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Spraug
12-06-14, 09:06 AM
And another question. On my current patrol in my trusty Gato-class boat I had the strangest loss of my submarine ever and it occured multiple times in different occasions. It always happened upon attacking enemy ships guarded by DD when I submerged after launching my torpedoes. Even in silent mode, being careful and without the enemy showing any signs of having spotted me, upon reaching the depth of between 20-30 m (66-100 feet) I suddenly take damage and flooding EVERYWHERE at once.

Now, I have three different scenarios I'm thinking about:
1) The Japanese in my game (plain vanilla) developed ASROC 30 years before the US - somewhat unlikely, I guess;
2) a bug and I have computer trouble;
§) the game is so smart that it remembers the boat took some hull damage on this patrol and that even though the damage was repaired the hull does not withstand that much water pressure anymore and the "plugs pop out" when I dive too deep.

If the latter is the case, does an ordinary refit (e.g. in Tulagi) fully repair the boat, or doe I have to end my patrol and return to Pearl?

Thanks so much.

pabbi
12-06-14, 12:47 PM
End patrol is the only way to repair hull damages.

THEBERBSTER
12-06-14, 01:31 PM
I have noticed on a number of occasions especially where you have 2 DD’s escorting the Hora Maru type ship.

Even though I am a long distance away and is at night the forward DD always seems to spot me.

I am stopped and my periscope is only just above the water line.

I have to take evasive action as the DD heads straight towards me and then depth charges me.

I have now found the answer is to let this first DD pass a distance before attempting to put the periscope up for the first time.

merc4ulfate
12-06-14, 02:09 PM
Hull damage is never repaired. If you have taken hull damage in the past few days and you go to certain depths if the hull cant take it you die. I will not engage anything on the surface or with escorts with anything over 50% hull damage. It is better to take the boat in and get it fixed.

Spraug
12-06-14, 07:59 PM
Thanks a lot. Ending the patrol is terrible, because I'm in the Solomons and have to return to Pearl, but better than being restricted to Periscope depth.

Spraug
12-06-14, 08:18 PM
Sorry to ask some more but I can't figure out two other points of interest:

1) Crew torpedo solutions: are they better with battle stations because more people are involved?

2) Reporting a contact seems pretty tricky, because you have to be surfaced and rather close. Do you have to be 100& surfaced or is radar depth enough? And how close do you have to be? Sometimes I can't report a contact even though I clearly have it in my binocular sights.

Thanks

depthtok33l
12-06-14, 08:22 PM
1) Crew torpedo solutions: are they better with battle stations because more people are involved?


I don't think so. It's either manual or auto TDC. Torpedo solution accuracy aren't affected by the number of crew present.

merc4ulfate
12-06-14, 09:48 PM
If your on auto targeting then no the solution is no better at BS than without.

In order to report a contact you must be in visual range have a lock on a vessel and radio it in using the right hand icon on the clipboard. It only applies to convoys and task forces not individual ships.

THEBERBSTER
12-07-14, 08:55 AM
Battle Stations, I just keep forgetting to do it.

Armistead
12-07-14, 09:55 AM
Another thing regarding sending contact reports, you have to visually ID a vessel part of the convoy or TF, not an escort.. This can be difficult and not get spotted. If you want to take a look and get an ID, keep your speed down below 10 and keep your profile narrow. I will usually get in front to the flank a tad and stay narrow with my arse/aft pointed at the group stopped. This way once I get an ID I can move forward and away without turning exposing my flank. Also, depending on mods, you need to lock the target in binocs and ID it, with TMO just a click.

Again, mod setup may vary how this works, but this is what works for me.

Sniper297
12-08-14, 12:01 AM
For contact reports this helps;

http://www.subsim.com/radioroom/showthread.php?t=211613

I've found that you can sit at a depth of 27-28 feet (decks awash but still surfaced) and let an escort get within 3000-4000 yards without him seeing you, even in daylight with perfect visibility. Main trick is to set the periscope or TBT on one of the ships (not an escort) and hit the L key to lock the target, THEN send the contact report and submerge - you'll get the reply at periscope depth, you can receive but not transmit while submerged.

