View Full Version : [REL] Ralles RealModSoup for TMO_RSRDC_OTC
Fearless
10-24-18, 07:46 PM
Is this possibly the problem described here?
:salute:
This is my setup
1.0 TMO_RSRDC_OTC
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_SubTextures_FooSkin
Still having the torp problem as well as the observation scope is too low. I started a new campaign, set it to easy level, once in game went into options to check that manual targeting was unchecked which it was so it should have worked as intended. Upon reaching a target, all torps made a sharp left turn when the ship was locked and in green and having with either the position keeper on and off when firing the torpedoes. I started again, this time I also turned off the dud torpedoes option and it worked fine then. I’m not sure what is going on. I’m in a Sargo type boat where the periscope depth reads as 54 feet but the observation scope’s view is still partially obscured by the waves. Is there a way that can be adjusted apart from setting the depth to 49 feet?
propbeanie
10-24-18, 07:58 PM
When changing Gameplay Options, the one off of the Main Menu does the settings for the Single (Quick) Missions, War Patrols & MultiPlayer. When doing a Career, once you get into the Captain's Room while in-base (before leaving on patrol), you access the GamePlay options by clicking on the console radio box, to the left of the desk in the American side, or by clicking on the file cabinet by the Exit door if on the German side. Have you done those? What boat are you using that has the low observation scope?:salute:
Fearless
10-24-18, 08:28 PM
Hi propbeanie yes I have done those settings but also had to untick the dud torpedoes setting. I’m in a Sargo Submarine type.
Bleiente
11-03-18, 03:13 PM
For SH4 there is also a recent compilation done by Bleiente:
Ralles RealModPack V1.2final full
https://workupload.com/file/cQjXAQh
Ralles ModPack for TMO_RSRDC_OTC V1.3single Update
https://workupload.com/file/dybLZ7s
It changes the visuals, makes the interior compartment's navigation much easier but also adds a lot of realism features. It's flexible as you can take out the most realistic-demanding things to make it easier if you want.
Before trying this mod I didn't like SH4 at all, but after using it for only a little while I discover an entire new game.
Thanks for this positive review @XenonSurf :03:
:salute:
fitzcarraldo
11-03-18, 04:55 PM
Thanks for this positive review @XenonSurf :03:
:salute:
That's true. This is the best version of TMO with RSRDC. Perfect integration of great mods.
Congrats, Bleiente!
Fitzcarraldo :salute:
Ok so Im going to try this. If I understand correct I should not use the:
2.0 Ralles ModPack for TMO_RSRDC_OTC in the v1.2 download, but replace it with the file from v.1.3 download?
My jsmg list now looks like this
1.0 TMO RSRDC OTC
1.5 OTC Realistic Scopes for 16 to 9 RSRDCv502
1.5 OTC Tokkos Revenge for RSRDv502
1.5 OTC Mertric Tools
2.0 RAlles ModPack for TMO RSRDC OTC
2.1 TMO sample emblem
2.1 TMO Sub Pirate flag
2.1 TorpedoupdateV2
The last 4 from: Ralles ModPack for TMO_RSRDC_OTC V1.3single Update
Can I fit in Real Environment RSRDC_TMO by Kriller + Caustic and
Bigger Better Protractors?
Bleiente
11-04-18, 01:52 PM
Ok so Im going to try this. If I understand correct I should not use the:
2.0 Ralles ModPack for TMO_RSRDC_OTC in the v1.2 download, but replace it with the file from v.1.3 download?
Correct - the update V1.3 replaces the folder 2.0 from V1.2full.
My jsmg list now looks like this
1.0 TMO RSRDC OTC
1.5 OTC Realistic Scopes for 16 to 9 RSRDCv502
1.5 OTC Tokkos Revenge for RSRDv502
1.5 OTC Mertric Tools
2.0 RAlles ModPack for TMO RSRDC OTC
2.1 TMO sample emblem
2.1 TMO Sub Pirate flag
2.1 TorpedoupdateV2
The order is correct.
Can I fit in Real Environment RSRDC_TMO by Kriller + Caustic
No - is already included in the pack and was partly supplemented by extensions.
Bigger Better Protractors?
Yes - is compatible.
Then I had an unofficial patch regarding the aircraft AI incl. Bubbles ship compilation:
https://workupload.com/file/CHazvzZ
:salute:
fitzcarraldo
11-04-18, 02:34 PM
Correct - the update V1.3 replaces the folder 2.0 from V1.2full.
The order is correct.
No - is already included in the pack and was partly supplemented by extensions.
Yes - is compatible.
Then I had an unofficial patch regarding the aircraft AI incl. Bubbles ship compilation:
https://workupload.com/file/CHazvzZ
:salute:
I use Real Environment - the original - and works fine. This has better colours, for me.
Regards.
Fitzcarraldo :salute:
Ok can I just apply them after all the other mods? (Didn´t see your post, fitzcarraldo, but the the quiestion still applies)
I might have a problem. The view form the bridge is zoomed in compared to the view I had with FOTRSU that I tried before this
fitzcarraldo
11-04-18, 02:40 PM
Ok can I just apply them after all the other mods?
I might have a problem. The view form the bridge is zoomed in compared to the view I had with FOTRSU that I tried before this
OTC has different optics than FOTRSU (a more simple version of OTC). Read the reasons for this in the OTC dedicated thread.
OTC optics in TMO RSRDC are accurate respect the SH4 visual universe.
Fitzcarraldo :salute:
Bleiente
11-04-18, 02:54 PM
I use Real Environment - the original - and works fine. This has better colours, for me.
Are you sure?
Since V1.3 an environmental mod of w_clear for SH5 is integrated.
There are currently no better graphics for SH4 in my opinion... :hmmm:
:salute:
fitzcarraldo
11-04-18, 03:03 PM
Are you sure?
Since V1.3 an environmental mod of w_clear for SH5 is integrated.
There are currently no better graphics for SH4 in my opinion... :hmmm:
:salute:
It is a matter of taste. I like more the original RE for the PTO....
Regards.
Fitzcarraldo :salute:
KaleunMarco
11-05-18, 08:55 AM
Originally Posted by Bleiente http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2575445#post2575445)
@mark bonamer
I had hoped that you would finally test my mod compilation.
FortsU is still in the beta phase and will govern the SH4 world in the Pacific in the future and deliver the specifications.
I'm waiting for a version 1.0 of FortsU myself, so I can build a "realism mod" for it.
I also believe that my ModCombo has the better graphics.
I apologize for this post to the developers such as CapnScurvy and propbeanie. You are doing a great job.my apologies, duckman.
i am involved in home project and i am still trying to complete my first career using TMO+RSRD.
the fourth quarter of the year is uber-busy for my work group. the pressure to make our yearly objectives is really ratcheted up.
so...work + home project + TMO+RSRD = no time for Ralles.
IF (big if) i get some time, are there any particular subtypes/bases/subrons/theatres of operation that you want me to test right away?
@Bleiente
one of my other projects hit a snag and i have to wait on it.
i created a new install for the Ralles mega and started a US career.
smoke graphics are different than other megas.
ships have different paint jobs.
it's a fun mega. my career starts in manila 1941. there is not a lot of activity in the areas of the assignments. one has to go looking for convoys, etc because the patrol zones are dead.
some questions:
were any of the mods supposed to add base change messages? because there are none.
there are a couple of IJN ships with difficulties. i ran the Mission Editor and receiver two error messages (see below).
why don't the crew berthing areas have enough billets for all of the deck watch?
https://image.ibb.co/kZCLNf/Picture0024.jpg
https://image.ibb.co/fXVUF0/Picture0023.jpg
transfer from the FOTRSU. i was scolded by the moderator for being a distraction.:subsim:
Bleiente
11-05-18, 01:23 PM
transfer from the FOTRSU. i was scolded by the moderator for being a distraction.:subsim:
It was my fault - I had to post like a hysterical Italian girl in the FortsU thread. :o :doh: :haha:
There were probably my last beer somehow bad... :()1:
were any of the mods supposed to add base change messages? because there are none.The new home base often appears a bit delayed on the map, but you definitely get a radio message.
there are a couple of IJN ships with difficulties. i ran the Mission Editor and receiver two error messages (see below).This is known to me and should be fixed in an upcoming version, but it does not cause a noticeable problem for the player.
why don't the crew berthing areas have enough billets for all of the deck watch?The deck watch is as well protected in my estimation a/o unprotected as the rest of the crew.
Only the teams for the artillery weapons (deck gun/anti-aircraft gun) should be postponed while diving in the alley of the maintenance team.
https://ibb.co/cAD1qa
https://image.ibb.co/gdY1qa/2_SH4_Img_2017_03_10_16_39_41_098.png (https://ibb.co/cAD1qa)
:salute:
KaleunMarco
11-05-18, 07:28 PM
hey duckman,
is there a Max Optics download that is compatible with the Ralles megamod?
my eyes are not what they used to be and i would use the assistance of this type of mod.
:Kaleun_Thumbs_Up:
Bleiente
11-06-18, 02:57 AM
Is that what you are looking for?
http://www.subsim.com/radioroom/downloads.php?do=file&id=3355
:salute:
propbeanie
11-06-18, 07:47 AM
I thought OTC included MaxOptics?
Bleiente
11-06-18, 01:48 PM
Correct @Beanie.
:Kaleun_Salute:
KaleunMarco
11-06-18, 02:09 PM
Is that what you are looking for?
http://www.subsim.com/radioroom/downloads.php?do=file&id=3355
:salute:
no. i was looking for better periscope views. similar to this:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1958
Bleiente
11-06-18, 02:38 PM
No - I do not have something like that in my mod combo.
If you read my thread, I am mainly concerned with a possible realistic representation of the submarine war in the Pacific.
If you want such cheater settings, you have to develop your own mod.
This statement is not meant to be evil, everyone can do what he wants with his game.
:salute:
propbeanie
11-06-18, 03:56 PM
I'd be tempted then mark bonamer, when mixing the soup ingedients, to put MaxOptics in prior to putting in OTC... ?? You are liable to end up with a spoiled soup though... Maybe post in CapnScurvy's OTC thread and ask him the similarities / differences between the two mods?? :salute:
CapnScurvy
11-06-18, 04:13 PM
I haven't looked at my MaxOptics mod in years, so I'm only guessing at what I said in my README, or in any of the threads that describe it.....BUT, I'm pretty sure the overall message from me was...…."MaxOptics is only meant to be for fun!!" It's not in any way realistic/authentic/or anything that resembles accurate....it was done just for fun. :D
KaleunMarco
11-06-18, 05:39 PM
I'd be tempted then mark bonamer, when mixing the soup ingedients, to put MaxOptics in prior to putting in OTC... ?? You are liable to end up with a spoiled soup though... Maybe post in CapnScurvy's OTC thread and ask him the similarities / differences between the two mods?? :salute:
yeah, i did that already. Max Optics was never updated to TMO 2.5, making the use of the 2.0 version very risky.
i guess i am going to have to wear two pairs of glasses when i am playing.
:wah:
propbeanie
11-06-18, 06:55 PM
... yuh old man... :har: - I get my new glasses next week!... :salute:
Bleiente
11-07-18, 02:43 AM
yeah, i did that already. Max Optics was never updated to TMO 2.5, making the use of the 2.0 version very risky.I strongly advise against that - it is not compatible with my mod compilation!
i guess i am going to have to wear two pairs of glasses when i am playing.
