sea\MLSokuten.cfg has invalid UnitType entry @ line number 24

Roster ignores:
no ignores

Classes errors:
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Air\AFB_RAAFSpitfire\AFB_RAAFSpitfire .eqp does not contain sequentially ordered entries (found duplicate [Equipment 11]) @ line number 100
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Air\Spitfire Tough\Spitfire Tough.eqp does not contain sequentially ordered entries (found duplicate [Equipment 11]) @ line number 100
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\NTB\NTB.eqp does not contain sequentially ordered entries (found duplicate [Equipment 25]) @ line number 151

Classes ignores:
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\F1M Pete (Parked)\F1M Pete (Parked).eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\F1M Pete (Parked)\F1M Pete (Parked).sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\Float_Plane_H6K\Float_Plane_H6K.e qp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\Fuel Storage Tank\Fuel Storage Tank.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\Fuel Storage Tank\Fuel Storage Tank.sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\Fuel Storage Tank 2\Fuel Storage Tank 2.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\Fuel Storage Tank 2\Fuel Storage Tank 2.sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\H6K (Parked)\H6K (Parked).eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\H8K (Parked)\H8K (Parked).eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\NKSQ_\NKSQ_.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\NOM_Paula\NOM_Paula.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\PBY4 (Parked)\PBY4 (Parked).eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\PBY4 (Parked)\PBY4 (Parked).sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\PBY4 Late (Parked)\PBY4 Late (Parked).eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Sea\PBY4 Late (Parked)\PBY4 Late (Parked).sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_LargeTurret\LCD_LargeTurret. eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_LargeTurret\LCD_LargeTurret. sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_MediumTurret\LCD_MediumTurre t.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_MediumTurret\LCD_MediumTurre t.sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_SmallJP\LCD_SmallJP.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\LCD_SmallJP\LCD_SmallJP.sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\Observation_Post\Observation_Pos t.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Land\Radar_Post\Radar_Post.eqp ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Ordnance\AntiSubNet\AntiSubNet.sns ignored
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Ordnance\Minefield\Minefield.sns ignored

DefSide errors:
StartDate of 09/05/1945 is not 1 day later than previous EndDate for German in \data\Roster\DefSide.cfg
StartDate of 06/08/1945 is not 1 day later than previous EndDate for Russia in \data\Roster\DefSide.cfg

DefSide ignores:
no ignores

Campaign errors:
:
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Campaigns\Campaign\PatrolObjectives\T G7pt1_2\TG7pt1_2.mis:
no errors

Campaign ignores:
:
C:\Programmi\SH4 test con traveller mo e tmo\Silent Hunter 4 Wolves of the Pacific\data\Campaigns\Campaign\PatrolObjectives\T G7pt1_2\TG7pt1_2.mis:
no ignores

Saved campaign errors:
not coded thus not checked

Saved campaign ignores:
not coded thus not checked
What can i do?

propbeanie
08-07-17, 02:29 PM
Are you the one, while running the SH Validator program, that put some of the errors into the Ignore list? Some of those are "Environmental" items, and are put in that part of the list by the SH Validator app.

Have you done as Rockin Robbins suggested, and removed the game and Save folder (My Documents \ SH4), and then re-installed? You can copy your MODS folder inside the game folder for re-use, other than the JSGME files. Ditch them. When you re-install JSGME, use the Snapshot feature of it (Tasks menu). You can use that to compare your files after removal of mods.

If the 4 gig applet didn't help the situation, you're either running into an invalid Unit in the game (ship, plane, etc.), or you've got "mod soup" as Rockin Robbins is thinking...

uboot556
08-23-17, 01:28 AM
It Works! i deleted the Sea file in the main folder and the sea file in the Roster folder for each country and now everything is fine,even the museum works

Rockin Robbins
08-23-17, 08:44 AM
...

s7rikeback
08-23-17, 09:27 AM
It Works! i deleted the Sea file in the main folder and the sea file in the Roster folder for each country and now everything is fine,even the museum works

!!!:o!!!

uboot556
08-23-17, 01:10 PM
ehm......i forgot to write that i deleted the file from the Traveler mod:k_confused: sorry

Rockin Robbins
08-23-17, 02:32 PM
ehm......i forgot to write that i deleted the file from the Traveler mod:k_confused: sorry
Do you mean that you uninstalled Traveller's Mod, deleted the files from Traveller's Mod, then reinstalled Traveler's mod? If so you are now playing the stock game in all the aspects covered by those two files.