As for the sudden death, it's irritating - no damage and then destroyed by a single attack. Personally I hate that so much that I cheat.

Silent 3ditor;
http://www.subsim.com/radioroom/downloads.php?do=file&id=4489

Was made for SH-3 but also works for SH4. Open Data\Submarine\SubType\SubType.zon (whatever your favorite is, for example Data\Submarine\Gato\NSS_Gato.zon if the Gato is the one you like best).

Using the Gato as an example, I open NSS_Gato.zon in Silent 3ditor and find;

37: CollisionableObject
ArmorLevel=25
HitPoints=450
CrashDepth=277 (actually CRUSH depth in meters)
CrashSpeed=2.67
Rebound=0.45

No idea what effect rebound has on anything, but change the hit points and the CrashSpeed;

37: CollisionableObject
ArmorLevel=25
HitPoints=999
CrashDepth=277
CrashSpeed=0.1
Rebound=0.45

With those numbers you get a bit less than half the normal damage, adjust to taste. CrashSpeed is how many hit points you take per second when below crush depth, and crush depth is actually a percentage of max depending on how much hull damage you have. If max depth is 500 feet and your hull is 50% damaged, your new max depth is 250 feet, and you lose 2.67 points per second below that depth. Original total hit points 450, lose half of those in the attack you have 225, go below crush depth for 2 minutes and you lose 320 more points, which means you're dead. Changing just those two values means 999-225=774 remaining, lose 0.1 hit points per second and after 2 minutes below crush depth you've lost 12 points and are still alive.

It always seemed pointless to me to have a damage control team if they have no chance to actually do anything, so I cheat. :know:

Spraug
12-08-14, 01:52 PM
This is great, thanks a lot.

Yes, the sudden sinking was due to the hull damage. After ending the patrol (and getting repaired) everything was back to normal.

And I'll try the contact reports next time, what you're posting makes a lot of sense.

@ TheBerbster: yep, I always forget it too, that's why I asked. I just had a series of stupid misses at short range, so I thought the automatic targeting (still in my first War career, will change that next time) might depend on the skill of the crew.

THEBERBSTER
12-08-14, 03:38 PM
Hi Sniper and Armistead

Just added your posts to my Tutorials thread so others will benefit from your experience.

Peter

Armistead
12-08-14, 04:44 PM
This is great, thanks a lot.

Yes, the sudden sinking was due to the hull damage. After ending the patrol (and getting repaired) everything was back to normal.

And I'll try the contact reports next time, what you're posting makes a lot of sense.

@ TheBerbster: yep, I always forget it too, that's why I asked. I just had a series of stupid misses at short range, so I thought the automatic targeting (still in my first War career, will change that next time) might depend on the skill of the crew.

Auto targeting may be quick, but often with ships helming, you need to be able to shoot where you think the ship will be, not based on current info.

Spraug
12-08-14, 05:10 PM
Guys, I'm terribly sorry to keep pestering you, but something else occurred to me: Playing without the mods and with Auto-targetting, I have over 400 kt to my credit with corresponding Renown. It's early 1943 and my trusty USS Drum is a Gato-Class.

Now the question: why can't I get or when will I be able to get the 40mm Bofors? Historically, it should be available by now, I guess.

And, while we're on the topic of AA guns, can I damage ships with a 20mm gun, e.g. killing gun crew or is that a waste of bullets?

Thanks a lot

P.S.: The only airplanes I shoot at are the ones landed in a harbour. (HAR, take this for forcing me to dive-surface-dive-surface-dive… the whole time)

Edit: Yes, I'm trying to learn new techniques, and I'm consuming all the tutorials on different aiming technologies. My problem is the speed: My main tactic is to dive deep before the convoy/task force and then surface in the middle in parallel to the ships. I then choose one side and attack with bow and stern tubes, before going deep again (60-70m). Only below the thermal layer do I call battle stations and cancel silent running to get the tubes reloaded. Then I try to sneak out in the turmoil and maybe loiter around to pick of stragglers or ships that are dead in the water but refuse to go down. I just need to aim off-course and very quickly and at multiple targets.

Sniper297
12-08-14, 05:21 PM
Agree with that one, the main advantage to manual targeting is the ability to use "Kentucky Windage" to take snapshots at targets currently in the process of turning. I've found that getting close - and when you think you're close enough get closer - makes for a much higher percentage of hits.