:wah:
I do not understand the problem yet, why or where would you need one (or two) glasses? :hmmm:
Demand:
How did you install Ralles ModPack, as a complete package or individually?
propbeanie
11-07-18, 08:18 AM
... I do not understand the problem yet, why or where would you need one (or two) glasses? :hmmm: ...
I am probably incorrect with the term: Lesebrille, or brillen - magnification for the human eyes. His eyes are "old" like mine, and he sometimes needs to add a second pair of eyeglasses to be able to see detail on the computer screen, and realize that it is not a 'friendly' coming at him, and that the pretty white puffs are actually guns being shot at his boat... :har: :salute:
Bleiente
11-07-18, 01:09 PM
As always funny, nicely formulated @Beanie. :haha:
But I do not think that this is the problem of MB, because warships can shoot in my Soljanka between 5-9 sm far targeted... :yeah:
So before he could see white smoke, he probably only hears the shells hit the sea and his submarine. :D
:salute:
KaleunMarco
11-07-18, 01:38 PM
I am probably incorrect with the term: Lesebrille, or brillen - magnification for the human eyes. His eyes are "old" like mine, and he sometimes needs to add a second pair of eyeglasses to be able to see detail on the computer screen, and realize that it is not a 'friendly' coming at him, and that the pretty white puffs are actually guns being shot at his boat... :har: :salute:
exactly!
KaleunMarco
11-07-18, 01:47 PM
I strongly advise against that - it is not compatible with my mod compilation!
I do not understand the problem yet, why or where would you need one (or two) glasses? :hmmm:
Demand:
How did you install Ralles ModPack, as a complete package or individually?
probably a translation issue here.....
no, i have not implemented Max Optics.
yes, i have contacted Capnscruvy to confirm that there is no MaxOptics for TMO 2.5
for those of you who still have their youth and their youthful eyesight, be respectful, because you will not be young forever and you do not have to do anything to begin to lose your youthful eyesight.
one would wear two pairs of glasses because one pair is not strong enough for a player to see the small details of 1920x graphics. so one needs to add a set of reading glasses to the regular set of glasses to see those details.
yes, Ralles was added as a set.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_Ralles\MODS]
1.0 TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_SubTextures_FooSkin
now, does everybody have it straight, or do you need to be put on report?
Bleiente
11-07-18, 03:17 PM
Beanie and myself did not want to look disrespectful.
We are only sometimes special jokers... :doh:
I require an avatar as a JOKER. :D
As I currently see in your Modliste, it lacks the activation of the correct aspect ratio to the resolution (OTC OptionalGoodys).
If the problem is to identify the units, use your XO. I do that as well and then manually make all torpedo data available to the torpedo computer.
I hope you still enjoy the ModPack.
:salute:
KaleunMarco
11-07-18, 10:51 PM
Beanie and myself did not want to look disrespectful.
We are only sometimes special jokers... :doh:
I require an avatar as a JOKER. :D
As I currently see in your Modliste, it lacks the activation of the correct aspect ratio to the resolution (OTC OptionalGoodys).
If the problem is to identify the units, use your XO. I do that as well and then manually make all torpedo data available to the torpedo computer.
I hope you still enjoy the ModPack.
:salute:
yeah, well, i missed the OptionalGoodys folder because i was not looking for optional goodies. i should have checked it out and did not.:doh:
ok, so i have unzipped appropriate OTC folder and loaded it into the mod set such that it is ready for use when i embark on patrol #6. we will be ready for sea no sooner than sometime after oh 1500 tomorrow.
that's 3 pm to you lubbers. :har:
on a serious note, regarding radio messages of base changes, i have received radio messages for the base move from surabaya to fremantle and for the s-18 boats move to brisbane. i did NOT receive a message for the move from manila to surabaya which should happen approximately christmas 1941.
Bleiente
11-08-18, 10:56 AM
...such that it is ready for use when i embark on patrol #6.
... :o
When the hell did you drive the 4-5 campaign missions?!? :doh:
:hmmm:
I need at least 2-3 days for a single mission (campaign).
I'm probably a lame donkey... :haha:
KaleunMarco
11-08-18, 01:44 PM
... :o
When the hell did you drive the 4-5 campaign missions?!? :doh:
:hmmm:
I need at least 2-3 days for a single mission (campaign).
I'm probably a lame donkey... :haha:
a salmon-class. (i'll have the salmon, sauteed lightly, please. roasted potatoes, no rice. with some asparagus. thank you):har:
if all goes well on patrol #6, i'll get an upgrade to a sargo-tambor-gar-gato class, if they are available in fremantle.
no base transfers are available as yet.
although the salmon-class is not a bad boat...at least not on SH4. if it was real life, i'd want to get a gato ASAP.
(by the way, just for the sake of asking, is a lame donkey better or worse than a lead duck? no offense, just asking.:har:)
Bleiente
11-08-18, 02:22 PM
a salmon-class. (i'll have the salmon, sauteed lightly, please. roasted potatoes, no rice. with some asparagus. thank you):har:
I would have ordered this as well, but the waiter should fix a small plate of herb butter. :haha:
I'm just asking - but you do not use your "old" scores from TMO + RSRDC classic?
This would cause massive problems.
In the TC you should also be careful, I myself prefer TC 1024.
...
(by the way, just for the sake of asking, is a lame donkey better or worse than a lead duck? no offense, just asking.:har:)
Beware - the duck is dangerous - it is a "Wehrente"... :o
:salute:
KaleunMarco
11-08-18, 05:26 PM
I'm just asking - but you do not use your "old" scores from TMO + RSRDC classic? This would cause massive problems.
In the TC you should also be careful, I myself prefer TC 1024.
negative on the using old scores (save files) from non-Ralles mod play.
i started over from December 1941 with Ralles.
and yes, i limit my TC to maximum of 2048. seems to do just fine, especially on patrol.
early patrols are very quiet. the patrol areas assigned are not near the convoy routes nor the task force routes. the 96 hour patrol objectives are very boring. as soon as they expire i have to hustle to a nearby shipping route to find one-at-a-time targets.
KaleunMarco
11-08-18, 09:43 PM
mr. duckman (fear the duck)
completed sixth patrol. upgraded to Gar-class.
one gripe: no Notes for the deck gun and flak gun in the Weapons Screen.
it may or may not have been there for the S-class but definitely not in the Salmon class and not in the Gar class.
Where are the convoys and task forces? i have not seen one of either since the first patrol just after Pearl Harbor.
Bleiente
11-09-18, 06:31 AM
mr. duckman (fear the duck)
Fürchte die Wehrente... :o :haha:
completed sixth patrol. upgraded to Gar-class.
one gripe: no Notes for the deck gun and flak gun in the Weapons Screen.
it may or may not have been there for the S-class but definitely not in the Salmon class and not in the Gar class.Ok - I'll have to check it myself on the weekend.
Maybe I can also save parts of the failed V1.4beta as well as test it.
Just to be sure... :hmmm:
You have inserted and activated the "Ralles RealModPack" (and the V1.3single update) in a totally fresh SH4 installation (absolutely virgin)?
Where are the convoys and task forces? i have not seen one of either since the first patrol just after Pearl Harbor.They are there - you just have to find them and get into attack position.
I like this "boredom" - it gives some credibility and puts player in a state of extreme excitement when something big or unexpected happens. :yep:
:salute:
KaleunMarco
11-09-18, 10:16 AM
You have inserted and activated the "Ralles RealModPack" (and the V1.3single update) in a totally fresh SH4 installation (absolutely virgin)?
yes.
always start new mod packs with fresh install of SH4 in a completely different folder. Never use the same folder location twice in a row.
arming SH4 with LAA.
new Save folders using MultiSH4.exe.
new install of JSGME.
this is S-O-P (standard operating procedure), for all of you-Modders out there who are not yet into SOP.
Bleiente
11-09-18, 12:40 PM
Where are the convoys and task forces? i have not seen one of either since the first patrol just after Pearl Harbor.
They are there - you just have to find them and get into attack position.
I like this "boredom" - it gives some credibility and puts player in a state of extreme excitement when something big or unexpected happens.
I would like to concretise this statement again.
Japan has never developed and established a proper convoy system, so you will at most find small groups of 2-4 merchant ships (often unprotected) at sea.
The situation is different with combat and invasion forces.
Invasion formations run relatively slowly, but usually have a large escort.
Combat teams are always running at high speeds and it is usually very difficult to attack them after discovery.
Lurker has arranged this pretty exciting.
So if you are looking for action, observe the access roads of Truk or patrol in the Solomon Islands off Guadalcanal.
:salute:
KaleunMarco
11-09-18, 03:54 PM
I would like to concretise this statement again.
Japan has never developed and established a proper convoy system, so you will at most find small groups of 2-4 merchant ships (often unprotected) at sea.
The situation is different with combat and invasion forces.
Invasion formations run relatively slowly, but usually have a large escort.
Combat teams are always running at high speeds and it is usually very difficult to attack them after discovery.
Lurker has arranged this pretty exciting.
So if you are looking for action, observe the access roads of Truk or patrol in the Solomon Islands off Guadalcanal.
:salute:
i understand all that but being based in fremantle does not get me missions patrolling truk. and this is june 1942 so no one knows what guadalcanal is yet.
Bleiente
11-12-18, 02:12 PM
Updated page 1 and finally added the provisional AI_Air_Patch.
@mark
Unfortunately you had no luck so far and were always in the wrong place at the right time... :hmmm:
:salute:
captnmike
11-14-18, 04:43 PM
Ahoy Bleientie,
Thought I would let you know that I have tried your Rallies Modpack and enjoyed the graphics and game play as much as FOTRS ULTIMATE V0.71.
However I am having the same torpedo targeting issue as some as the other players (Fearless) with torpedo making a hard left turn after traveling a short distance and never being able to correct the issue! It is possible I did not install the downloaded files or extract them correctly but does seem odd that if that were true other aspects of the game play should be affected too. So I have gone back to FOTRSU for the time being since that MOD works for me!
Cheers, captnmike:Kaleun_Salute:
propbeanie
11-14-18, 04:46 PM
captnmike, what is your mod list from JSGME with Ralles Mod Pack active? Are you using any of the torpedo mods? :salute:
KaleunMarco
11-14-18, 06:01 PM
captnmike, what is your mod list from JSGME with Ralles Mod Pack active? Are you using any of the torpedo mods? :salute:
@captmike and pb
been playing Ralles and the only torpedo paths that i have observed are the normal arming/detection variances. to explain: we aim and fire a torpedo which exits the boat for a certain distance, then arms itself and takes an intercept course with the target.
capnmike could be experiencing the normal failure rate of torpedos for that period of the war. you have not indicated the war time period you are in and torpedo malfunctions were more prevalent in the first half of the pacific campaign than the latter half. you could be experiencing duds, deep runners, etc and not know about it. have you enabled the Event Camera? that could help you determine if your torpedos are closing on the target or running wild.
no aspersions are being cast here, i am just running through some suggestions and scenarios for you.
:salute:
Bleiente
11-16-18, 04:00 PM
Ahoy Bleientie,
... However I am having the same torpedo targeting issue as some as the other players (Fearless) with torpedo making a hard left turn after traveling a short distance and never being able to correct the issue!
I think you just have an extremely poor batch of Mk14 on board.
You must know that the Mk14 is a copy of the German Torpedo 1 without any improvements.
The modes included as TorpedoUpdate make matters and circumstances of the torpedo crisis even worse.