That is probably a good thing. But maybe not.

uboot556
08-23-17, 05:53 PM
only the sea folder in Traveller,everything was untached so i have Traveller mod with the ships from the RSRD mod

p.jakub88
09-02-17, 06:17 PM
Hello everyone,

I came across a strange situation when using this mod. In early July 1945 i travelled to Iwo Jima since it should to be already in US hands by 26 March 1945. As soon as i got close to harbor my submarine was attacked by one of the coastal guns and i took some damage. Fortunatelly i quickly dived and made it back home safely with finished repairs.

Later suggested by Bubblehead1980, that this could be a problem with incorrect exit dates set for guns i opened the Jap_Coastalbattery.mis file using SH4 Mission Editor. Just as i suspected the dates for 2 guns were set to 31.12.1945. Be aware, that also some other dates for Japanese coastal batteries in the Traveller v2.6 TMO mod were set incorrectly. I posted this for the request of s7rikeback.

Rockin Robbins
09-02-17, 06:33 PM
Hello everyone,

I came across a strange situation when using this mod. In early July 1945 i travelled to Iwo Jima since it should to be already in US hands by 26 March 1945. As soon as i got close to harbor my submarine was attacked by one of the coastal guns and i took some damage. Fortunatelly i quickly dived and made it back home safely with finished repairs.

Later suggested by Bubblehead1980, that this could be a problem with incorrect exit dates set for guns i opened the Jap_Coastalbattery.mis file using SH4 Mission Editor. Just as i suspected the dates for 2 guns were set to 31.12.1945. Be aware, that also some other dates for Japanese coastal batteries in the Traveller v2.6 TMO mod were set incorrectly. I posted this for the request of s7rikeback.
Yes, Traveller's Mod is full of pretty egregious bugs, especially the latest version, which is not as good as the version before. Making a supermod, or even a mod for a supermod is not for the faint of heart or for those who think they won't spend much time doing it. If it were easy, there would be a lot more of them.

p.jakub88
09-02-17, 07:55 PM
Yes, Traveller's Mod is full of pretty egregious bugs, especially the latest version, which is not as good as the version before. Making a supermod, or even a mod for a supermod is not for the faint of heart or for those who think they won't spend much time doing it. If it were easy, there would be a lot more of them.

Hello Rockin Robbins,

well the Traveller v2.6 TMO mod has also many nice features in my opinion such sinking sound for most enemy ships, added warships patrolling harbors, etc. I personally copied over some files from his mod into SH4.

I already corrected the dates for Japanese coastal batteries using Mission Editor, since Traveller added new gun emplacements (like those 2 at Iwo Jima harbor).

The real problem is, that the mod is not updated any more and there is no contact with the mod creator.

Rockin Robbins
09-02-17, 08:18 PM
Hello Rockin Robbins,

well the Traveller v2.6 TMO mod has also many nice features in my opinion such sinking sound for most enemy ships, added warships patrolling harbors, etc. I personally copied over some files from his mod into SH4.

I already corrected the dates for Japanese coastal batteries using Mission Editor, since Traveller added new gun emplacements (like those 2 at Iwo Jima harbor).

The real problem is, that the mod is not updated any more and there is no contact with the mod creator.

I would not be a bit sorry to see you fork it and release Jakub's Mod as an update and muchas bug fix. You seem like a pretty capable guy and the more currently maintained mods that are alive and healthy the better!:salute:

A stretch goal: Take TMO 2.5 and Traveller Mod TOGETHER AS A SINGLE MOD and release them as Jakob's SuperMod.

p.jakub88
09-03-17, 02:37 AM
I would not be a bit sorry to see you fork it and release Jakub's Mod as an update and muchas bug fix. You seem like a pretty capable guy and the more currently maintained mods that are alive and healthy the better!:salute:

A stretch goal: Take TMO 2.5 and Traveller Mod TOGETHER and release them as Jakob's SuperMod.

Hello Rockin Robbins,

Thank You for the appreciation.

However such thing will require asking a original mod creator for using part of his mod or at least mentioning him in credits.