(Angle of impact makes a difference there, if the fish is approaching the target from the beam the minimum range is 400 yards, if forward of the beam you should increase to 600 yards, aft of the beam you can get away with 250 or even less depending on how fast the target is moving. If you have a destroyer running at 34 knots and shoot from directly behind at 50 yards, a 46 knot torpedo will run 400 yards or more while catching up to him.)

A beam shot with a zero gyro angle also results in a higher percentage of hits, and inside 1000 yards the target really has no time to avoid it even if he sees the wake immediately - even a Mark 10 will travel 1000 yards in a little less than a minute.

My biggest objection to manual targeting is it's just not realistic - in real life you had another officer (usually the XO) waltzing around on the back side of the periscope reading the ranges and bearings, with several other attack team members adding inputs to the TDC and keeping plots on paper while doing all the calculations for you. The game simply has too much to do in too little time without automatic targeting.

Armistead
12-08-14, 07:31 PM
Guys, I'm terribly sorry to keep pestering you, but something else occurred to me: Playing without the mods and with Auto-targetting, I have over 400 kt to my credit with corresponding Renown. It's early 1943 and my trusty USS Drum is a Gato-Class.

Now the question: why can't I get or when will I be able to get the 40mm Bofors? Historically, it should be available by now, I guess.

And, while we're on the topic of AA guns, can I damage ships with a 20mm gun, e.g. killing gun crew or is that a waste of bullets?

Thanks a lot

P.S.: The only airplanes I shoot at are the ones landed in a harbour. (HAR, take this for forcing me to dive-surface-dive-surface-dive… the whole time)

Edit: Yes, I'm trying to learn new techniques, and I'm consuming all the tutorials on different aiming technologies. My problem is the speed: My main tactic is to dive deep before the convoy/task force and then surface in the middle in parallel to the ships. I then choose one side and attack with bow and stern tubes, before going deep again (60-70m). Only below the thermal layer do I call battle stations and cancel silent running to get the tubes reloaded. Then I try to sneak out in the turmoil and maybe loiter around to pick of stragglers or ships that are dead in the water but refuse to go down. I just need to aim off-course and very quickly and at multiple targets.

That's one of my favorite tactics, get between lines of ships in a convoy parallel and shoot bows and sterns. I call it box shooting, like i'm in the middle of the box and shooting ships at four corners. Even close, 300 yards, due to the angle torps have to turn, you get hits.

You just have to pay attention and make adjustments fast. Just look at what they are, so you can switch them and get a new bearing. If you know the enemies course previously, you can use that in the AOB wheel for a perfect AOB...

Spraug
12-09-14, 10:45 AM
My biggest objection to manual targeting is it's just not realistic - in real life you had another officer (usually the XO) waltzing around on the back side of the periscope reading the ranges and bearings, with several other attack team members adding inputs to the TDC and keeping plots on paper while doing all the calculations for you. The game simply has too much to do in too little time without automatic targeting.

That's exactly my feeling. I like working with all the technology of the time but getting any support seems harsh, especially given that you actually have active crew management. A problem for me is also that I have problems telling all these merchant ships apart. It takes me too long and then I'm already so close that that I can get out of the boat and drill holes into them saving my torpedoes.

merc4ulfate
12-09-14, 11:22 AM
Ships are the only thing I shoot at with my AA weapons. Yes they can cause damage.

On the Bofor it is going to be available at certain time and at certain ports. If your port is Pearl it should be available there first.

As to your damage control team they can and will repair the boat. I would suggest using a mod that allows for longer and more realistic repairs and deaths.

Travellers MODs (README HERE :http://www.subsim.com/radioroom/showthread.php?t=203542)
should be a must for OM and TMO players. Traveller 2.6 will give you great chances of shell hits death on the surface but longer deaths as well. It even has an SOS feature but at a renown cost.

PLEASE READ THE ENTIRE POST ON WHAT TRAVELLER MOD DOES.

Failure to do so will have you scratching your head and pitching a fit on the forums asking questions that are already answered in the read me file.

You can find the file here:

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

Traveller is a boss at making these mods. They are very fun to play with.

By the way ... pay attention to the section on firing at land based items ... you get renown for blowing up certain items with it!

Spraug
12-11-14, 05:17 AM
Thank you very much, of course at the end of the patrol after my last post 40mm Bofors became available. And - since I was upgraded to a Balao-Class - I now have two of them.

In the future I will definitely look into mods, but I'm still in my first career, so I try to perfect my seamanship first. RSRD seems to be THE standard mad with more realistic japanese traffic. I'll probably look into that some more. I am also a bit uneasy about the huge tonnage volume you can sink, but that is more due to unguarded 10'000t-tankers running around than weak escorts to me. Attacking a convoy or task force is more than enough challenge for me, right now.

One thing that is stopping me from using manual TDC is ship identification. I need to be close to a merchant to actually identify it and that means I have already lost a lot of potential data from my range finder (so far - in the rare cases that I use manual TDC - I use the distance on the map, but that kind of defeats the purpose of using manual). Is there a mod that lets me use manual TDC but where I can get my crew to ID the ships? Because I saw a video where a guy pressed "I" for identification and that seems not to be standard.

THEBERBSTER
12-11-14, 05:30 AM
This mod has an icon that will identify the target for you.

All you need to do is be able to lock on to the target.

Press the icon.

Also sends the mast height to the TDC.


Download Link to SH4 TMOwtw 2.5 (A Lighter Version Of The Original TMO)

http://www.subsim.com/radioroom/showthread.php?t=194223 (http://www.subsim.com/radioroom/showthread.php?t=194223)

My mod list

TMOwTw 2.50
wTw 2.50 Max Optics with Crosshair
Webster's Eliminate Floating Plankton
Eye Patch for TMO v1.7
Bigger Better Protractors
Convoy Routes TMO+RSRD
Pacific Sound Mod
Stop The Shouting
wTw 2.50 Stock Sub Underwater Marker

Peter

Spraug
12-11-14, 05:41 AM
Thank you!

merc4ulfate
12-11-14, 02:18 PM
yes but berster does the mod know the difference between split rake bow enemy and split rake bow friend?

Spraug
12-13-14, 05:23 AM
1) RSRD/TMOwTw are MODs I'm contemplating (after my current career ends that is) and they are big realisticism-boosters, as far as I understand. Since I'm still a noob: can I still run auto-TDC with them, or are they manual only?

2) Also: I am currently in September 1943 (still running 1.5 on plain vanilla) and a small REFIT supply base has opened for the US somewhere in the Halmahera or Bacan or somewhere. What's going on there? The New-Guinea campaign isn't even through, our guys are probably just attacking Lae, so how would we have a base in the Maluk Islands?

3) 1943 seems to be rather boring as far as fleet actions are concerned. I'm still doing well in killing merchant tonnage, but where would I find a couple of warships to sink, for a change? Any good ideas?

Thanks

Dread Knot
12-13-14, 07:15 AM
1) RSRD/TMOwTw are MODs I'm contemplating (after my current career ends that is) and they are big realisticism-boosters, as far as I understand. Since I'm still a noob: can I still run auto-TDC with them, or are they manual only?

2) Also: I am currently in September 1943 (still running 1.5 on plain vanilla) and a small REFIT supply base has opened for the US somewhere in the Halmahera or Bacan or somewhere. What's going on there? The New-Guinea campaign isn't even through, our guys are probably just attacking Lae, so how would we have a base in the Maluk Islands?

3) 1943 seems to be rather boring as far as fleet actions are concerned. I'm still doing well in killing merchant tonnage, but where would I find a couple of warships to sink, for a change? Any good ideas?

1. You can use auto-targeting in RSRD or TMO. You just need to check the appropriate boxes in the realism settings when you start a new career.

2. Yeah. Vanilla SH4 is riddled with all manner of historical and mechanical errors and oversights. That's why all the super-mods got built.

3. Most of the naval action in 1943 was confined to the upper Solomon Islands. The Battles of Kula Gulf, Vella Lavella, Empress Augusta Bay, Cape St. George. You might catch some there. However, I doubt Vanilla SH4 recreates most of these historically obscure engagements.