Be glad that you were not hit by a circle runner. :03:
:salute:
KaleunMarco
11-17-18, 10:34 AM
so, there we are between war patrols, based in fremantle, when i look at the transfer opportunities and what do i see? holy loch. really?
was that supposed to be a german base option and got mixed up in the changes?:har::har::har:
we might want to re-think the holy-loch-transfer option.:salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_Ralles\MODS]
1.0 TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_SubTextures_FooSkin
Bleiente
11-22-18, 03:40 PM
I understand your allusion... :haha:
But officially, this base was used by the "Silent Service" from the 1960èr years.
:hmmm:
Front Runner
12-01-18, 11:13 AM
BLIENTE,
"For me it looks like this for example:
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sample_Emblem
2.1 TMO_Sub_Pirate_flag"
I am confused. Is the "Real Environment RSRDC_TMO by Kriller + Caustic" included in the TMO_RSRDC_OTC compilation?
Should I decide to install it separately, should it come right after the first mod installed or what?
Thanks.
Bleiente
12-01-18, 11:35 AM
Should I decide to install it separately, should it come right after the first mod installed or what?
No - it is all included in the pack and has been extended by an environment mod of w_clear from the update V1.3.
I left the dll for "Real Environment RSRDC_TMO by Kriller + Caustic" for TMO players and for people with bad Internet connection in the first post.
:salute:
Front Runner
12-01-18, 12:32 PM
No - it is all included in the pack and has been extended by an environment mod of w_clear from the update V1.3.
I left the dll for "Real Environment RSRDC_TMO by Kriller + Caustic" for TMO players and for people with bad Internet connection in the first post.
:salute:
OK. Thanks! Got it! Very nice mod soup!
Bleiente
12-24-18, 08:04 AM
I wish you all a merry and reflective Christmas.
https://www.youtube.com/watch?v=eJf9pAagPRI
:Kaleun_Salute:
Fearless
12-24-18, 05:59 PM
I wish you all a merry and reflective Christmas.
https://www.youtube.com/watch?v=eJf9pAagPRI
:Kaleun_Salute:
And you and family as well Bleiente :Kaleun_Salute:
propbeanie
12-25-18, 12:03 AM
Merry Christmas Bleiente! :salute:
Merry Christmas Bleiente! :salute:
"God Jul och Gott nytt År" aus Schweden:Kaleun_Cheers:
Hello,
I am getting back to another campaign in SH4. I noticed 2 mods, Bubblehead's ship compilation and Air traffic patch. What do they do? They are already included or they must be enabled, and they shoul be enabled last?
Thanks and Happy Holidays and Happy New Year!!!:Kaleun_Cheers:
Bleiente
12-30-18, 05:18 AM
Yes - they must be activated last.
"Bubblehead's ship compilation" adds a few ships and the "Air traffic patch" fixes the problem of various unarmed aircraft.
This is a preliminary solution, next year I would like to close the weak points consistently.
:Kaleun_Salute:
jokerl90
01-03-19, 03:20 PM
Just started playing SH4 again, stumbled onto this modsoup and I'm loving it! Much more playable now, even got to sink a couple of destroyers, they never saw it coming (night surface attack).
I was getting a 75% dud rate on torps with speed set to high, moved it to low speed and no more duds. I have read about the firing pins in real life, don't know if that's in the game/modsoup, but it works.
There's not enough slots in damage control to move all the deck watch into the hull of the sub. I wanted to add some slots to damage control but they are not showing up. I added the following to the subs .upc file
[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 8]
ID=CrewMemberSlot_DamageC7
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 9]
ID=CrewMemberSlot_DamageC8
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
and so on up to 12 slots
Any idea why it's not working?
Guess I could make some room in aft battery before leaving port, but I didn't know if that's the thing to do..
Thanks for any help and thanks for the great mod!
KaleunMarco
01-03-19, 04:39 PM
Just started playing SH4 again, stumbled onto this modsoup and I'm loving it! Much more playable now, even got to sink a couple of destroyers, they never saw it coming (night surface attack).
I was getting a 75% dud rate on torps with speed set to high, moved it to low speed and no more duds. I have read about the firing pins in real life, don't know if that's in the game/modsoup, but it works.
There's not enough slots in damage control to move all the deck watch into the hull of the sub. I wanted to add some slots to damage control but they are not showing up. I added the following to the subs .upc file
[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 8]
ID=CrewMemberSlot_DamageC7
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 9]
ID=CrewMemberSlot_DamageC8
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
and so on up to 12 slots
Any idea why it's not working?
Guess I could make some room in aft battery before leaving port, but I didn't know if that's the thing to do..
Thanks for any help and thanks for the great mod!
joker,
the solution for what you want to do is in two parts.
you did the first one perfectly.
the second part is that you have to add the additional crew to the crew functional subsystem. hey, it's not my description. :03:
while you are editing the ActiveUserPlayerUnits.Upc file, go to the bottom of the file where you will see all of the damage crew listed by their ID from the section(s) you just added in the crew sections. (a lot of sections...i know). now add an entry for each new crew member and the task is complete. the new entry will mimic what is there already and remember to separate the entries with a comma. here is an example of a DC with fourteen crew.
IDLinkFunctionalSubsystemSlots=CrewMemberSlot_Dama geL1,0,CrewMemberSlot_DamageC1,0,CrewMemberSlot_Da mageC2,0,CrewMemberSlot_DamageC3,0,CrewMemberSlot_ DamageC4,0,CrewMemberSlot_DamageC5,0,CrewMemberSlo t_DamageC6,0,CrewMemberSlot_DamageC7,0,CrewMemberS lot_DamageC8,0,CrewMemberSlot_DamageC9,0,CrewMembe rSlot_DamageC10,0,CrewMemberSlot_DamageC11,0,CrewM emberSlot_DamageC12,0,CrewMemberSlot_DamageC13,0
good luck. and good hunting.
mb
:salute::subsim:
jokerl90
01-03-19, 07:03 PM
Ok will get to work on the second part. Thanks!
Bleiente
01-04-19, 01:05 PM
There's not enough slots in damage control to move all the deck watch into the hull of the sub.
Why do you need the additional slots? :hmmm:
According to my memory protocol, Ducimus had executed the tower team in its latest versions of TMO as well as the rest of the crew as protected.
Only the slots for Flak and the deck guns are unprotected and should not be occupied while diving.
This was a compromise not to disturb SH4's great team management. :03:
:salute:
jokerl90
01-04-19, 06:17 PM
Why do you need the additional slots? :hmmm:
According to my memory protocol, Ducimus had executed the tower team in its latest versions of TMO as well as the rest of the crew as protected.
Only the slots for Flak and the deck guns are unprotected and should not be occupied while diving.
This was a compromise not to disturb SH4's great team management. :03:
:salute:
I was not aware of that. I thought the deck watch was still unprotected.
Thanks.
divemonkie
01-24-19, 05:09 PM
thanks for a great mod.:Kaleun_Salute:
Im looking for a little help with something. I play in 1024x768 because higher res is very hard for me to read my gauges. Id like to remove the Omnimeter that slide ruler looking thing from under my messeg box. I dont use it but it gets in the way when using the lower res.
I tried deleting the ini file entries for it but didn't work. are there other file or entries i need to delete.
thanks.
Bleiente
01-24-19, 05:27 PM
Correction - I probably had 2 beer too much... :shucks:
Now the right recommendation, then a resolution as low as 1024x768 is no longer necessary:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3355
:Kaleun_Salute:
divemonkie
01-24-19, 05:53 PM
There is a tool from our great CapnScurvy that fixes this problem.
http://www.subsim.com/radioroom/showthread.php?p=1492335
It should then be possible to play with higher or appropriate resolution.
:Kaleun_Salute:
thanks Bleiente
those are great tools but my problem is in parascope mod when trying to read my crews messages, there that big honkin slid ruler attached to the bottom of my message box forcing me to slip the box all the way down below the commands bar. I think its part of OTC. it sits at the bottom of my screen behind my commands bar and sometimes can get stuck in freecam mod...Its not something I use and was hoping i could just delete it.
Bleiente
01-24-19, 06:04 PM
Alright - I understand.
You can push the "field" over the communication box (messages of the crew) simply down, simply go to the box and push with a long left click down. :03:
For me it looks like this:
https://preview.ibb.co/hLkGqa/13-SH4-Img-2017-03-15-06-33-38-522.png (https://image.ibb.co/mSf5iv/13_SH4_Img_2017_03_15_06_33_38_522.png)
:Kaleun_Salute:
divemonkie
01-24-19, 06:51 PM
Alright - I understand.
You can push the "field" over the communication box (messages of the crew) simply down, simply go to the box and push with a long left click down. :03:
For me it looks like this:
https://preview.ibb.co/hLkGqa/13-SH4-Img-2017-03-15-06-33-38-522.png (https://image.ibb.co/mSf5iv/13_SH4_Img_2017_03_15_06_33_38_522.png)
:Kaleun_Salute:
Yep, thats what I do now but in 1024x768 it jams my crew message box half behind my telegraph making it impossible to read messages. normally Id place the box above my parascope but with that omnimeter/slid rule it blocks out almost my whole screen.
propbeanie
01-24-19, 08:19 PM
divemonkie, are you talking about this thigga-mahjig I have circled here??:
https://i.imgur.com/o1Y06jJ.jpg
Bleiente
01-24-19, 08:27 PM
As I understood him, he meant the omnimeter. However, I had given him a wrong recommendation, had just eaten ... and was confused. :doh: :haha:
Now the right recommendation, then a resolution as low as 1024x768 is no longer necessary:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3355
stork100
01-24-19, 11:08 PM
Hi divemonkie,
I think your best solution would be placing the text box as seen in the example below. You can read everything and still have access to all your buttons and icons, plus the omnimeter is mostly hidden.
https://i.imgur.com/GNiYZ7i.jpg
Bleiente
01-25-19, 06:05 AM
I play in 1024x768 because higher res is very hard for me to read my gauges.
Now the right recommendation, then a resolution as low as 1024x768 is no longer necessary:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3355
Can you play with this tool/mod because now with higher resolution, or is the problem still?
:hmmm:
Bleiente
01-25-19, 11:11 AM
I have to ask again now, there are several players here, who have problems with the reading of their fittings and therefore have to play with low resolution?
If this is the case, I have to know that - then I could do something about it. :03:
This would be a customized and summarized version of "Magnified Hud Dials for v1.5" and "Bigger Better Protractors"...
:Kaleun_Salute:
divemonkie
01-25-19, 05:52 PM
Hi divemonkie,
I think your best solution would be placing the text box as seen in the example below. You can read everything and still have access to all your buttons and icons, plus the omnimeter is mostly hidden.
https://i.imgur.com/GNiYZ7i.jpg
sorry it took me this long to reply (work)
thanks all for the help. yes, you got it stork100 that does work. id just gotten used to playing with it up top. it would play better for me if I was at a desk but my 22inch monitor is mounted at the foot of my sleeper forcing me to sit about 3 feet away :wah: I did pump up the res to 1152 last night (game looks so much better in higher res) im gone try that for now.
it just makes reading torp and aob settings harder.
divemonkie
01-25-19, 06:00 PM
I have to ask again now, there are several players here, who have problems with the reading of their fittings and therefore have to play with low resolution?
If this is the case, I have to know that - then I could do something about it. :03:
This would be a customized and summarized version of "Magnified Hud Dials for v1.5" and "Bigger Better Protractors"...
:Kaleun_Salute:
not sure you need do that, my circumstance is a bit different having to sit so far away. im gonna try this 1152 res for awhile and see how that works.
thanks again for helping out. I am loving the mod :up:
stork100
01-25-19, 07:01 PM
I have to ask again now, there are several players here, who have problems with the reading of their fittings and therefore have to play with low resolution?