I am currently playing a new career to test the changes that i had made in various SH4 files to see if the results will be as i wanted to be.

Rockin Robbins
09-03-17, 07:26 AM
Hello Rockin Robbins,

Thank You for the appreciation.

However such thing will require asking a original mod creator for using part of his mod or at least mentioning him in credits.

I am currently playing a new career to test the changes that i had made in various SH4 files to see if the results will be as i wanted to be.

I would ask Neal what procedures would pass the smell test on obtaining permissions. Chances are neither modder will make themselves available and after a reasonable length of time you would be considered to have permission. We have Ducimus on record as begging someone to take over his mod.

But asking Neal what guidelines would be acceptable is the right course. And, of course, giving the original modders credit and clearly representing yours as a fork, not the original work, which would still be available to download, would be important too.

We faced the same issues with Fall of the Rising Sun Ultimate, ultimately :D chasing AOTDMad_Max to his German website where he wasn't particularly active but eventually noticed our posts. Eventually, he followed us here, checked out our work and endorsed FOTRSU.

propbeanie
09-03-17, 10:01 AM
Traveller was on here a few weeks (months??) ago, and might answer a PM.

Edit - Found it:
http://www.subsim.com/radioroom/showthread.php?p=2481594#post2481594

Traveller
09-20-17, 08:26 PM
Yes, Traveller's Mod is full of pretty egregious bugs, especially the latest version, which is not as good as the version before. Making a supermod, or even a mod for a supermod is not for the faint of heart or for those who think they won't spend much time doing it. If it were easy, there would be a lot more of them.

I admit (especially) the latest version had more bugs than I would have liked, but I was modding things that were never intended to be changed, creating unintended buggy side-effects. Maybe I pushed the envelope too far. :doh:

Traveller
09-20-17, 08:47 PM
Hello Rockin Robbins,

Thank You for the appreciation.

However such thing will require asking a original mod creator for using part of his mod or at least mentioning him in credits.

I am currently playing a new career to test the changes that i had made in various SH4 files to see if the results will be as i wanted to be.

Hello jakub88. Thanks for taking interest in Traveller Mod. :)

I haven't been here in a while, so I haven't really kept up with the modding scene. Unfortunately due to the lack of a proper computer for modding and testing SH4 (plus other life circumstances), any future versions of Traveller Mod by me are unfortunately on hold.

But if anyone wants to use any part of my mods to add to their own mod releases, I have no problem with that. You have my permission. Just please credit me.

p.jakub88
09-21-17, 02:08 AM
Hello Traveller,

nice to see You back.

I like many of Your mod features.

I don't want to take over Your work, i only fixed some small errors, that's all.

Traveller
09-21-17, 03:02 AM
Hello Traveller,

nice to see You back.

I like many of Your mod features.

I don't want to take over Your work, i only fixed some small errors, that's all.

I see. If you want to make patches for Traveller Mod to fix bugs and upload them here, you have my permission. :arrgh!:

p.jakub88
09-21-17, 03:24 AM
I see. If you want to make patches for Traveller Mod to fix bugs and upload them here, you have my permission. :arrgh!:


Hello Traveller,

thank You for the permission.


Traveller v2.6 TMO 1.0 patch


This patch fixes the incorrect exit dates for some Japanese coastal guns to be more historically accurate.

I uploaded this patch on Subsim download section in the category - Silent Hunter 4 / Gameplay mods: http://www.subsim.com/radioroom/downloads.php?do=file&id=5295


If i plan to release any further patches for Traveller v2.6 TMO mod i will let You know via PM.

Rockin Robbins
09-21-17, 06:09 PM
Traveller, I think p.jakub88 is going to do right by your mod and make you look mighty good. The conversations I've had with him have convinced me that he's the right guy to do this.

It would be great to see Traveller's mod become popular again. And it is great to see new modders paying tribute to the great modders who came before.

p.jakub88
09-22-17, 02:39 AM
Traveller, I think p.jakub88 is going to do right by your mod and make you look mighty good. The conversations I've had with him have convinced me that he's the right guy to do this.

It would be great to see Traveller's mod become popular again. And it is great to see new modders paying tribute to the great modders who came before.