Bagging capital ships is largely the luck of being in the right place at the right time. If they have any sort of lead on you they are almost impossible to catch up to. It's even tougher in the RSRD and TMO mods as they try to pare ship movements down to historical traffic and numbers.

THEBERBSTER
12-13-14, 10:33 AM
Hi M4U

I do not have an answer to your question.

If both are in the rec manual then it should as the mast height is sent to the TDC.

The ship ID icon is part of the TMOwtw mod and those modders know what they are doing.

Peter

Spraug
12-13-14, 12:38 PM
And thanks again. So, I'll just try to survive 1943, then try to catch the big battles in 1944 and survive 1945 again for a good war career and for the next one, I'll install the mods, I think.

Let's see what else I can sink, I did get a couple of capital ships in 1941 and '42 after all.

Spraug
12-13-14, 06:05 PM
Being sent to take ship pictures is not that great, but this time, I'm specifically being sent to the "Battle ship anchorage of Koror" in Palau!

Wow, I didn't even know that existed. Now, there is another thread discussing whether or not to attack harbours when you are supposed to take pictures. To each their own, but ever since I figured out that harbours are basically undefended and the ships don't react realistically, I only raid when I have two torpedoes to get rid of at the end of a patrol.

So, after long explanations. Obviously the battleships won't just take to the sea, but if there is a specific "battle ship anchorage" is it worthwhile to camp it, because Task Forces will spawn / despawn there? Or is that a waste of time?

Thank you in advance your help is tremendously effective for me.

TorpX
12-13-14, 06:40 PM
So, after long explanations. Obviously the battleships won't just take to the sea, but if there is a specific "battle ship anchorage" is it worthwhile to camp it, because Task Forces will spawn / despawn there? Or is that a waste of time?



If you are too close to a spawn point, nothing will spawn there. This has to be done to prevent ships just appearing from thin air. So I wouldn't spend a lot of time lurking close by enemy ports/bases.

merc4ulfate
12-13-14, 07:33 PM
Make sure you shoot at the correct flag ... I have spotted ships in the distant but did not use use flag recognition and sank american merchants during an allied campaign.

I lied to the crew.

TorpX
12-13-14, 10:09 PM
That hasn't happened to me yet, but, sooner or later, it will. If I'm in Japanese waters, I'm not thinking about checking flags.

Spraug
12-14-14, 05:00 AM
What counts is the tonnage, the flag is just a minor detail ;)

Thanks about the answer. Darn, now I have to look for a different "source of task forces". Anyway, I think I will stay in the Palau area, maybe I get lucky.

merc4ulfate
12-14-14, 01:43 PM
Actually if you sink a certain amount of tonnage on your own side you get relieved of command when returning to base. It has happened to me playing as a U-boat and as a US Fleet boat.

Sometimes I shoot first and look for friends later. Kind of like the POW ships the US sank in the Pacific.

TorpX
12-14-14, 10:22 PM
Actually if you sink a certain amount of tonnage on your own side you get relieved of command when returning to base. It has happened to me playing as a U-boat and as a US Fleet boat.

Sometimes I shoot first and look for friends later. Kind of like the POW ships the US sank in the Pacific.

Well yes, who thinks the ships you are stalking are Allied, when you are off the coast of Japan, or China? In RL, weren't the sub skippers given a heads up by radio?

Dread Knot
12-15-14, 04:49 AM
Well yes, who thinks the ships you are stalking are Allied, when you are off the coast of Japan, or China? In RL, weren't the sub skippers given a heads up by radio?




Even when things were arranged ahead of time for neutrals or allies, all did not go as planned thanks to the fog of war. Soviet ships sailing to or from ports such as Seattle, Vladivostok, and Petropavlovsk with Lend-Lease cargo were supposed to sail within a safe conduct lane allocated to the Soviets and to bear distinctive markings and lights. Often the vessels did not abide by either requirement. At other times, winter ice near Sakhalin Island dictated taking a more southerly route. As a result, about 20,000 tons of Russian shipping went to the bottom from US torpedoes and a small number of American skippers found themselves initiated into an unfortunate fraternity called the Russian Sinking Club.

Sniper297
12-15-14, 11:51 AM
Lot of the mega mods make it more difficult to get the juicy targets, so in my mod I specifically added a few;

http://www.subsim.com/radioroom/showthread.php?t=211844

In the stock game Kobe in Osaka bay is one of the best places;

http://www.subsim.com/radioroom/showthread.php?t=201622

As for IFF, when you're playing with map contact updates off you just have to get close enough to check the flag. If you're close enough to fire a torpedo you should be close enough to see the flag anyway. One of many irritating things about the stock game is seeing US or allied ships in places and times where they have no business to be.

Spraug
12-20-14, 03:07 PM
This mod has an icon that will identify the target for you.

All you need to do is be able to lock on to the target.

Press the icon.

Also sends the mast height to the TDC.


Download Link to SH4 TMOwtw 2.5 (A Lighter Version Of The Original TMO)

http://www.subsim.com/radioroom/showthread.php?t=194223 (http://www.subsim.com/radioroom/showthread.php?t=194223)

My mod list

TMOwTw 2.50
wTw 2.50 Max Optics with Crosshair
Webster's Eliminate Floating Plankton
Eye Patch for TMO v1.7
Bigger Better Protractors
Convoy Routes TMO+RSRD
Pacific Sound Mod
Stop The Shouting
wTw 2.50 Stock Sub Underwater Marker

Peter
Hmmmm, I just tried this a couple of times and it keeps timing out without downloading. Is the link broken?

Also, sorry this is the first time I try mods in ANY game, but can you run me through it one more time? I've installed JSGME and now I would like to install RSRD, TMO wtw and the Medals mod (does anybody have one for SH4 1.5 withOUT U-Boats???). There are just hundreds of threads and I am losing the overview. So, for the 100th time I have questions:

1) Just downloading the files into the JSGME/Mod-folder and unpacking them should do the trick, right?
2) Does it matter in which sequence I download them?
3) Can you point me at the right download links for SH4 1.5 withOUT U-Boats?

Thanks

THEBERBSTER
12-20-14, 06:16 PM
Hi Spraug

Try this download link

http://www.gamefront.com/files/24087203/TMOwTw_2_50_7z (http://www.gamefront.com/files/24087203/TMOwTw_2_50_7z)


This link takes you to Post #1

http://www.subsim.com/radioroom/showthread.php?t=194223. (http://www.subsim.com/radioroom/showthread.php?t=194223.)


On Post #1 this download link > TMOwtw_2.5 < takes you to Gamefront

Peter

Sniper297
12-20-14, 07:46 PM
"Just downloading the files into the JSGME/Mod-folder and unpacking them should do the trick, right?"

No. Unpack wherever, but the mod itself should have a specific path, \Silent Hunter 4 Wolves of the Pacific\MODS\Modname\Data. If you don't see that then JGSME won't work properly. In some cases there are ALTERNATE mods within a zip file, example BangForYourBuck. That has five different levels of the mod, you have to choose one, example UStorp125plus150. Only one can be activated at a time since they all overwrite the same file in the game with different torpedo settings.

\Silent Hunter 4 Wolves of the Pacific\MODS\BangForYourBuck\UStorp125plus150

Will not work since JGSME is looking for a folder named Data as the second folder inside the MODS folder.

\Silent Hunter 4 Wolves of the Pacific\MODS\UStorp125plus150

Is correct, since the next folder under UStorp125plus150 is named Data and has the expected "tree" which matches the one in the stock game.

Once you have installed the mod itself in the MODS folder, you then have to activate it by running JSGME.exe. It's advisable to read the JSGMEHelp.txt if you don't understand the basics of what does what.

Some mods conflict with each other because they overwrite the same file, some will work anyway provided they are activated in a certain order - if three mods all have commands.cfg and one of them is intended to work with or be a patch for the other two, then that one needs to be activated last.

TorpX
12-20-14, 10:11 PM
1) Just downloading the files into the JSGME/Mod-folder and unpacking them should do the trick, right?
2) Does it matter in which sequence I download them?
3) Can you point me at the right download links for SH4 1.5 withOUT U-Boats?

Thanks

#1 Answered by Sniper.

#2 Yes, it matters. Often, a sequence of mods will change out some of the same files. When that happens, the last mod enabled overwrites the earlier ones.

#3 SH version 1.5 is the U-boat missions. There is no v 1.5 without the U-boats.

Sniper297
12-21-14, 12:56 AM
Well, technically, it doesn't matter what order you DOWNLOAD or extract or copy into the MODS folder, what does matter is the order you ACTIVATE them in. I have a folder on my desktop with shortcuts to Silent3ditor, SH4.exe, SH4MissionEditor.exe, and the SH4 folder itself, along with folders for backups, repaints, and mods. I unzip all mods into that mods folder, then copy them into the MODS folder in the game itself before activating with JGSME - and I study the folder structure of each mod before copying it into place so I know (1) it's correctly configured and (2) exactly which files each mod uses.

Most new computer game players would benefit greatly from buying and reading the "For Dummies" guide books for their operating system, if you know how files and folders work it's much easier to figure out what goes where and why in any new game you start modding or adding to.

Spraug
12-21-14, 07:06 AM
So, since I don't have SH4 1.5 (!?!?! thanks Torpx) I now installed:

- TMOwtw 2.5
- U.S. Medals Fix II_TMOWTW
- And the RSRD version found here (http://www.subsim.com/radioroom/showthread.php?t=157853) (http://www.subsim.com/radioroom/showthread.php?t=157853) under "Trigger Maru, Trigger Maru Overhauled w/ RSRDC (optional):"

Interestingly my JSGME window looks nothing like described, I get not asked where to put the folders when first using it and the MODS folder has to remain in "C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\JSGME" but other than that I did it just like the doctor ordered. Now I'll give it a try and in the next edit I'll tell you if it worked. Hopefully :rock: and not :/\\!!

Edit: well, how would I tell? Everything looks the same, so I believe it did not work. How can I shift the MODS folder and still have JGSME still find it?

THEBERBSTER
12-21-14, 12:46 PM
Your JSGME version should be v2.6.0.157

Sniper297
12-21-14, 03:04 PM
Ugh. "C:\Program Files (x86)"

The x86 is common to VISTA and beyond, every version after XP has UAC to prevent office drones from screwing up their workstations. If it's your own home computer you are your own admin, so you have to set it up to run as administrator. From what I understand the UAC protects all programs by creating a "virtual folder" that the program actually runs in, so when the user (that's you) makes changes to the program, those changes are only in the virtual folder, the original folder and files remain unchanged - so when you exit and restart that program all your changes are lost. This is particularly true of anything in C:\Program Files (x86).

Most gamers with VISTA - Windows 7 - Windows 8 recommend (1) set up your operating system to disable UAC and run everything as administrator by default, and (2) never install any moddable game in C:\Program Files (x86).

"\Steam\steamapps\"

Another problem, unless STEAM is set to run offline, it "phones home" to check for updates and installs them automatically. In the process it verifies the integrity of the game files, and if any file doesn't match what VALVE has in their database for that game, that file is replaced with the "correct" file. So you install one or more mods which makes changes to some of the game files, the STEAM 'bot replaces all modified files with the originals, now you're back to the stock game again.

What I would suggest is downloading something like a simple graphics mod, a skin for a sub, then use JGSME to install that mod only. Run game, check the sub and see if it has the skin applied or not. That would at least let you know if JGSME is or is not working correctly. If it's not (you still see the original skin on the sub after activating the repaint mod), then you'll need to get into troubleshooting what exactly is interfering with the process.

Spraug
12-21-14, 03:19 PM
OK, so at least the JSGME is the right version (v2.6.0.157), the rest I need to check.

Sniper297
12-21-14, 05:49 PM
Quickest way;

http://www.subsim.com/radioroom/downloads.php?do=file&id=4433

Download that, activate it, start a new career - if you don't see a wooden sub model on the desk then you know JGSME isn't working.

Spraug
12-22-14, 08:13 AM
OK, so a lot of things work, some don't. The core problem seems to be my lack of control of JSGME:

- JSGME is working, it is creating;the necessary files/references/what-nots (e.g. new files in a new DATA folder in JSGME);
- JSGME is using the wrong folders - it creates the MOD folder in the JSGME folder, not in Silent Hunter WotP;
- Shifting the MODS folder won't work, because next time I open JSGME, it will not find the MODS folder and simply create a new (and empty) one;
- within JGSME (v2.6.0.157) I have no option of shifting the MODS folder to the place it needs to be;
- interestingly, the snapshot function works, it will be able to tell the difference between modded and unmodded, but the game simply doesn't find the modded data;
- while I can manually shift the MODS folder and the DATA folder to the place they should be, this would require manually checking that only the right files are overwritten. This seems to work with RSRD, because the number of files is limited, but there are far too many with TMO wtw for me to do that;
- I seem to need to install RSRD first, because a otherwise the changes from TMO wtw are restored to original by RSRD;

So, is anybody an expert on JSGME? There are only 1/2 dozen functions so there is not much I can miss but somehow it is simply not working like EVERYONE says it should (including people who use steam, so this seems to be pretty unique?!?!).

- when manually shifting the files to the respective folders, I can start the game and it will work nicely (I get the TMO starting screen) until almost the end (the loading bar is full), where it will not continue, because it cannot find certain files (e.g. "black80.tga"). The problem is that - despite the fact that I keep an unaltered back-up of both the original files (DATA folder) and the mod files (MODS and new DATA folders) - these files DO NOT EXIST ANYWHERE ON MY COMPUTER.
- The only reasons for this I can think of are:
* the mod files are incomplete (but someone before me would have noticed),
* mod version and my game version do not correspond

Since I was unable to finally confirm that I have 1.4 and not 1.3 (seems to be very common for SH4 on Steam), I upgraded to v1.5 U-Boat Missions. This means I will have to identify all mod files again and download them again.

P.S.: Ah and neither the "Help" nor the "update" function work and the link to Jonesoft Homepage in "About" is a dead end.

Spraug
12-22-14, 09:03 AM
a) Thank you very much for your help, people;
b) Thank you Neal Stevens, I believe, for posting the JSGME manual (I didn't even know one existed);
c) The key is to not only install JSGME in the Silent Hunter folder, which I did before, but to make sure that the .exe is in that folder. Mine automatically unpacked in a JSGME folder and I thought that's where it belongs. NO, IT DOESN'T

Sorry guys.

One (hopefully last?) question: can you point me at a version of RSRD compatible with TMOwtw 2.50.7, because the RSRD thread is 148 pages long and no search seems to be able to pick something up. Is the link in the first post to the latest version ("Last edited by lurker_hlb3; 06-30-2012 at 11:39 PM. Reason: new info")?

Spraug
12-22-14, 12:48 PM
Dio mio! You guys (whoever did the mods) are crazy! :rock: It's working now as it should be and just about everything is different: it feels like I'm playing a different game. :woot:

The only problem is that at night it's really dark (I can't see anything through the periscope). Any way to brighten that up a bit? :arrgh!:

merc4ulfate
12-22-14, 01:27 PM
Instructions are a wonderful thing

THEBERBSTER
12-22-14, 02:59 PM
Hi Spraug

Although TMOwtw 2.5 comes with its own readme you can use the manual from the larger TMO 2.5 for other information.

I would take a look at RSRDC_TMO_V502

Where the larger TMO 2.5 is being used look at the mod lists and just check out the patches being used as they will be relevant to wtw.

Peter

Spraug
12-22-14, 04:12 PM
thanks, the RSRD manual came with the mod and I'll download the TMO 2.5 one as well.

(in the meantime: I got my first 17'000t with the new mods) :arrgh!:

THEBERBSTER
12-22-14, 05:44 PM
I can see that smile from here :D

Sniper297
12-22-14, 11:54 PM
Hit the escape key, click Options, Graphics, slide the Gamma over to the right a little. Brighten up your night. :woot:

Spraug
12-23-14, 05:49 PM
I can see that smile from here :D

I bet you can. 17'000t shot out of a convoy guarded by 6 destroyers 1 light cruiser and what felt like 52 Subchasers. And that in a S-18 boat. Don't know why I didn't get a medal for it, but it FELT SO GOOD!!!

Hit the escape key, click Options, Graphics, slide the Gamma over to the right a little. Brighten up your night. :woot:

Will do. And thanks for the wooden sub, it looks so cool on the desk.