If this is the case, I have to know that - then I could do something about it. :03:
This would be a customized and summarized version of "Magnified Hud Dials for v1.5" and "Bigger Better Protractors"...
:Kaleun_Salute:
I think that's a great idea and would certainly help a lot of players. It's been the trend it seems that moving away from the stock version people prefer these things getting larger and larger. And more precision for players too.
One thing I'd enjoy seeing for SH4 which I haven't yet seen done is what can be seen in some of the recent SH3 GUI mods, where you move your mouse pointer to the side of the screen and out pops a huge compass or depth gauge that you can set, but then slides off the screen and out of the way when not in use. Would all be nice to have, but I can still use and be happy with what we have now. SH4 has come a long way thanks to the modders.:salute:
divemonkie
01-25-19, 07:29 PM
I think that's a great idea and would certainly help a lot of players. It's been the trend it seems that moving away from the stock version people prefer these things getting larger and larger. And more precision for players too.
One thing I'd enjoy seeing for SH4 which I haven't yet seen done is what can be seen in some of the recent SH3 GUI mods, where you move your mouse pointer to the side of the screen and out pops a huge compass or depth gauge that you can set, but then slides off the screen and out of the way when not in use. Would all be nice to have, but I can still use and be happy with what we have now. SH4 has come a long way thanks to the modders.:salute:
if we'er taking requests:D
A drag-able rec manual and sh3 crew interface so it feels more like giving commands to men and not just equipment...I've never ordered my refrigerator to bring me a beer.
Bleiente
01-26-19, 03:07 PM
I've never ordered my refrigerator to bring me a beer.
Did you ever try it - you really never know... :doh: :haha:
divemonkie
01-26-19, 08:46 PM
Did you ever try it - you really never know... :doh: :haha:
:haha: That'd have to be one drunk refrigerator. :Kaleun_Cheers:
Had never tried your mod untill now...Of what i already saw yesterday, very nice and good job Bleiente :Kaleun_Thumbs_Up:
Assuming it’s TMO based, can i expect same behaviors and encounters?
(Meaning uber deadly destroyers, no lonely merchants ect)
Bleiente
01-28-19, 02:42 PM
I think you can not really compare TMO and my Mod-Soljanka.
I've tried to find a relationship between gameplay and reality to give players an appropriate platform.
I admit that there are still some disagreements in my Solyanka.
So far, there were not enough reasons to change this.
If you are looking for a really malicious game, you should try FORTS V2.0 German.
:Kaleun_Salute:
propbeanie
01-28-19, 08:37 PM
FOTRS v2 (for SH4 v1.4 only though) is very tough... However, Ralles RealModSoup with Tokko's Revenge is pretty darn tough also... :salute:
I’m not looking for malicious game :D
More for an enjoyable one, with life aboard … meaning not spending whole patrol without any single encounter!
I believe navigation was the only way to live in those archipelagos …
As well as Uber deadly destroyers… i’m Not really fan either, even if I like some difficulty :03:
This mod soup is so far really great! :up:
Not that easy, but i find it better balanced for player than original TMO.
Two questions if i may:
- can we save game while in patrol zone for a certain given time, without to restart the whole time patrol?
- is it normal small Japan destroyers (don’t recall the name) are bouncing/rolling even with calm sea? The others destroyers seems more heavier and have better sea handling though...
fitzcarraldo
01-30-19, 09:55 AM
@Bleiente:
I noted you add to RMS the Fooskin textures. These textures have the cover of the hull holes in another position respect the 3D models of TMO. I resolved this issue returning the skin textures of TMO 25. But, for my taste, is awful to see the holes of the hull cover disarranged respect those of the skin, in external view.
I use mainly Gato class, and in this boat the issue is very visible.
If you can live with that, all well. But I don't and replace the textures.
Maybe you can add and optional mod for TMO original textures...
Best regards.
Fitzcarraldo :salute:
propbeanie
01-30-19, 01:04 PM
fitzcarraldo, refer to http://www.subsim.com/radioroom/showthread.php?p=2588837#post2588837 and note his avatar... You can try to contact Eichhörnchen and see if he has a link to share yet. :salute:
Eichhörnchen
01-30-19, 03:33 PM
^ Now hear this! The naughty boy Bleiente is moving all his stuff in here (all except his dirty books, that is... which he has been persuaded to leave with me)
https://l.facebook.com/l.php?u=http%3A%2F%2Fwww.9teuflottille.de%2FphpBB2 %2Fviewtopic.php%3Ft%3D8624%26fbclid%3DIwAR3Xufp0P 7IaG1GTxX-dFS1GVpcHJlQrbayxCEdGGiTDODMtdDwQbMnzQDw&h=AT3NhXkrH2m6ePTtl-d0WVDZ16t_O0YG9jqrh7RDsJ8s2H-hloobzfBPlycbdXY9tVNft1qUd8qhcTYc4p3rVhHKl5XjzacbF dCPelYtK-ZOLoKLfgLWs20yBgHBS4FqqIQpgQ
I trust that most of you will be able to get in touch with him here; for those who cannot I shall be happy to act as a temporary conduit (just a few nuts is all)
propbeanie
01-30-19, 04:44 PM
... don't shell them though. He likes doing that himself... :har: :salute:
Eichhörnchen
01-30-19, 04:56 PM
Sad that they had to strip Ralf of his squirrel badge... another one bites the dust. Only this time he didn't fall out of the tree... he jumped :haha:
Kal_Maximus_U669
01-31-19, 02:33 PM
Thank you for this mods me who did not play silent hunter 4 I come to install is I will start a career thank you to you for the work and all members of the forum @Fifi @propbeanie @fitzcarraldo @THEBERBSTER ... etc. ..:Kaleun_Applaud::Kaleun_Cheers:
fitzcarraldo
02-12-19, 06:06 PM
fitzcarraldo, refer to http://www.subsim.com/radioroom/showthread.php?p=2588837#post2588837 and note his avatar... You can try to contact Eichhörnchen and see if he has a link to share yet. :salute:
I would to understand this.:wah:
Does someone have a solution for the issue of the sub textures in Ralles? I mean, the disarranged holes of the hull cover respect the 3D model in TMO 25, mainly the Gato and Balao classes. The Fooskin textures do not match well with the holes in the 3d model of TMO 25. I need to use the TMO 25 textures for correct it. Is there some solution specifically available for Ralles?
Many thanks and regards.
Fitzcarraldo :Kaleun_Salute:
:hmmm: What happened with the fractional divisions on the telemeter?
I don’t see them...i have only the big ones.
Did i missed something somewhere?
(Learning how to use the Omnimeter in this amazing mod)
DicheBach
02-14-19, 05:09 PM
Cross posting over here about this issue I'm having with about 18 to 24 torpedoes in a row ALL veering hard to port (relative to their noses). This is across about 4 or 5 engagements, probably 3 different sessions with the app . . . and about that many different locations in game (Hsia-Lun, Taipei, open ocean in Sulu Sea, Rabaul harbor, maybe one other location . . .)
http://www.subsim.com/radioroom/showpost.php?p=2591671&postcount=70
Propbeanie suggested I mention this here. My load order is in a screen shot above that post here:
http://www.subsim.com/radioroom/showpost.php?p=2590988&postcount=64
Back when I got into the game a year or more ago, I went through the learning of how to set everything up. But honestly the deal with JSGME, and MultiAddress blah blah, I've forgotten all the details. So I'm playing with the exact same install I did on my machine a year or more ago, and I just launch with a short cut to the actual SH4 .exe
"H:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\sh4.exe
Is that not right? Am I supposed to launch the app from some other utility?
propbeanie
02-14-19, 05:29 PM
You are fine starting the game directly from the executable file. Do you have the LAA (Large Address Aware enabled on the SH4.exe file? That definitely helps, especially on larger mods. The best thread for details on LAA is CapnScurvy's Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). He comes at it from a Windows 10 fresh install of SH4 and its use of LAA, but it applies for the most part, all the way from Vista 64-bit through Win10 64-bit. :salute:
Be sure and try Bleiente on his facebook page linked above by Eichhörnchen.
Eichhörnchen
02-14-19, 06:56 PM
I've asked Ralf if he is able to look in here... I don't believe he is excluded from Subsim as a visitor.
I have also asked him (after a suggestion from Beanie) whether he has his notifications for 9te UFlottille turned off... have any of you tried contacting him there yet? It doesn't seem to be working for me...
:hmmm: What happened with the fractional divisions on the telemeter?
I don’t see them...i have only the big ones.
Did i missed something somewhere?
(Learning how to use the Omnimeter in this amazing mod)
I’ll answer my own question as i found out :D
The realistic scope mod doesn’t have the fractional divisions, while the normal one has it :up:
Now, after 5 patrols, i’ve Never encountered any planes... is it normal? :hmmm:
Eichhörnchen
02-17-19, 05:13 AM
I now have my feet under the table at 9te UFlottille... again, you can join Bleiente here for ongoing help with RealModSoup, as well as any questions you have about ducks
http://www.9teuflottille.de/phpBB2/viewtopic.php?t=8624
propbeanie
02-17-19, 10:10 AM
Thank you for the link Eichhörnchen! Does Bleiente know anything of squirrels though? He is a tough nut to crack and educate... :roll: :salute:
Eichhörnchen
02-17-19, 12:35 PM
Well I asked him about that yesterday after he posted a very interesting piece over there all about Anatidaephobia (fear of ducks) :haha:
Also, he has in the last day or so become a moderator but I'm sure they would welcome new members
DicheBach
02-21-19, 12:13 PM
double post
DicheBach
02-21-19, 12:25 PM
You are fine starting the game directly from the executable file. Do you have the LAA (Large Address Aware enabled on the SH4.exe file? That definitely helps, especially on larger mods. The best thread for details on LAA is CapnScurvy's Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). He comes at it from a Windows 10 fresh install of SH4 and its use of LAA, but it applies for the most part, all the way from Vista 64-bit through Win10 64-bit. :salute:
Be sure and try Bleiente on his facebook page linked above by Eichhörnchen.
I DID have it all set up when I played the game long ago, and I didn't make any changes to anything. So presumably it is still setup. However . . . my memory of HOW to run the whole thing was definitely rusty.
When I decided I wanted to play the game again, I believe the first thing I tried was to right-click an icon in a folder I keep on my desktop called "Shortcuts" with the name of:
MultiSH41.5.exe - Shortcut
This resulted in this dialog pane coming up:
http://tw.greywool.com/i/2oPBo.jpg
Which, didn't seem like the functionality I was half expecting, i.e., that it would actually launch the game.
Yes I do have a directory like:
H:\Users\Dichebach\Documents\RAL
And that IS the location to which my save files are writing. So I believe Multi address aware IS running!
Thanks for confirming that launching from the sh4.exe is not too unorthodox that the mods and utilities wouldn't work right.
I now have my feet under the table at 9te UFlottille... again, you can join Bleiente here for ongoing help with RealModSoup, as well as any questions you have about ducks
http://www.9teuflottille.de/phpBB2/viewtopic.php?t=8624
Thanks! I will pop in there and setup an account.
Now, after 5 patrols, i’ve Never encountered any planes... is it normal? :hmmm:
When I set down my career play line a couple weeks back (expecting / hoping to go back and finish it!) I was up to about about . . . summer 42.
I had started in an S boat in Manila and did a few patrols (and sank a lot of stationary IJN ships in port). Eventually, made the move to Fremantle and got my first Salmon (I think?). At which point I headed off to Rabaul harbor. It was on that transit that I encountered my first aircraft. I had two come in from the northwest as I was passing Darwin. I believe I had another two around about Port Moresby and yet another encounter a bit later as I was making the northward leg toward Rabaul.
So that is my experience! No planes for weeks/months, then three or four encounters in the span of a week or ten days.
propbeanie
02-21-19, 12:40 PM
All that MultiSH4 does is re-direct the filemanager in the SH4 folder to write to a different Save folder. If you have a Stock game, and haven't used MultiSH4, the "default..." is still in effect, which in your case would be "H:\Users\Dichebach\Documents\SH4". I have my Documents folder moved to my "F:\" drive, so I have "F:\Users \propbeanie \Documents \SH4", with the game installed in "F:\Games \Silent Hunter Wolves of the Pacific". I made a zip file of the contents of that folder, copied that zip file and pasted it into a "F:\Games \FotRSU" folder that I had made, and then unzipped it. I made a MODS folder inside the FotRSU folder, and downloaded FotRSU into that, unzipped and then activated it. From that, I used MultiSH4 and made myself a "FRS" folder under My Documents for that install. I did similar for a RallesPack folder and put Bleiente's mod in there, ran MultiSH4 from inside its install folder and made me a "RMP" folder in My Documents. That way, I've got separate folders for Stock, FotRSU, and Ralles ModPack, each with their own Save folders.
The SH4 install made an SH4 shortcut on my desktop for me, but I had to make my own shortcuts for the others. You can either go to the Desktop, right-click, choose "New" from the menu, then "Shortcut" and "Browse" to the SH4.exe location, or if you are in the folder already, right-click on the SH4.exe file, choose "Create shortcut", which it will make right in the folder there. Rename it, then cut and paste that on your Desktop. No matter what though, you use the SH4.exe to start the game.
DicheBach
02-21-19, 03:38 PM
All that MultiSH4 does is re-direct the filemanager in the SH4 folder to write to a different Save folder. If you have a Stock game, and haven't used MultiSH4, the "default..." is still in effect, which in your case would be "H:\Users\Dichebach\Documents\SH4". I have my Documents folder moved to my "F:\" drive, so I have "F:\Users \propbeanie \Documents \SH4", with the game installed in "F:\Games \Silent Hunter Wolves of the Pacific". I made a zip file of the contents of that folder, copied that zip file and pasted it into a "F:\Games \FotRSU" folder that I had made, and then unzipped it. I made a MODS folder inside the FotRSU folder, and downloaded FotRSU into that, unzipped and then activated it. From that, I used MultiSH4 and made myself a "FRS" folder under My Documents for that install. I did similar for a RallesPack folder and put Bleiente's mod in there, ran MultiSH4 from inside its install folder and made me a "RMP" folder in My Documents. That way, I've got separate folders for Stock, FotRSU, and Ralles ModPack, each with their own Save folders.
The SH4 install made an SH4 shortcut on my desktop for me, but I had to make my own shortcuts for the others. You can either go to the Desktop, right-click, choose "New" from the menu, then "Shortcut" and "Browse" to the SH4.exe location, or if you are in the folder already, right-click on the SH4.exe file, choose "Create shortcut", which it will make right in the folder there. Rename it, then cut and paste that on your Desktop. No matter what though, you use the SH4.exe to start the game.
Ah, so multi-sh4 allows the filemanager to write AND READ (external assets for the game app) from additional directories. Neat!
« I made a MODS folder inside the FotRSU folder, and downloaded FotRSU into that, unzipped and then activated it »
What if we unzip FOTRSU from an other place than the mods folder?
I have the download on external drive, and I unzip from there to the mods folder; is it a problem?
Side note question:
At a given time, is there a starting base at Midway in Ralles Real Mod Soup? :06:
Eichhörnchen
02-23-19, 01:01 PM
^ Fifi, Ralf will be able to answer new questions more promptly if you open an account here:
http://www.9teuflottille.de/phpBB2/viewtopic.php?t=8624&fbclid=IwAR01twt0vZj0FT5eH-qHvcQkZcLaS2trXDQMTxyoHFFs3aj0_CWmqh3TFig
DicheBach
02-24-19, 08:10 PM
To pass along what Ralf conveyed to me (after inquiring about my persistent port side turning torpedoes): he suggested I get hold of his more up-to-date version of the mod pack!
Have got distracted by Pacific Storm: Allies though, but it sounded like a good idea and that is what I plan to do! :Kaleun_Thumbs_Up:
Bleiente,
I tried your mod. Unfortunately, it is too heavy for my machine (a laptop). FPS dropped greatly both near the port and away from land.
Yes, I used a 4Gb patcher, but not the one you provided. The one you provided did not work. I found another one elsewhere.
A good idea might be to offer an alternate scheme for people with my performance problem.
PS. Also: I am interested in Operation Monsun, but it does not seem to be well-maintained currently. It would be great if you ever decided to bring Operation Monsun up to speed.
Eichhörnchen
03-21-19, 04:57 PM
(^ I have passed this query on to Bleiente)
propbeanie
03-22-19, 05:55 AM
What are your computer specs TS13? ie: cpu type & speed or manufacturer model of laptop? How much RAM is in it, and what OS are you using? Do you happen to know what the video system uses? What is the "native" resolution of the display? Windows calls it "recommended". :salute:
Intel i7-451OU 2.6GHz
16 GB RAM
Monitor 1366x768
NVIDIA GeForce 830M
Windows 10
I was assuming that it was the environmental mod causing the performance issues, but it might not be the case. I will be further testing with just TMO (and moving forward by adding RSDC etc) over the weekend.
Note that I have absolutely no issues with stock SH4.
The Large Address Aware program I used is this one:
https://www.techpowerup.com/forums/threads/large-address-aware.112556/
It said that the operation was successful. But is there any way to check if this is actually the case?
propbeanie
03-22-19, 07:28 AM
I do not remember which 4gig Patch that comes with Ralles Mod Pack, but I'll refer you to CapnScurvy's comprehensive posting of Windows10; Large Address Aware; SH4 Install (http://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635), especially since your build is right up that alley. I don't even have a tenth of the computer that you have, and Ralles Mod Pack runs very well on my Core Duo quad-core box, with half the ram and vid card... One big thing to remember about mods and Silent Hunter games, is that if you are using the Stock "Save" folder, you ~have~ to empty that "C:\Users \UserName \Documents \SH4" folder in order to clear any remnants of the previous game version. The only way around that is to use MultiSH4 and multiple copies of the game, to keep from "cross-contaminating" the game from the Save folder information.
Also, be sure that (if possible), your game's display resolution is set to match the Windows display resolution, which should be set to match the monitors "Native" resolution, which will show in Windows as "Recommended". If you happen to have a high-end monitor, you might not find the display resolution in Silent Hunter 4, in which case, you would choose an evenly divisible match, such as a 16:9 or 5:4 or whatever. If the video stream has to do floating point division to "draw" the game on your screen, that can really slow things down.
I think that this modpack offers the same 4GB patch that is on subsim's downloads. Anyway, that didn't work, so I resorted to the one I linked above.
Well, my monitor is 1366x768, which is a weird resolution (almost 16:9, but not exactly). I did not have any problems in the stock game though. Going to check all the mods individually, I wonder if it is OTC that is causing this (I chose 16:9 aspect ratio).
Yes, I am using MultiSH4 as you had suggested to me.
propbeanie
03-22-19, 08:06 AM
That LAA is what CapnScurvy uses in that thread of his, so just make certain you have the correct dot Net framework. One big thing about setting the LAA is to make certain that the SH4.exe is not write protected, which it often is after install. Right-click on the SH4.exe file, and choose "Properties" from that context menu. Look at the file "Attributes" near the bottom of the "General" tab, and the "Read-only" tick-box should be empty, else a 4gig patch can't write to the executable file. All 4 gig patches are basically the same, in that they just flip a couple of bytes of data to show that the program is capable of addressing more RAM.
I also don't think the 16:9 ratio to 1366x768 conversion would slow you down that much... Just make sure you've got enough room for the windows swap file, that you are using SH4 v1.5 (Uboats), that your Save folder is emptied (do NOT use an old save), and that you are activating the mod over a fresh SH4 install. If you're experimenting with mods, that can be a bother. As mentioned, the use of MultiSH4 (thread) (http://www.subsim.com/radioroom/showthread.php?p=455022#post455022) (download) (http://www.subsim.com/radioroom/downloads.php?do=file&id=1110) can help immensely, but it can take a while to set that up also.
Yes, I am following all those steps religiously.
All right, I found that the culprit is TMO itself. I made a new installation with only TMO 2.5 in it, and it has the aforementioned performance issues. I reduced all the graphics settings all the way down, tried all possible resolutions, and the issue persists.
propbeanie
03-22-19, 12:44 PM
:hmmm: Well... TMO is not much heavier than the Stock game... it doesn't add much to the roster, and since the SH4 game is "dynamic" in its loading (only loading what is within approximately a 30km area), the size of the campaign is not an issue. Run the LAA app again, using the Intermediate mode, load the SH4.exe in it again, and make certain that you see under the "LAA" column a "True" setting, while the "Original" column would show "False".
You should not be having troubles with SH4 on a computer like yours. It might be that you'll have to start all over again, and un-install Silent Hunter. When you go to re-install, make certain that you are NOT in the "Program Files (x86)" folder, or any other Windows "protected" system folder, so that JSGME works correctly when activating your mod(s). You also want to make certain that you install the game's version of Windows' DirectX v9.0c so that all the graphics function correctly. That will not ruin the current DirectX on you machine. Also, be sure you delete "C:\Users \YourName \SH4 \" and all of its sub-folders to clear that data. Then run JSGME, and put Ralles Mod Pack in MODS and start building it again. If it still doesn't work well, there has to be something running on your computer that is "stealing" clock cycles. You could use Task Manager to see what's running on it now, and how much of the computer any particular app is pullling... :salute:
EDIT: No, scrap that. The problems started again. Darn it.
Gonna uninstall everything and re-install.
Update: Uninstalled/reinstalled everything. Same problem.
I know that my second installation of SH4 works, because it works fine for stock game, and it only has problems when I mod TMO 2.5 in.
It is a Steam version of the game, but I have installed it outside Program Files.
I made sure that sh4.exe is not read-only.
I do have plenty of swap space.
DirectX 9 is in the game's folder, so I assume that it is being used. At any rate, the stock version has no problems, so I expect that DirectX is not the culprit.
I decided that I should get a different mega mod just to make sure that I can get a mod to work in the second installation. I chose the new release of FOTRSU. Unfortunately, it appears that I have reached my download limit, so I can't download it.
That's all. For the time being I am stuck.
propbeanie
03-23-19, 12:47 AM
You should be able to download FotRSU tomorrow. However, if you can't get TMO to run correctly, there is something wrong in the set-up somewhere. Did you open the LAA applet again, and check that SH4.exe is indeed activated? Another thing to check for is the MODS folder structure.
So your folder structure should be similar to this:
https://i.imgur.com/9r9nWIX.jpg
... only more "crowded" with files and folders. The mods will have a similar folder structure to the game. They usually would not have any animation folders (unless Jeff-Groves or Anvart have been working on it), but you will almost always see additions in the Air, Roster and Sea folders, and usually Campaigns. There should be no repeats such as a "TMO" folder inside of a main "TMO" folder.
If you can run Stock, you should be able to run TMO. Another mod to try is THEBERBSTER's re-mix of Webster's GFO (Game Fixes Only). Peter has made it almost fool-proof (that does not include me). In THEBERBSTEES All In One Beginners Mega Mod List For SH4 221117 (http://www.subsim.com/radioroom/showpost.php?p=2508558&postcount=1) mod, the folders are numbered in the proper order of activation. You can skip numbers, but don't put one in front of another with a lower number. There is the "Real Environment" in it, along with MaxOptics, which pre-dates OTC. Since all that Webster did when he made his original was to use mods that "patch" different aspects of the game, there are no additions to the Campaign, no new ships or planes, etc. It would be a good candidate to see how your computer handles a mod. Start simple though. Only do like 1-4, and see how it does. :salute:
Yes, that's what my installation looks likes (only with TMO 2.5 right now, for testing purposes). Yes, LAA is apparently set correctly.
I managed to make performance a bit better by tweaking antialiasing/anisotropic filtering etc in the NVIDIA panel and turning VSync on, but the end result is that the game looks worse than stock, and performs worse than stock at the same time. Kinda defeats the purpose.
I have previously installed successfully multiple of Webster's mods (installed individually, not the mega mod) and other small mods. That I can do, especially because it is so easy to test.
However, I am looking to increase immersion. I do not care about the graphics, but I would certainly enjoy improvements in the campaign.
Gonna see if I have better luck with FOTRSU once I have the chance.
propbeanie
03-23-19, 01:02 PM
Do you still have your SH3 installed, and modded with GWX? Does it still run fine? Do you happen to have SH5 with TWoS mod? :salute:
merc4ulfate
03-23-19, 02:42 PM
Intel i7-451OU 2.6GHz
16 GB RAM
Monitor 1366x768
NVIDIA GeForce 830M
Windows 10
I was assuming that it was the environmental mod causing the performance issues, but it might not be the case. I will be further testing with just TMO (and moving forward by adding RSDC etc) over the weekend.
Note that I have absolutely no issues with stock SH4.
The Large Address Aware program I used is this one:
https://www.techpowerup.com/forums/threads/large-address-aware.112556/
It said that the operation was successful. But is there any way to check if this is actually the case?
I'd gamble it is the LAA or your version of .NET Framework. It is not your system.
Note that I have currently entered my plan B for a proper career: GFO/Real Environment #1/RSRDC. It seems to run fine as a second installation (the first installation is a virgin installation for creating all other ones). I will talk more about this in the proper thread, but the point is that it runs fine, and I only seem to have a problem with TMO 2.5 (which in various tries I installed both from Ralles' package and alone from subsim's downloads).
No, I do not have my SHIII disc anymore. It is somewhere in northern Europe, along with the friend who "borrowed" it from me. I do not have SHV (although I am considering it, for getting my Atlantic fix).
I have Net Framework 4.7. At some point I used to run the wrong LAA for it, but I corrected the mistake. Still no joy.
If the problem is created by NET Framework or LAA, wouldn't it manifest in my stock installation as well? Not to mention the current GFO/RE/RSRDC which also seems to be doing fine.
I saw that TMO allows me to move freely everywhere on the sub and on deck. I wonder if that's what is causing the problem. Unless I am missing something, in stock I can only move around freely in the command room.
propbeanie
03-24-19, 12:53 PM
In stock, you shouldn't be able to move about the Control Room either... You may well have a contaminated SH4 install, part stock, part TMO, part Ralles, etc., all fighting each other. You mention you have two installs. Did you happen to use MultiSH4 to make yourself another "Save" folder for the 2nd install of SH4? I ask that because that is the probable route of a lot of issues encountered in this flakey game. What I would do is delete the current copy of the game you have. Delete the save folders (usually in "C:\Users \UserName \Documents \SH4\"). Uninstall the original SH4. Delete any leftover folders or files that are left of the install. You usually do not need to run a registry cleaner for SH4.
Then re-install the game, but you should NOT let it install in any of the "Program Files" folders. It is best if you install it in a folder of your own naming. If you do install it in a "Program Files" folder, don't worry too much about it, because you're going to copy that install anyway and move it somewhere else. Anyway, after you are re-installed, I find it easiest to go ahead and use something like 7Zip (https://www.7-zip.org) to make an archive of the folder. I will usually do it from within the "Silent Hunter Wolves of the Pacific" folder. I will then copy that zip file, and paste it into a folder of my own choosing. On my laptop here, I have "C:\Games\" that holds all of my cantankerous old games, so I have a "TMO" folder, a "TMORSRDC" folder, a "FotRSUv081" folder, etc., for each copy of the game for those specific mods. Each copy takes about 4G of hard drive space :o - I will then run JSGME in each individual copy of SH4 for my MODS folder, and I will then run MultiSH4 in each copy, and create a Save folder for each one, such that I have an "SH4" for stock, "TMO" for TMO, etc. I have several copies for the FotRSU mod we're working on, so those are "F71", "F80", etc. Just something that you can remember. What that does, is it keeps the Saves from cross-contaminating the different copies of the original install, and each other. Be sure an run "Tasks - Generate snapshot of game files" in JSGME before you apply any mods! It can help you later by doing that.
Before you run the LAA applet, be certain that the SH4.exe file is not write protected. :salute:
Are you sure that I couldn't move around in the command room in the stock version? It was Shift-F2 that allowed it, and I think it was my first installation of SH4 ever and I had not modded the game at all when I was doing that (although I had used the Keymapper to remap the keys).
At any rate, that was an old installation, which is now long gone and irrelevant. The "mother" installation that I use currently is completely untouched.
Yes, I pay attention that SH4.exe is not read-only, I use MultiSH4 for new save folders every time, and I delete the Documents save folders before each new installation. It is all outside Program Files too.
Eichhörnchen
03-25-19, 02:55 AM
For what it's worth, I just tried "Shift+F2" (vanilla game) and all it did was raise/lower my viewpoint :)
Can you please check your commands.cfg file in the data/cfg folder? Mine includes the following (in a clean installation -or so I believe):
[Cmd53]
Name=Command_room_free_camera
Ctxt=1
Key0=0x71,s,""
What is [Cmd53] in your case?
(by the way, 0x71 is F2 and 0x71,s means Shift-F2)
propbeanie
03-27-19, 11:10 AM
Here's mine:
[Cmd53]
Name=Command_room_free_camera
Ctxt=1
Key0=0x71,s,""
Page=0x33000000,3700
GoBack=Interior_fore_camera
and yes, I can move about the cabin freely. Shift F2 changes the viewpoint, but then you can use the arrows. It's been too long since I played stock... :oops:
No worries, I appreciate your effort to help me very much!
Eichhörnchen
03-27-19, 03:43 PM
Whaddayaknow... you can move around with the arrow keys... I never knew that
propbeanie
03-27-19, 11:54 PM
I did... I'd just forgotten to remember it... :roll:
Eichhörnchen
03-29-19, 02:13 PM
Friend Bleiente has asked me to once again post this link to his station at 9te UFlottille, with the message that he can only engage and offer support for Ralles RealModSoup if you register and join him here:
http://www.9teuflottille.de/phpBB2/viewtopic.php?t=8624&fbclid=IwAR01twt0vZj0FT5eH-qHvcQkZcLaS2trXDQMTxyoHFFs3aj0_CWmqh3TFig
Yes but it’s all in German…and no way to understand for register…
Eichhörnchen
03-30-19, 02:02 PM
You should be able to get the page to translate automatically if your browser is Google Chrome:
https://support.google.com/chrome/answer/173424?co=GENIE.Platform%3DDesktop&hl=en
Or you could use this Translator (I use this so that I can improve my own language skills)
https://www.google.com/search?q=free+german+english+translator&oq=free+german-english+translator&aqs=chrome.1.69i57j0l5.13191j0j8&sourceid=chrome&ie=UTF-8
Hi again. Trying this old but good thread!
Been playing Ralles excellent version of the abovementioned modpack for long now.
Am returning from patrol in May 1945 (Balao cl sub) and have encountered a problem:
At exactly 20:00 on the 9:th of May I get CTD. No radio on at this time and no Capt Midnight installed (has created problems before).
I have a guess that it can be a message that maybe the problem but I have not tried to check yet.
Does anyone have a clue about this???
Regards GOZO
propbeanie
08-21-19, 06:25 AM
Ahhh... there you are... I replied over in the TMO thread, but after I look through my Ralles install, if I find anything, I'll post back here then.
As I mentioned over in the TMO thread though, if you have any location information on where your submarine is, and where you were on the boat itself at the time of the crash, that might help also. Not mentioned there in the TMO thread, but do you have any other mods installed besides Bleiente's Ralles ModPack? It would be best to use the JSGME "Tasks..." --> "Export activated mods list to" --> "Clipboard", and then paste that list into your next post here.
Also, it's best to just make one post concerning your issue, and leave it at that. With multiple posts for the same problem, that can confuse not only those wanting to reply, but also yourself when you try to remember which thread it was you got the best reply in... I don't know about you, but I've already forgotten what I had for breakfast, so I doubt I could remember the threads by this evening... :roll: - In fact, I ~know~ I couldn't. :har: :salute:
Edit: Preliminary findings - Bleiente uses basically the Stock game for the radio, changing the Events.ini a little bit, but does keep the same 31.06.1945 message that Stock has, which is the only date error in that file. It is the next radio event after 8th May, 1945. I don't know if that does it or not, because for the most part, the rest of the game ignores an invalid date, Such that a February 31 is just another day, making March 1 arrive 3 days late. This just makes equipment and other updates "late". But the Radio applet in the game is such that anything out of sequence, date or time-wise will crash the game, it wouldn't surprise me if that isn't the case here. However, I'm not sure if it matters, if the radio isn't "active"... But if you have a good Save point, you could try to edit the "Game \ Data \ Sound \ Radio \ Washington \ Events \ events.ini", looking for "StartDate=31.06.1945", and changing both of those to read "StartDate=30.06.1945" instead, or "StartDate=01.07.1945". Either way would work. Anything amiss in the "messages.txt" file are just skipped, and do not cause a crash (usually), and about the only other thing would be a "scheduled" Random Generated Group, or a regular Group or Unit that spawns at 20:00 hours on 080945, and I cannot find one in Ralles files, or in Stock - besides the fact that you would have to be within rendering range of the object for it to potentially crash the game to the desktop... :salute:
Ahhh... there you are... I replied over in the TMO thread, but after I look through my Ralles install, if I find anything, I'll post back here then.
As I mentioned over in the TMO thread though, if you have any location information on where your submarine is, and where you were on the boat itself at the time of the crash, that might help also. Not mentioned there in the TMO thread, but do you have any other mods installed besides Bleiente's Ralles ModPack? It would be best to use the JSGME "Tasks..." --> "Export activated mods list to" --> "Clipboard", and then paste that list into your next post here.
Also, it's best to just make one post concerning your issue, and leave it at that. With multiple posts for the same problem, that can confuse not only those wanting to reply, but also yourself when you try to remember which thread it was you got the best reply in... I don't know about you, but I've already forgotten what I had for breakfast, so I doubt I could remember the threads by this evening... :roll: - In fact, I ~know~ I couldn't. :har: :salute:
Edit: Preliminary findings - Bleiente uses basically the Stock game for the radio, changing the Events.ini a little bit, but does keep the same 31.06.1945 message that Stock has, which is the only date error in that file. It is the next radio event after 8th May, 1945. I don't know if that does it or not, because for the most part, the rest of the game ignores an invalid date, Such that a February 31 is just another day, making March 1 arrive 3 days late. This just makes equipment and other updates "late". But the Radio applet in the game is such that anything out of sequence, date or time-wise will crash the game, it wouldn't surprise me if that isn't the case here. However, I'm not sure if it matters, if the radio isn't "active"... But if you have a good Save point, you could try to edit the "Game \ Data \ Sound \ Radio \ Washington \ Events \ events.ini", looking for "StartDate=31.06.1945", and changing both of those to read "StartDate=30.06.1945" instead, or "StartDate=01.07.1945". Either way would work. Anything amiss in the "messages.txt" file are just skipped, and do not cause a crash (usually), and about the only other thing would be a "scheduled" Random Generated Group, or a regular Group or Unit that spawns at 20:00 hours on 080945, and I cannot find one in Ralles files, or in Stock - besides the fact that you would have to be within rendering range of the object for it to potentially crash the game to the desktop... :salute:
I apologise for this but I did not find the original "Ralles modsoup" thread at first.:oops::oops:
Have fixed the radio issues now (31 of June => 30 June).
I also saw That the date is actually 090545!!!!
My mod list is very simple:
Generic Mod Enabler - v2.6.0.157
[E:\SH4\SH4 1.5 TMO SCAF RSRD Ralle\MODS]
1.0 TMO_RSRDC_OTC
RSRDC_V5xx_Patch1
2.1 TMO_Sub_Pirate_flag
2.0 Ralles ModPack for TMO_RSRDC_OTC
My position is:
141deg50min E, 36deg50min N, 155nm NE Tokyo and 100nm SE Sendai.
Regards
GOZO:Kaleun_Cheers:
propbeanie
08-21-19, 12:44 PM
Thanks. I'll look through the campaign files in that general area and see if I find anything that might cause you troubles.
The game has three different (four??) ways to display / calculate the date. Either YYYYMMDD, YYYY-MM-DD, MM-DD-YYYY or the "radio" way of DD.MM.YYYY - almost like a different "team" was working on each aspect of the game... :roll: - but no one read the specs documentation... :salute:
Thanks. I'll look through the campaign files in that general area and see if I find anything that might cause you troubles.
The game has three different (four??) ways to display / calculate the date. Either YYYYMMDD, YYYY-MM-DD, MM-DD-YYYY or the "radio" way of DD.MM.YYYY - almost like a different "team" was working on each aspect of the game... :roll: - but no one read the specs documentation... :salute:
:rotfl2::rotfl2::rotfl2:
Love it. When I get merchant spotted message, I can actually go and see it.
:rotfl2::rotfl2::rotfl2:
I just restarted the mission, went to the PZ and returned before that magic date. Starting next mission after that date and sofar everything is ok.:Kaleun_Salute:
Kal_Maximus_U669
02-29-20, 09:57 AM
I reinstall realmodsoup for TMO the sea and all black with patch 1.3
Ralles ModPack for TMO_RSRDC_OTC V1.3singlehttps://image.noelshack.com/fichiers/2020/09/6/1582988215-sh4problem.png
help my:wah:
Kal_Maximus_U669
02-29-20, 10:24 AM
here is the same with the version
Ralles RealModPack V1.2fullhttps://image.noelshack.com/fichiers/2020/09/6/1582989814-capture.png
:yeah:
propbeanie
02-29-20, 10:25 AM
Do you have the parts installed in the order Bleiente suggests in his documentation? Did you empty the Save folder after activating the mod? Have you tried to apply a 4gig patch to the SH4.exe file, such as what FotRSU has in its package? :salute:
Kal_Maximus_U669
02-29-20, 11:07 AM
yes the recommendations we are to respect it would seem that it comes from the environment:ping:
secance
1.0 TMO RSRDC OTC
1.5 OTC Realistic Scopes for 16 to 9 RSRDCv502
1.5 OTC Tokkos Revenge for RSRDv502
1.5 OTC Mertric Tools
2.0 RAlles ModPack for TMO RSRDC OTC 1.3full
2.1 TMO sample emblem
2.1 TMO Sub Pirate flag
2.1 TorpedoupdateV2
grafic cart its good i'm not a novice ...!
Kal_Maximus_U669
02-29-20, 11:10 AM
currently I play at 100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
all works ...:Kaleun_Cheers:
Kal_Maximus_U669
02-29-20, 11:40 AM
currently I play at 100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
all works ...:Kaleun_Cheers:https://image.noelshack.com/fichiers/2020/09/6/1582993822-built.jpg
if i can afford it i find smoking exhaust too shy !!
the numbers on the submarine would be welcome as well as different skins
but I understand that this is not obvious it says continue your great work fortunately that people like you make this game last !!
because good submarine war simulators are not legion and do not interest devs ... it prefers console soups which brings more..:/\\!!
Kal_Maximus_U669
02-29-20, 02:21 PM
Do you have the parts installed in the order Bleiente suggests in his documentation? Did you empty the Save folder after activating the mod? Have you tried to apply a 4gig patch to the SH4.exe file, such as what FotRSU has in its package? :salute:
all that you recommend to do has been done since the beginning even jsgme has been empty!
if i activate this option it works but the plankton disappears and the underwater flag is present !!
https://image.noelshack.com/fichiers/2020/09/6/1583004048-config.png
https://image.nohttps://image.noelshack.com/fichiers/2020/09/6/1583004091-capture.pngelshack.com/fichiers/2020/09/6/1583004048-config.png
propbeanie
02-29-20, 05:12 PM
:hmmm: ... I don't remember having that issue with Ralles... It might take me a few days, but I'll fire up my copy and set all of my graphics high, so that I can see what my computer does with the mod...
What is the "native" resolution of your display monitor for the computer? Is Windows set to that? Is that "1920x1080, 16:9, 60Hz" the same thing? Do you have any "widescreen" mods activated? There is like a "shadow" surrounding your entire submarine, almost like there is a 3D app running, and you are supposed to have on 3D glasses to view the screen. Plus, you have that wide, black stripe along the side of the sub... Is that a skin you have applied? btw, that "Terrain Objects LOD Size" setting slider can go to the left most of the way. That is the data buffer size basically, and you apparently have a strong computer, so fetching less data more often should be more efficient for your settings. :salute:
propbeanie
02-29-20, 05:53 PM
Wow, I still had it active on the computer! Here is an old grab from my 5:4 monitor days:
https://i.imgur.com/QSZgyDJ.jpg
The flag, as seen from the rear AA position.
Here is the sub (Porpoise) as it is diving, on the newer wide screen:
https://i.imgur.com/MBtPzIw.jpg
Once we're underwater:
https://i.imgur.com/4o3fBaO.jpg
and looking at both flag poles:
https://i.imgur.com/zBTdHgC.jpg
Notice also, no "shadow" blurring the sub. Here's the Graphic Settings page with the widescreen settings:
https://i.imgur.com/khwuG3s.jpg
and the mod list:
Generic Mod Enabler - v2.6.0.157
[E:\GameSH4\SH4_RallesModSoup1\MODS]
1.0 TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC_13
1.5_OTC for 5 to 4 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 5 to 4 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.1 TorpedoupdateV2
So my list there is v1.2, with a v1.3 update applied to it. He also built a v1.3 all-in-one... :salute:
Kal_Maximus_U669
03-01-20, 07:31 AM
I realized yesterday that it came from the graphics activations in the game. Now I reinstall :
- Trigger maru 2.5
- Ralles RealModPack for TMO
- 100_FalloftheRisingSun_Ultimate_Edition_v1.004.a_E N
I thought it came from the different environments used by these mods
because in Ksd and dark water the graphics parameters are not at all the same ......:k_confused:
This is why I was tricked: ping :: ping: in the meantime thank you for your really quick response !!! :Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:
Continue your work your mods FortS and super .. hello to Ralf Bleiente
:Kaleun_Salute:https://image.noelshack.com/fichiers/2020/09/7/1583065830-capture.jpg
Kal_Maximus_U669
03-01-20, 09:56 AM
Wow, I still had it active on the computer! Here is an old grab from my 5:4 monitor days:
https://i.imgur.com/QSZgyDJ.jpg
The flag, as seen from the rear AA position.
Here is the sub (Porpoise) as it is diving, on the newer wide screen:
https://i.imgur.com/MBtPzIw.jpg
Once we're underwater:
https://i.imgur.com/4o3fBaO.jpg
and looking at both flag poles:
https://i.imgur.com/zBTdHgC.jpg
Notice also, no "shadow" blurring the sub. Here's the Graphic Settings page with the widescreen settings:
https://i.imgur.com/khwuG3s.jpg
and the mod list:
Generic Mod Enabler - v2.6.0.157
[E:\GameSH4\SH4_RallesModSoup1\MODS]
1.0 TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC_13
1.5_OTC for 5 to 4 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 5 to 4 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.1 TorpedoupdateV2
So my list there is v1.2, with a v1.3 update applied to it. He also built a v1.3 all-in-one... :salute:
Very Big thank's:Kaleun_Applaud:
https://image.noelshack.com/fichiers/2020/09/7/1583074572-capture.png
XenonSurf
04-15-20, 09:12 AM
Playing Ralle's mod in Windows 10.
In the picture above, I have all checkboxes activated except VSnynch and Window Mode deactivated.
I use MSIAfterburner to set a framerate limit, because the game easily gets over FpS 300. It doesn't matter with my overpowered GPU (NVidia GTX 1660), but it consumes more load than necessary.
If I put the cap to 60 I get tearing when moving the view inside the sub, a serie of tearing lines. Setting the FPS cap to 120 is just fine.
But maybe this tearing has nothing to do with the FPS cap? What do you think?
My modlist:
Generic Mod Enabler - v2.6.0.157
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_German PPI Screen
2.0 Ralles ModPack for TMO_RSRDC_OTC
Thanks,
propbeanie
04-15-20, 09:49 AM
I think Windows is really getting weird about the older games. I get "smearing" on my Win10 laptop, no matter the mod I install, if I have the display "upped" to max settings. I do not have this issue on my older Win7 desktop and old nVidia drivers that Windows keeps wanting to update... This is a 560Ti, so rather old, but runs the game fantastically. Part of the trouble is that the game was written for a 30fps display, and some of the "clocks" in the game run off of that assumption... :salute:
XenonSurf
04-16-20, 06:37 PM
I think Windows is really getting weird about the older games. I get "smearing" on my Win10 laptop, no matter the mod I install, if I have the display "upped" to max settings. I do not have this issue on my older Win7 desktop and old nVidia drivers that Windows keeps wanting to update... This is a 560Ti, so rather old, but runs the game fantastically. Part of the trouble is that the game was written for a 30fps display, and some of the "clocks" in the game run off of that assumption... :salute:
Thanks for your response, Propbeanie, appreciated.
I now have examined further with MSIAfterburner what I can do against tearing, and I noticed that only the SH4 menus get crazy with a FpS of 2500+ !! Once in the game the FpS remains between 200-300. I have therefore set a FpS cap to 300 and I'm playing fine now, without tearing and not too much load on my GPU/CPU temperature. Of course this is a special setup for my own gaming laptop (Asus RoG Strix) so it may not work for everyone, however I would advice to everyone setting a FpS cap.
I really like Ralles mod compilation, I highly enjoy walking in the sub, and clicking on maps, hatches, periscopes etc. to go from one station to another instead of just hitting the Function keys, it makes the game more immersive compared to a setup like 1.5 + GFO. I wish the GFO also had the same modded sub interior functionality.
XenonSurf
04-21-20, 09:22 AM
I would like to know which file is risponsible for the TMO limitation which says "You won't get radio contact reports until late 1942".
I would like to revert that, yeah it's not realistic, but with TMO+RSRDC the seas are empty enough already...you can barely find ships or convoys compared to stock game in that time period without these messages.
If this 'emptyness' goes on with other patrols I will have to deinstall TMO and RSRDC altogether I'm afraid, but then the excellent sub interior interface improvements will also go away :(
Thanks very much to point me to that file!
XS
propbeanie
04-21-20, 11:26 AM
It's more than one file. Each RGG (Random Generated Group) in each of the campaign (and SingleMission, etc) mis files has a setting for a percentage of a chance to send out a "Contact Report", and how often to try for a chance.
ReportPosMin=7049 - the time in minutes. a negative number means "Don't do it"
ReportPosProbability=7 - the percentage chance of the report, if the above is NOT negative.
This is done in TMO to simulate that the Ultra system was not completely set-up yet. The main bugaboo being that they didn't trust US submariners to keep a secret :roll:. When walking the boat, look for the traffic lanes map, and use that to find a place to "lay in wait" for "unsuspecting enemies" to come by...
XenonSurf
04-21-20, 11:42 AM
It's more than one file. Each RGG (Random Generated Group) in each of the campaign (and SingleMission, etc) mis files has a setting for a percentage of a chance to send out a "Contact Report", and how often to try for a chance.ReportPosMin=7049 - the time in minutes. a negative number means "Don't do it"
ReportPosProbability=7 - the percentage chance of the report, if the above is NOT negative.This is done in TMO to simulate that the Ultra system was not completely set-up yet. The main bugaboo being that they didn't trust US submariners to keep a secret :roll:. When walking the boat, look for the traffic lanes map, and use that to find a place to "lay in wait" for "unsuspecting enemies" to come by...
Yeah, thanks a lot for this info. I'm definitly not going to mess whith these files, but by pure chance I have found a traffic map at the radio guy giving generic traffic info with red lines. I had to scroll the radio image which appears in the upper left to see - oh what a beautiful map :)
I think this will help me greatly. I was playing for hours yesterday without encountering anything passing the Macassar Strait, also patrolling for 72 hours in my zone will still mark 'objective uncomplete' although I keep strickly in a 100nm radius. But saving the game will probably - like in SH5 - reset the timer.
Thanks!
XS
propbeanie
04-21-20, 04:08 PM
Draw yourself a little 75nm circle instead of 100 - or - drive up to the circle and sit for it to complete. You'll probably have to dive to avoid airplanes, but at least you can use high TC ~then~ go off and do what you want, if you don't want to lose those Objective renown points. :salute:
XenonSurf
04-22-20, 06:17 AM
Draw yourself a little 75nm circle instead of 100 - or - drive up to the circle and sit for it to complete. You'll probably have to dive to avoid airplanes, but at least you can use high TC ~then~ go off and do what you want, if you don't want to lose those Objective renown points. :salute:
Thanks for your tips, propbeanie, I appreciate :03:
I'm getting more contacts now, my first impression was false, I need to get better :)
XenonSurf
04-22-20, 07:38 AM
There is a mod from james_nix called
RSDC TMO Hollywood Missions
Description:
"I like the 'Hollywood' missions to break up the monotony so I restored the insertion (people and supplies) and photo missions to RSRDC for TMO."
I wonder if I can use this with Ralles' package, or if it would break the mod somehow. Adding it to the end would overwrite the file PatrolObjectives.cfg which was in 1.0 and then gets overwritten by 2.0 here below. This mod would overwrite it again, I need to compare the files but the adaptation could take long for me. Maybe someone has already done this?
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_German PPI Screen
2.0 Ralles ModPack for TMO_RSRDC_OTC
RSDC TMO Hollywood Missions <<<<<<<<<<<<<<<<< ?
Thanks!
XS
[EDIT]
Ok, I must adapt the Ralle's file, I cannot just replace it. There are 49 entries to change as for the 'AllMatch=Disable' into other values, I must do this manually on the Ralle's file.
propbeanie
04-22-20, 09:38 AM
I would use WinMerge on the two files in question. That way, say you have nix's file on the left, and Ralles on the right. Nix's file has the changes for the calls that add the "Hollywood" missions back in that are needed in Ralles, but there might be other differences as well, that need to be changed. You just use the Alt - Right Arrow key combination to make your changes, then Alt down arrow to go to the next difference. Skip the differences you don't need to do.
If I remember correctly, the actual mis and tsr files are their in their folders in the PatrolObjectives folder under the Campaign folder, and all you need to do is to enable that line in the PatrolObjectives.cfg file, but you might also have to alter their "AllMatch" lines to match the "ObjectiveCode" to actually have them assigned to be called by Flotillas.upc. :salute:
XenonSurf
04-22-20, 12:02 PM
Thanks very much propbeanie, I have done it with UltraEdit, took me 1/2 an hour, but I will certainly look for this tool WinMerge, this should speed-up my mods in the future :up:
Best greetings,
:Kaleun_Salute:XS
XenonSurf
06-09-20, 09:43 AM
I have noticed that the Narwhal class submarine has wrong maximum speeds when submerged and surfaced in the latest v.1.3 download package.
Wrong:
Max speed surfaced: 14 knots
Max speed submerged: 6.5 knots
Exact:
Max speed surfaced: 17 knots
Max speed submerged: 8.5 knots
@Bleiente,
I think you have tried to give more weight to stormy conditions where subs have reduced speeds in rough seas, that's ok. But with a wind speed of just 6m/s if I go flank with the Narwhal I should travel not at 11 knots but around 15-16, even considered that my crew at career start is not the best one (which also has an influence on engine performance I think.)
I wonder if changing the necessary files in the Submarine folder (the sim, cfg, upc), I would have to start a new career, or if I can go on with my current one ?
XS
propbeanie
06-09-20, 11:24 AM
One thing to remember about those "settings", and this applies to more than just the sim files XenonSurf, and you probably have seen it in other games, but most of those "figures" do not correlate very accurately to real world figures, and are sometimes ~way~ off target, having no bearing to reality. Also, especially in this area of the SH4 game, one setting can and does affect others. If you attempt to adjust the "Range" of the submarine, it will affect the "speed" attained. Also, you will find that in-game "helps" do not relate very closely with some changes, as we found in FotRSU, with setting the ranges and the speed for those ranges, as well as the throttle settings used in the cfg file, all messing with the "Range at current speed" button on the submarine's menu. It would initially be what we desired, but as some players have found out, the "range" keeps increasing as they travel, and they use apparently less and less fuel. Of course, I would much have it that way, than to have a continually shrinking range, and the player runs out just after arrival on-scene... I would think that changing some of those settings that they can be applied between patrols. I would stay away from doing anything any more while on patrol... the game is just too squirrellie... :roll:
XenonSurf
06-09-20, 03:41 PM
One thing to remember about those "settings", and this applies to more than just the sim files XenonSurf, and you probably have seen it in other games, but most of those "figures" do not correlate very accurately to real world figures, and are sometimes ~way~ off target, having no bearing to reality. Also, especially in this area of the SH4 game, one setting can and does affect others. If you attempt to adjust the "Range" of the submarine, it will affect the "speed" attained. Also, you will find that in-game "helps" do not relate very closely with some changes, as we found in FotRSU, with setting the ranges and the speed for those ranges, as well as the throttle settings used in the cfg file, all messing with the "Range at current speed" button on the submarine's menu. It would initially be what we desired, but as some players have found out, the "range" keeps increasing as they travel, and they use apparently less and less fuel. Of course, I would much have it that way, than to have a continually shrinking range, and the player runs out just after arrival on-scene... I would think that changing some of those settings that they can be applied between patrols. I would stay away from doing anything any more while on patrol... the game is just too squirrellie... :roll:
Thanks for the info, Propbearnie, in fact I replaced the files with the TMO_RSDC_OTC package of Ralles pack and I had to restart career to take effect. But my career was not very advanced anyway, so it didn't matter. My speeds are correct now. First time also that I enter in contact with a large convoy in Ralles pack; I still hope to do the same in FORTSU.
Greetings,
XS
Seit Tagen suche Ich für SH 4 durch Neuinstall wieder einmal Mods um auf Jagd zu gehen. Der DL war Super schnell. Danke für deine Arbeit ! Du ersparst damit viel lästige Arbeit mit elend langsamen DL Seiten. Nun, ein FAN mehr der hoffentlich begeistert wird durch diesen Mega Mod. TOP und immer eine Handvoll Wasser unter'm Bug wünsche Ich noch. Ahoi :Kaleun_Salute:
mikesn9
08-06-20, 08:11 AM
Seit Tagen suche Ich für SH 4 durch Neuinstall wieder einmal auf Jagd zu gehen. Der DL war Super schnell. Danke für deine Arbeit ! Du ersparst damit viel lästige Arbeit mit elend langsamen DL Seiten. Nun, ein FAN mehr der hoffentlich begeistert wird durch diesen Mega Mod. TOP und immer eine Handvoll wasser unter deinem Bug wünsche Ich noch. Ahoi :Kaleun_Salute:
Translated:
For days I have been looking for SH 4 to go hunting again by reinstalling. The DL was super fast. Thanks for your work! You save a lot of tedious work with miserably slow DL pages. Well, one more FAN who will hopefully be thrilled by this Mega Mod. TOP and always a handful of water under your bow I still wish. Ahoy
Fröhliches Jagen, Mr Bo
Aktungbby
08-15-20, 11:58 PM
Mr.Bo!:Kaleun_Salute:
flaminus
04-17-21, 05:44 AM
in 1.3 version, I found that all Japanese air bases lost from the navigation map, while US air base show normally.
I compare the file "Jap_AirCover.mis" of ralles modpack and original one in Nav Map Make-Over mod and find that the file has been intensively moded. this maybe the reason.
Is there anyone have idea about this issue? The "Jap_AirCover.mis" in ralles modpack change many essential items, somebody know the meanings of those changes?
:Kaleun_Salute:
propbeanie
04-17-21, 11:15 AM
My assumption is that Bleiente was presenting it as "lack of intelligence" on the part of the ONI, in that they did not know where a lot of the Japanese air bases were. Surely, they knew where the major ones were, from before the war though... All that those little icons are though, is map locations in the file. You could easily add them by copying from the original mod, and adding them to the end of the current Jap_AirCover.mis file, and renumbering them to match what is in the mod now. Not the easiest of tasks, but can be done. They have "FileName2D=JAP_AIRPORT_RED.dds" lines for the little "flag" icon, and then lines like "FileName2D=Jap_LG_airbase.dds" for the drawing of the airfields, with that LG there denoting "Large". I assume it is SM for "Small", etc...
flaminus
04-18-21, 01:24 AM
thx for the reply. I tried a patrol yesterday and when the sub got closer to the airbases, they will show on the map, I think it's because of the "more intelligence". That good and work fine~:Kaleun_Salute:
propbeanie
04-18-21, 09:37 AM
Zoom level matters too. There is only a few zoom levels for both the flag icon and the airport icon, and they disappear below and above those levels...
gregorm
04-29-21, 11:07 AM
First of all, just want to give a big THANK YOU for putting this together. Love it. Great for someone like me who is coming back after a long absence.
Now, just have a quick question I would appreciate some guidance on:
Improved Ship Physics - in the ISP patch readme it says "The idea here is that by alternating files the game uses, one can have a sensible variety of weather conditions, even though the game only has a wind range of 0 to 15 m/s, which really isn't adequate."
Is this something I need to worry about or does the mod compilation take this into account? Don't want to get stuck with super calm (or rough) seas.
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