Hello Rockin Robbins,

thank You Sir! :up:

In general the Traveller v2.6 TMO is a good mod and has many nice features.

I made few other additional changes in it, but only for my personal use, because people wouldn't like those changes. In example i made all enemy planes hitpoints values like the stock SH4, because i thought it was too difficult to shot them down in the Traveller v2.6 TMO mod. However, Bleiente disagreed with me. I wanted to avoid conflict on the Subsim forum, so i abandoned the idea. I stated only, that most Japanese planes at that time had no armor protection and no self-sealing fuel tanks - which is a fact not my opinion.


P.S.

Could You reply to a PM that i sent to You on 17.09? Thank You in advance.

Traveller
09-22-17, 07:18 PM
Hello Rockin Robbins,

thank You Sir! :up:

In general the Traveller v2.6 TMO is a good mod and has many nice features.

I made few other additional changes in it, but only for my personal use, because people wouldn't like those changes. In example i made all enemy planes hitpoints values like the stock SH4, because i thought it was too difficult to shot them down in the Traveller v2.6 TMO mod. However, Bleiente disagreed with me. I wanted to avoid conflict on the Subsim forum, so i abandoned the idea. I stated only, that most Japanese planes at that time had no armor protection and no self-sealing fuel tanks - which is a fact not my opinion.


P.S.

Could You reply to a PM that i sent to You on 17.09? Thank You in advance.

I made the planes tougher because even after modding to decrease AA gun accuracy, I felt that it was still too easy to rack up many, many enemy aircraft kills, which would have been historically unrealistic. From what I have read, most US sub captains chose not to stay on the surface and fight it out with enemy aircraft. Therefore, I made the aircraft much tougher in order to force captains to play more historically accurate by forcing them to dive upon contact like they usually did in real life. :yep:

Bleiente
09-22-17, 08:01 PM
Perfectly correct - it's way too easy to shoot a fast-flying aircraft with the Flak.
It does not matter that Japanese planes did not have self-locking tanks.

keep going!

p.jakub88
09-22-17, 09:16 PM
It does not matter that Japanese planes did not have self-locking tanks.

Maybe in SH4, but does in real combat.

In American planes You could still carry out Your mission even with the punctured fuel tanks because they were coated in rubber, in Japanese not because they weren't self sealing. Self sealing fuel tanks made the plane heavier, so Japanese constructors decided to not mount them on most planes. The agility of Mitsubishi Zero came with a price for their pilots. For the other hand i.e. the Grumman company made their planes more resistant and they could withstand more damage and offered better protection for pilots.

Bleiente
09-23-17, 04:28 AM
Mhmm... IL2 Sturmovik... nice time.
https://www.youtube.com/watch?v=r5tXXLyewiY&list=PL31A5EF3834F839E6

p.jakub88
09-23-17, 08:45 AM
Well, i know this is off-topic, but...

The German fighter pilots scored most of their kills on the Eastern Front.

In the first days of Operation Barbarossa almost all Russian planes on the ground were destroyed by air attacks.

The Russian system of pilot's training was inefficient almost for the whole duration of "The Great Patriotic War" as they call it. In the early days of the conflict most of the Russian pilots could barely take off and land having ca. 15 hours of flight - in contrast with German pilots with average of 60 hours or more and lots of experience from previous campaigns in Spain, Poland, France, etc. In addition early Russian planes didn't have radio, so they needed to fly in tight formations to give visual commands to each other, reducing the amount of maneuvers they could perform.

Moreover, BF-109 was considered one of the best fighters in WW2, while the Russians still used low speed biplanes with weak armament when the war with Germany broke out in June 1941.

Later, the Russians introduced planes such La-7 and IL-2 Sturmovik producing them in large numbers, resulting in turning the tide of air supremacy over Eastern Front.

Sources:

- https://www.youtube.com/watch?v=EFhKXjU6rzI

- https://www.youtube.com/watch?v=hH-66T5LfcI

Bleiente
09-25-17, 07:21 PM
Hahaha ... I was only wistfully reminded of my active duty on the Full Real Server` (such as Queensland or my own aka "Bleiente") by IL-2 Sturmovik 10 years ago ... that was nice.
However, one had to train constantly and best to breed a wingman, otherwise one was lost.
This is why my nickname is "Bleiente". :salute: