View Full Version : [REL] Fifi Compilation for OM+OMEGU
Great work Fifi, thank you so much!
In regards to bugs/issues I too have noticed a FPS decrease (compared to KSDII), but it is still playable for me on my laptop (which doesn't have a dedicated graphics card) so it's not too bad for me personally.
Only had time to try out half a career mission in the Type IXB. One thing I noticed is that the crash dive times seem very quick for a Type IX, approx 24-26 seconds before the conning tower is completely under water, I am unsure of the exact numbers generally accepted for Type IX's in RL but I thought it was at least 10 or so seconds higher if not more. It seems to be mostly down to their being very little gap between the physical process of diving starting (a couple of seconds before water is above the deck) after the button is pressed rather than the diving itself being faster than it should be so might be worth seeing if anyone else has the same issue.
Great work Fifi, thank you so much!
In regards to bugs/issues I too have noticed a FPS decrease (compared to KSDII), but it is still playable for me on my laptop (which doesn't have a dedicated graphics card) so it's not too bad for me personally.
Only had time to try out half a career mission in the Type IXB. One thing I noticed is that the crash dive times seem very quick for a Type IX, approx 24-26 seconds before the conning tower is completely under water, I am unsure of the exact numbers generally accepted for Type IX's in RL but I thought it was at least 10 or so seconds higher if not more. It seems to be mostly down to their being very little gap between the physical process of diving starting (a couple of seconds before water is above the deck) after the button is pressed rather than the diving itself being faster than it should be so might be worth seeing if anyone else has the same issue.
Glad you like it :up:
It took me so many hours...trying to figure out things :yep:
And Probbeanie + S7rikeback trying to help me understand what was beyond my poor skills...those guys are awesome you know!
About the diving time of the IX type, maybe it’s a little too fast i confess.
That’s the diving times given by included Traveller mod (that i liked too at first)
Stock OM has damn long times for the IX, and i couldn’t stand waiting minutes to be underwater...so i opted for Traveller mod.
But when i’ll Have time, i eventually can try to add some more seconds to the IX types...if i figure out the process! :haha:
@ Templar:
Type IIB rudder has been fixed, as well as ALL the types II torpedo doors misaligned + animation corrected!!
It will be for next update 4 :up:
Templar
07-05-19, 11:28 AM
I'll see if I can find anything else for you to fix.:haha:
Keep up the good work Fifi.:salute:
propbeanie
07-05-19, 02:50 PM
... I didn’t noticed significant FPS drop, maybe some when i run the VIIB type...but nothing unplayable for the moment.
For sure, it takes more RAM power than stock OM (just like WAC5 does VS others mods)...
OM has issues similar to that also on some of the boats... cannot remember what it is though... we might have to dig through the OM thread... Maybe Jeff-Groves remembers??...
One thing to keep in mind about this game is the fact that it is written to run at 30fps - no more than that. The reason being is the "time coordination between "base" time (where you start, your home port), real time, and compressed time (256x, 1024x, etc). The "sky" (a simulated partial "globe") is separate from the world (a tube), and run on different "clocks". They get out of sync with each other when you drive over 30fps... Front Runner had a thread on that - if I could just find the link... :salute:
Discovered 1 more Bug
Im in November 39 in my IXA
And when planes shows up, i dont have to dive, because they never attack me?
And the missing Crew in the controlcompartment of the type 2 sub
propbeanie
07-05-19, 04:49 PM
Can't have that! They're supposed to try to sink you! Can you shoot at them, by any chance, and does that change their attitude?...
Discovered 1 more Bug
Im in November 39 in my IXA
And when planes shows up, i dont have to dive, because they never attack me?
And the missing Crew in the controlcompartment of the type 2 sub
No bug here.
It seems it’s how Lurker worked the planes.
At start of war they are often just observing and reporting to authorities, even sometimes calling some DDs around if available.
You should be glad of it, because later on, they will change to your worst nightmare :yep:
So keep some good time before the storm :haha:
Well that explains allot😅
Thought they where blind, and that Would be a Big game breaker for me😄
Geoff then
07-06-19, 01:45 AM
No worries. Started a Career for testing purposes in early '41 and they are very eager to shoot at me. :Kaleun_Applaud:
Good
I decided to save game and keep Staying surfaced, and i ended Being bombed with 12 casualties and Two compartments flooded..,,
Setled at 103 meters and repaired on the bottom, Lay submerged for 7 hours before i was able to surface,
I love that u Can repair on the bottom without taking damage👌☺️👏
Yes this game has great potential :03:
I have fixed the command room default view for types II :up:
Now we look at the instruments on right side of subs (like VII type)
Right now i’m Changing the 88mm deck gun for a much better model :D
:Kaleun_Salute:
New 88mm deck gun :Kaleun_Wink:
https://image.noelshack.com/fichiers/2019/27/6/1562420897-sh4img-2019-07-06-15-33-04-428-resultat.jpg
https://image.noelshack.com/fichiers/2019/27/6/1562420898-sh4img-2019-07-06-15-32-04-178-resultat.jpg
will the cannon be plugged then underwater and unplugged when surfaced?
will the cannon be plugged then underwater and unplugged when surfaced?
Actually not, but trying to figure out how to do it :03:
Type IX 105mm will be changed too :salute:
It's really a shame that this update brings a huge performance downgrade. Something must be wrong.
It's really a shame that this update brings a huge performance downgrade. Something must be wrong.
Nothing wrong! Just more 3D details, more textures, and overall —> ambiant occlusion :yep:
Takes more power to your computer...
What are your PC specifications ?
Ok, figured out the plug thing :yeah:
When surfaced, deck gun unplugged ready to fire (note the plug on the gun pedestal):
https://image.noelshack.com/fichiers/2019/27/6/1562429275-sh4img-2019-07-06-18-03-09-300-resultat.jpg
As soon as diving, deck gun is plugged to prevent salt water (note the plug is off pedestal)
The aiming device is also taken into sub for protection.
https://image.noelshack.com/fichiers/2019/27/6/1562429277-sh4img-2019-07-06-18-04-46-391-resultat.jpg
New aiming view and sight:
https://image.noelshack.com/fichiers/2019/27/6/1562429275-sh4img-2019-07-06-18-06-20-630-resultat.jpg
https://image.noelshack.com/fichiers/2019/27/6/1562429274-sh4img-2019-07-06-18-06-43-490-resultat.jpg
Now working on type IX 105mm to give same awesome rendering :salute:
Looking good with the new deck gun👌
Would u try fix the camera trim error with the type 7?
Looking good with the new deck gun👌
Would u try fix the camera trim error with the type 7?
:o what do you mean by camera trim error?
The thing i mentioned Yesterday , when u dive in the type viib and C the camera inside the sub
Is falling to the right side, AS if the sub is tilting too the right instead of diving nose Down
Intel I3 2120
Gtx 750 2gb.
But the problem is that in ksd II i have no problems. I think ksd models are the same to yours?
The thing i mentioned Yesterday , when u dive in the type viib and C the camera inside the sub
Is falling to the right side, AS if the sub is tilting too the right instead of diving nose Down
Ah ok :up:
It’s on the to do list, but not right now, sorry.
Intel I3 2120
Gtx 750 2gb.
But the problem is that in ksd II i have no problems. I think ksd models are the same to yours?
Nope. They are from WAC5 ... except the VIIC41 hull from KSD.
I see you have an I3...this is not very adapted i’m Afraid.
You should get at least an I5. I’m almost sure it is coming from this :yep:
Can you run WAC5 without FPS problems? I bet not...
Im running my game on an intel i5 4 serie
And gtx 960 2gb
My game runs just fine
propbeanie
07-06-19, 05:40 PM
Niume, I am on an old Core2Duo, 2.4g quadcore, 8 gig of ram and an nVidia 560ti, and don't have issues... What submarine are you having trouble with? :salute:
Niume, I am on an old Core2Duo, 2.4g quadcore, 8 gig of ram and an nVidia 560ti, and don't have issues... What submarine are you having trouble with? :salute:
All of them except Type XXI
Nope. They are from WAC5 ... except the VIIC41 hull from KSD.
I see you have an I3...this is not very adapted i’m Afraid.
You should get at least an I5. I’m almost sure it is coming from this :yep:
Can you run WAC5 without FPS problems? I bet not...
I can run wac 5 easily with 1920HD mod
Templar
07-07-19, 01:28 AM
Looking good Fifi, :up:
and now for my inspection report:
1. All type II command, radio, and sonar room compass east-west reversed.
IIC deck aft compass not working. IID deck aft compass graphics look too big.
2. Type IID rudder upside down.
3. Torpedo tube #1 outer lid misaligned on type IIC and IID.
4. At battlestations type IIC deck watch, 2 crew aft same position. IID deck watch positions could be adjusted.
That's all for now, don't know if you want me to keep reporting what I find.
Keep up the good work.:salute:
Looking good Fifi, :up:
and now for my inspection report:
1. All type II command, radio, and sonar room compass east-west reversed.
IIC deck aft compass not working. IID deck aft compass graphics look too big.
2. Type IID rudder upside down.
3. Torpedo tube #1 outer lid misaligned on type IIC and IID.
4. At battlestations type IIC deck watch, 2 crew aft same position. IID deck watch positions could be adjusted.
That's all for now, don't know if you want me to keep reporting what I find.
Keep up the good work.:salute:
Yes that’s good thing you can report here. But not too fast :haha:
#2 & 3 already fixed:up:
#4 will be easily fixed.
#1 i’m Going to have a look and try to fix it if i can.
IIC deck compass not working is normal for the moment as i made it myself not working :haha: (because of 3D materials not corresponding)
IID deck compass graphics are the only one i found to counterpart the non corresponding 3D materials...but i always can give the original one that will not work :D
Ok, after a first look, i have found the type II interior compass issue :up:
That’s a nasty one...and KSD has the same problem!
It’s present in all rooms where compass are.
But i think i’ll Fix it quite soon. Just a 3D object and texture manipulation...
Hopefully WAC5 has it the right way :03:
Templar
07-07-19, 03:17 AM
In KSD the type II interior compasses don't turn at all. The only interior compass that works correctly in the type II in KSD or OM is in the conning tower.:salute:
In KSD the type II interior compasses don't turn at all. The only interior compass that works correctly in the type II in KSD or OM is in the conning tower.:salute:
KSD type II interior compass are turning here :doh:
But wrong direction as OM...
Those compass are quite tough to make them work correctly you know.
They always make my brain smoking :har:
Templar
07-07-19, 03:30 AM
Ah, I have the new interiors mod installed on KSD. That's why.:haha:
Yooo...now my brain is smoking bad :timeout:
Corrections doesn’t work at all...even with WAC importations of materials and settings :doh:
Should be more complicated than expected :hmmm:
Yooo...now my brain is smoking bad :timeout:
Corrections doesn’t work at all...even with WAC importations of materials and settings :doh:
Should be more complicated than expected :hmmm:
After few hours of brain teaser, i finally managed to have working interior compass for all stations in all types II :Kaleun_Thumbs_Up:
All deck crew on battle station are now at the right places :Kaleun_Thumbs_Up:
(Not easy for 5 men in so little space!)
IIC and IID deck compass are going to be re-worked so they look better and work as intended :Kaleun_Thumbs_Up:
Now, to have more crew displayed inside the command room (actually only 1 man), i’m Afraid i’ll Have to revert back the original OM crew number for type II.
Or maybe S7rikeback could do something?
I’m a poor noob with crew files :haha:
Templar
07-07-19, 11:49 AM
Good stuff Fifi.:up:
s7rikeback
07-07-19, 04:51 PM
After few hours of brain teaser, i finally managed to have working interior compass for all stations in all types II :Kaleun_Thumbs_Up:
All deck crew on battle station are now at the right places :Kaleun_Thumbs_Up:
(Not easy for 5 men in so little space!)
IIC and IID deck compass are going to be re-worked so they look better and work as intended :Kaleun_Thumbs_Up:
Now, to have more crew displayed inside the command room (actually only 1 man), i’m Afraid i’ll Have to revert back the original OM crew number for type II.
Or maybe S7rikeback could do something?
I’m a poor noob with crew files :haha:
Fifi, I have news for you...
1939 - test
https://i.ibb.co/2STwPhR/SH4-Img-2019-07-07-22-36-49-778.png (https://ibb.co/yprD5PK)
==========================================
1940 - test
https://i.ibb.co/s38f7Dc/SH4-Img-2019-07-07-22-42-06-613.png (https://ibb.co/tCVGRNn)
I will now alter the dates so:
Turm_2d_1 ends 1941-12-31 and Turm_2d_2 begins 1942-01-01...
* I now have to "fix" the A02 Node on the Turm_2d_2
* Then I'll revert the Crew numbers for the IIA / IIB / IID back to standard.
* Then it's the XXI forward turret.
Templar
07-07-19, 11:10 PM
Nice work guys, this is shaping up to be awesome!:Kaleun_Applaud:
@Niume you might want to try this https://www.subsim.com/radioroom/downloads.php?do=file&id=2871
Fifi, I have news for you...
1939 - test
https://i.ibb.co/2STwPhR/SH4-Img-2019-07-07-22-36-49-778.png (https://ibb.co/yprD5PK)
==========================================
1940 - test
https://i.ibb.co/s38f7Dc/SH4-Img-2019-07-07-22-42-06-613.png (https://ibb.co/tCVGRNn)
I will now alter the dates so:
Turm_2d_1 ends 1941-12-31 and Turm_2d_2 begins 1942-01-01...
* I now have to "fix" the A02 Node on the Turm_2d_2
* Then I'll revert the Crew numbers for the IIA / IIB / IID back to standard.
* Then it's the XXI forward turret.
:Kaleun_Applaud:
That is good news indeed!
Then I'll revert the Crew numbers for the IIA / IIB / IID back to standard
Well...yes, if there are no other possibility to get more guys showing in the command room...
Perso, i don’t really care of the historical exact crew number :oops: ...but those types II with deserted command room are kind of immersion killer (for me at least) :yep:
I like to be not alone inside!
Good job my friend :up:
Templar
07-08-19, 01:29 AM
Yes reverting back to original crew numbers for type II's is a good idea, and every player can dimiss crew and move them around as they see fit.:up:
Also chimney smoke is blocky, at least for me.
Also chimney smoke is blocky, at least for me.
Boats or factories?
Boats are very fine here, only factories chimney smoke isn’t that good.
But as we aren’t hunting in harbors (don’t we?) that’s no big deal for the moment.
One thing i would like to enhance, is the sub splash in waves or when diving :yep:
KSD got it perfect to my taste, so i have to figure out how to import it correctly :D
An other brain teaser in perspective :haha:
Templar
07-08-19, 02:41 AM
The smoke from the factories isn't rendering correctly. No big deal, thought I'd mention it.:salute:
s7rikeback
07-08-19, 02:59 AM
:Kaleun_Applaud:
That is good news indeed!
Then I'll revert the Crew numbers for the IIA / IIB / IID back to standard
Well...yes, if there are no other possibility to get more guys showing in the command room...
Perso, i don’t really care of the historical exact crew number :oops: ...but those types II with deserted command room are kind of immersion killer (for me at least) :yep:
I like to be not alone inside!
Good job my friend :up:
Just to make sure, you do not have any new works saved on the IIA / IIB / IID, except what you have released with Update 3 ?
The only files I'm concerned about are as follows:
Data > Submarine > NSS_Uboat2b > NSS_Uboat2b.UPCGE
Data > Submarine > NSS_Uboat2c > NSS_Uboat2c.UPCGE
Data > Submarine > NSS_Uboat2d > NSS_Uboat2d.UPCGE
Data > UPCDataGE > UPCUnitsData > UnitParts4IXB.UPC
Data > UPCDataGE > UPCUnitsData > UnitParts9IIC.UPC
Data > UPCDataGE > UPCUnitsData > UnitParts11IID.UPC
As I'm using these files as a basis to revert the crews ? If you do have new works, on these sub files, can you send them to me, so that we have the same file sets please ?
Just to make sure, you do not have any new works saved on the IIA / IIB / IID, except what you have released with Update 3 ?
As I'm using these files as a basis to revert the crews ? If you do have new works, on these three subs, can you send them to me, so that we have the same file sets please ?
yes i have new work on the IIB IIC IID IID2 since update 3...it's the working compass inside command room, and deck compass revision...and new deck crew positions.
BTW, new deck compass how they look like now (and they are fonctional)
https://image.noelshack.com/fichiers/2019/28/1/1562572764-sh4img-2019-07-07-19-18-09-882-resultat.jpg
https://image.noelshack.com/fichiers/2019/28/1/1562572765-sh4img-2019-07-07-19-19-21-962-resultat.jpg
If you need new latest files, i can send you via PM :up:
EDIT: AHHH, didn't see you want them! I send you a PM.
Templar
07-08-19, 03:11 AM
Compasses look great!:Kaleun_Thumbs_Up:
And is that a reflection of one of the deck crew in the brass center of the dial, WOW! :yeah:
Compasses look great!:Kaleun_Thumbs_Up:
And is that a reflection of one of the deck crew in the brass center of the dial, WOW! :yeah:
Not sure about the reflection you see :hmmm:
@ S7rikeback: PM SENT with latest files
s7rikeback
07-08-19, 03:33 AM
Not sure about the reflection you see :hmmm:
@ S7rikeback: PM SENT with latest files
Got them. :salute:
s7rikeback
07-08-19, 04:51 AM
:Kaleun_Applaud:
That is good news indeed!
Then I'll revert the Crew numbers for the IIA / IIB / IID back to standard
Well...yes, if there are no other possibility to get more guys showing in the command room...
Perso, i don’t really care of the historical exact crew number :oops: ...but those types II with deserted command room are kind of immersion killer (for me at least) :yep:
I like to be not alone inside!
Good job my friend :up:
Back to OpsM original settings.
https://i.ibb.co/r6K1QHh/SH4-Img-2019-07-08-10-44-57-603.png (https://ibb.co/swpMgq4)
https://i.ibb.co/N64crtK/SH4-Img-2019-07-08-10-45-48-317.png (https://ibb.co/tMdVzQD)
https://i.ibb.co/68YW0hd/SH4-Img-2019-07-08-10-46-42-686.png (https://ibb.co/8bM7g3h)
Okay!
And do you have more crew showing up in command room?
Would be nice to have the navigator and the guys sitting at the dive planes :yep:
For those using the war patrol missions, some U-Boat like the IX B and C are missing the deck gun. IT’S NORMAL...or as designed could say Lurker.
In career mode, the player has the choice of the deck mount.
88mm, 105mm (when available)...or nothing!
It’s up to the player to choose the equipment in regard of what he may encounter!
In War Patrol mission, the game has just chosen « nothing » :D
Other than that, i made numerous positions adjustments (crews, deck guns, antennas etc) witch will be available next update :yeah:
Templar
07-08-19, 11:13 AM
Very nice Fifi, cant' wait.:yeah::salute:
Are you going too apply different uboat skins?
AS in WAC 5.0?
Like Camo and rusty skins?
Not in a near future. Maybe later when all i have planned will be done...
There are 2 things i would like in OM, but VERY complicated to do with my skills.
It should take some time...
s7rikeback
07-08-19, 06:08 PM
Not in a near future. Maybe later when all i have planned will be done...
There are 2 things i would like in OM, but VERY complicated to do with my skills.
It should take some time...
Ffi,
Your XXI now has it's front turret.
https://i.ibb.co/Wyv77jD/SH4-Img-2019-07-08-23-41-26-152.png (https://ibb.co/2t3RRH8)
The only thing is, in the crew station screen, both turrets share the same line, and the Aft turret text is missing.:oops::06: - See bottom right of picture below.
https://i.ibb.co/bRMjgPZ/SH4-Img-2019-07-08-23-45-06-531.png (https://ibb.co/S74DXP8)
Now having loaded up, several mods tonight, this problem is evident in several, and this includes FotrsU - unless my screen is not setup correctly..
Also noticed that the XXI, has no periscope wake - will look into this tomorrow before work!!!
Ffi,
Your XXI now has it's front turret.
The only thing is, in the crew station screen, both turrets share the same line, and the Aft turret text is missing.:oops::06: - See bottom right of picture below.
Now having loaded up, several mods tonight, this problem is evident in several, and this includes FotrsU - unless my screen is not setup correctly..
Also noticed that the XXI, has no periscope wake - will look into this tomorrow before work!!!
:Kaleun_Applaud: thank you for your hard work on this issue!
Sharing the same line is not a problem at all, as far as slots are corresponding correctly to the turrets :yep:
I could just change the text « fore turret » to « turrets » :03:
About the periscopes wakes, as I told you in a previous PM, some are missing and not only the XXI.
Both type VIIB VIIB2 too, and few others (don’t recall the exact one)
This periscope wake missing was already present in stock OM :yep:
I tried to fix it but no success … seems again a nasty one :hmmm:
Hopefully it’s not a game breaker, just annoying detail.
If you manage to find it on the XXI, i should be able to fix the others! :up:
EDIT:
Both turrets are ACTUALLY on a single same ligne. So no problem...
The ligne is called "Flak Guns". It's perfect. I will keep it :yep:
https://image.noelshack.com/fichiers/2019/28/2/1562659813-1.jpg
Templar
07-09-19, 03:41 AM
The one line "Flak Guns" looks good.
You could also do "Flak Guns Fore/Aft".
Just a thought.:salute:
The one line "Flak Guns" looks good.
You could also do "Flak Guns Fore/Aft".
Just a thought.:salute:
Absolutely.
I will need to have the files back from S7rikeback when he will be done, for this :yep:
Templar
07-09-19, 04:52 AM
Some more things for you to mark down.:D
1. Type II B,C,D have no periscope wake.
2. Type IIB turm has no splash or wake.
3. Type II B,C observation scope does not break the surface at periscope depth.
:salute:
Some more things for you to mark down.:D
1. Type II B,C,D have no periscope wake.
2. Type IIB turm has no splash or wake.
3. Type II B,C observation scope does not break the surface at periscope depth.
:salute:
Thank you for your report :up:
1) yes i’m Aware. Few others types too, and it will be fixed when it will be figured :03:
2) yes i noticed too. It will be tried to be fixed.
3) will be easily fixed.
All those small problems are existing in stock OM.
U-Boat importation didn’t change any thing...but working to make it better :salute:
Templar
07-09-19, 05:40 AM
Of course you and the other fellows are doing a great job, carry on!:salute:
s7rikeback
07-09-19, 05:25 PM
Absolutely.
I will need to have the files back from S7rikeback when he will be done, for this :yep:
fifi,
The following updates are ready and waiting in a PM for you.
fix_01 - II Crews Reverted
fix_02 - XXI Front Turret
fix_03 - IID Turm Update (turm swap is currently set for 1939-12-31) this is due to the WIP below.
Still a WIP
wip_04 - IID A02 Fix
wip_05 - Scope wakes fix
Thank you so much S7rikeback :yeah:
Very good job on this!
Finally we have front turret:
https://image.noelshack.com/fichiers/2019/28/3/1562741827-sh4img-2019-07-10-08-41-20-820-resultat.jpg
https://image.noelshack.com/fichiers/2019/28/3/1562741825-sh4img-2019-07-10-08-40-04-026-resultat.jpg
On my side, the types II have recovered the conning splash and the periscope wave :up:
https://image.noelshack.com/fichiers/2019/28/3/1562741826-sh4img-2019-07-10-08-50-45-381-resultat.jpg
Just some adjustments has to be made :salute:
Templar
07-10-19, 02:20 AM
Excellent work guys, excellent!:Kaleun_Applaud::Kaleun_Salute:
Benzin1973
07-10-19, 02:55 AM
Outstanding Job!
Question: Will the Update 4 be compatible with Update 3? or will it require a new career start?
Templar
07-10-19, 03:49 AM
While your working on the type II's, I found this artifact in the type IIB wake, other type II's are ok.
https://i.ibb.co/Dkx6MKN/SH4-Img-2019-07-10-11-28-55-971.png (https://ibb.co/k0RrDcp) https://i.ibb.co/CKL0Yjp/SH4-Img-2019-07-10-11-28-46-675.png (https://ibb.co/yF2sZzm) https://i.ibb.co/18g0XSY/SH4-Img-2019-07-10-11-28-37-225.png (https://ibb.co/t8GH2dw)
@ Benzin: no compatible with update 3 saves unfortunately (because of IID2 career insertion)
@ Templar: i’m Afraid this artifact is on your side...i don’t have it and can’t reproduce it.
Thank you guys for your support!
Small head up:
Currently fixing all U-Boats periscope wakes missing, and adjusting all U-Boats conning towers « splashes wake » when diving :up:
Furthermore, i will try to greatly enhance those effects :03:
...if i figure out how all those work :haha: (not only a texture matter imho)
:Kaleun_Salute:
Benzin1973
07-11-19, 09:19 PM
Awesome! Cant wait to try out those new effects! :salute:
Thanks Fifi!
Templar
07-11-19, 11:43 PM
Also waiting for next update.:Kaleun_Thumbs_Up::Kaleun_Salute:
Okay, today’s head up :)
- All U-Boats periscope wake are fixed :up:
- All U-Boats conning splash when diving adjusted correctly :up:
- New periscope wake more visible :up: (still some tries to test)
- New conning splash greatly enhanced :up:
Doing this, i discovered an other stock OM issue...all types IX command room compass are screwed up :timeout:
So some more work on the table! :D
:Kaleun_Salute:
New periscope wake from above and under water:
https://image.noelshack.com/fichiers/2019/28/6/1563030605-sh4img-2019-07-13-14-18-17-513-resultat.jpg
https://image.noelshack.com/fichiers/2019/28/6/1563030603-sh4img-2019-07-13-14-18-50-539-resultat.jpg
All snorkels have now their own wake!
https://image.noelshack.com/fichiers/2019/28/6/1563030604-sh4img-2019-07-13-14-16-14-598-resultat.jpg
Type XXI:
https://image.noelshack.com/fichiers/2019/28/6/1563030894-sh4img-2019-07-13-16-23-04-974-resultat.jpg
Wakes are much more visible by calm sea now, and slightly visible by rough sea.
The rendering is much better in gamel than those screen shots :yep:
Templar
07-13-19, 10:29 AM
:Kaleun_Thumbs_Up::Kaleun_Salute:
Could you add splashes? In wac there are..
Could you add splashes? In wac there are..
Yes, it’s doable...but very time consuming.
Plenty nodes and materials to add in both particules.dat and materials.dat interfering with others in each U-Boat.val :yep:
When you think there are about 15 U-Boats models in OM... :roll:
Not for this next update.
Benzin1973
07-14-19, 02:34 AM
Looking great Fifi! Really looking forward to trying out the new update!
Do you have an estimate of when it will be ready? (not trying to rush you, just asking :) )
Looking great Fifi! Really looking forward to trying out the new update!
Do you have an estimate of when it will be ready? (not trying to rush you, just asking :) )
We are Sunday, probably during this next week...few days to wait :salute:
I managed to give periscopes a splashing wake :yeah:
https://image.noelshack.com/fichiers/2019/28/7/1563094916-sh4img-2019-07-14-10-58-55-145-resultat.jpg
Now have to rework all 15 U-Boats X2 periscopes... :timeout:
Finally was faster than expected...All U-Boats have now periscopes splashing wake + all snorkels too! :Kaleun_Wink:
https://image.noelshack.com/fichiers/2019/28/7/1563112767-sh4img-2019-07-14-15-44-27-532-resultat.jpg
Now back to fix the IX command room compass...
Templar
07-14-19, 10:16 AM
Excellent work Fifi.:Kaleun_Applaud::Kaleun_Salute:
Now we need smoke coming out from the snorkel head.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up::Kaleun_T humbs_Up:
Excellent work Fifi.:Kaleun_Applaud::Kaleun_Salute:
Thank you :salute:
Now we need smoke coming out from the snorkel head.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up::Kaleun_T humbs_Up:
I tried snorkels in WAC5.2 and there is a wrong thing...even snorkel down on deck, smoke is exiting snorkel head :doh:
I don’t like it.
Maybe later i’ll Try to fix this bug, but we don’t really need it IMHO.
(Have to see if it’s the same in KSD by the way)
All types IX compass in command room has been fixed, i just have a small nasty texture misfit that i try to solve...should be done tomorrow.
Either way, fantastic work as always
Templar
07-15-19, 02:54 AM
I haven't seen any smoke from the snorkel's in KSD.
Keep up the good work buddy.:salute:
Many thanks for your kind words guys :up:
Before the exhaust smoke of snorkel, there was an important thing missing!
None of OM snorkels were virtually active :D because no tube linked from snorkel to engine room! (And no snorkel support on conning tower)
Now this is present and effective in 1944/01/01 for all U-Boats snorkel equiped.
Here the VIIC in early 44:
https://image.noelshack.com/fichiers/2019/29/1/1563201307-sh4img-2019-07-15-16-25-20-205-resultat.jpg
https://image.noelshack.com/fichiers/2019/29/1/1563201306-sh4img-2019-07-15-16-23-41-054-resultat.jpg
https://image.noelshack.com/fichiers/2019/29/1/1563201307-sh4img-2019-07-15-16-22-38-806-resultat.jpg
More to come ...
Benzin1973
07-15-19, 06:57 PM
Excellent!
:Kaleun_Applaud:
Now this is present and effective in 1944/01/01 for all U-Boats snorkel equiped.
:hmmm: Was too fast on this one ...
It will be effective for all U-Boats snorkel equiped, WHEN i’ll figure out how to make this tube appear ONLY when a snorkel is present onboard!
That’s quite different :haha:
Would be kind of stupid to get this side tube before the official release of U-Boat snorkels!
The turm of the picture above is ok because it appears in game in 44 (as the snorkel appearance), but the others...
Well, back to some mind breaker :haha:
:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:
Finally figured out how to make appear the snorkel tube ONLY at the right dates! :sunny:
Here the VIID just after the snorkel affectation date:
https://image.noelshack.com/fichiers/2019/29/2/1563271824-sh4img-2019-07-16-12-07-32-001-resultat.jpg
Of course, before the snorkel affectation date ---> no side tube :Kaleun_Cheers:
Templar
07-16-19, 06:03 AM
Awesome!:Kaleun_Applaud::Kaleun_Salute:
IXD2 snorkel and new turm color less greenish.
https://image.noelshack.com/fichiers/2019/29/3/1563357287-sh4img-2019-07-17-11-53-32-922-resultat.jpg
Have to find where they hide the hull texture, because the référence doesn’t exist in SH4 game !! :o
Templar
07-17-19, 06:16 AM
Here is an interesting read.
https://amp.rokket.biz/docs/u-boat_colours_with_photos_5.pdf
:salute:
Here is an interesting read.
https://amp.rokket.biz/docs/u-boat_colours_with_photos_5.pdf
:salute:
Yes thanks, but i already got it :up:
I’m giving the IXD2 the Schlickgrau 58 color...and i think i got it quite right (at least on my monitor)
This is a grey color with some green in it.
Not like the too much green stock IXD2 :yep:
Screen shot coming soon :D
Templar
07-17-19, 06:52 AM
Don't forget the "Schiffsbodenfarbe III Grau" for the lower hull.:up::salute:
Don't forget the "Schiffsbodenfarbe III Grau" for the lower hull.:up::salute:
This will be later update with full color revision...i think.
Here the IXD2 with new Schlickgrau 58 color:
https://image.noelshack.com/fichiers/2019/29/3/1563364575-sh4img-2019-07-17-13-52-43-384-resultat.jpg
Before it was too green:
https://image.noelshack.com/fichiers/2019/29/3/1563364949-1556873205-sh4img-2019-05-01-13-27-27-130-resultat.jpg
Templar
07-17-19, 07:06 AM
Excellent!:Kaleun_Applaud::Kaleun_Salute:
KaleunMarco
07-17-19, 09:29 PM
fifi,
check out this mod config and tell me why i am still hearing German speech rather than English speech. it is probably something simple but it is evading my detection. :D
thanks.:salute:
km
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_OpMonson\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_3
Templar
07-17-19, 11:49 PM
Why do you think you would here english? If it's because of the KiUB English add on , that just turns the TDC labels from German to English. The German speech is added by OMEGU I think, and maybe some files by Fifi's Mod. :salute:
edit: Try removing the speech folders from your "4OMEGU_v300", "5OMEGU_v300_Patch7", and "8Fifi Compilation for OM+OMEGU". See if that works.
fifi,
check out this mod config and tell me why i am still hearing German speech rather than English speech. it is probably something simple but it is evading my detection. :D
thanks.:salute:
km
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_OpMonson\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_3
Hi my friend,
So if you want to get the English voices, i suspect it has to be done when installing the game.
I say i suspect, because i’ve Never chosen the English voices myself for German side :hmmm:
In my mod, some speech files in German has been added, but i never touched the English side.
Furthermore, i’m Quite sure if you choose English speech, some voice orders will be missing...
Anyway, at start, Lurker made his mod compatible for either American or German career. So i’m Quite sure you can get the English voices somewhere when installing...
Perso, i can’t stand German guys speaking English. It broke totally my immersion. It’s like watching an old western movie in Arabic language :haha:
Added 2 new buttons in order bar that were missing:
- SNORKEL DEPTH (first one)
- RISE/LOWER SNORKEL (second one)
https://image.noelshack.com/fichiers/2019/29/4/1563435597-sh4img-2019-07-18-09-13.jpg
Adjusted all depth for snorkel.
:Kaleun_Salute:
Templar
07-18-19, 03:22 AM
Nice stuff Fifi!:yeah:
While you're at the menu, can you check to see why weapons and sensors button or tab does not work. I know it's a stock OM issue, but with your expertise, maybe. :03:
Nice stuff Fifi!:yeah:
While you're at the menu, can you check to see why weapons and sensors button or tab does not work. I know it's a stock OM issue, but with your expertise, maybe. :03:
I guess you mean the weapons tab where you can see torpedoes etc?
Yes that’s a stock OM issue, and i’ll Try to have a look on. Maybe i can do something...or maybe not :D
But for sure it would be nice to access this tab!
Templar
07-18-19, 04:27 AM
It's the button and tab circled in red that don't work while at sea.:hmmm:
https://i.ibb.co/NFHMJP9/Untitled.png ("[url=https://ibb.co/CwTfYZb)
It's the button and tab circled in red that don't work while at sea.:hmmm:
https://i.ibb.co/NFHMJP9/Untitled.png ("[url=https://ibb.co/CwTfYZb)
Yeah...i checked the menu and the command files, they are ok :hmmm:
Must be deeper elsewhere, obviously a nasty one more stuff :timeout:
Like the damn menu_1024_768 :haha:
SOLVED! :yeah:
Error was finally in the command file...
Now we can access the weapons and sensor tab in any sub :Kaleun_Cheers:
https://image.noelshack.com/fichiers/2019/29/4/1563445718-sh4img-2019-07-18-12-26-17-167-resultat.jpg
Templar
07-18-19, 06:04 AM
Excellent as usual!:Kaleun_Cheers::Kaleun_Salute:
KaleunMarco
07-18-19, 09:01 AM
you're a funny guy.:har: it's like watching a western with the voices in Arabic.:har::Kaleun_Applaud:
i understand a bit better now. it was thought that the Kiub_english mod would care for the German voice but now i understand that it only changes the labels. shame on me for not reading all of the support documentation.
the last time i played OpM was late last year and i was working with Propbeanie and S7rikeback....trying to pinpoint some of the flaws and fix them. at that time, my mod set did not include the Omegu modules because those change the speech from English to German. my German skills are not sufficient to play the game in German.
here is the question for you: can i remove the two Omegu modules and keep the remainder? If not, can you suggest a better arrangement of modules for this particular use case?:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_OpMonson\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_3
KaleunMarco
07-18-19, 09:06 AM
Why do you think you would here english? If it's because of the KiUB English add on , that just turns the TDC labels from German to English. The German speech is added by OMEGU I think, and maybe some files by Fifi's Mod. :salute:
edit: Try removing the speech folders from your "4OMEGU_v300", "5OMEGU_v300_Patch7", and "8Fifi Compilation for OM+OMEGU". See if that works.
THAT is an excellent idea!:Kaleun_Applaud:
FIFI: will Templar's suggestion work with this module config?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_OpMonson\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300 - w/o speech folder
5OMEGU_v300_Patch7 - w/o speech folder
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8Fifi Compilation for OM+OMEGU - w/o speech folder
9Fifi Compilation_Update_3
Templar
07-18-19, 10:31 AM
Now that I reread Fifi's post. I seem to remember a folder inside either the Main OMEGU folder or the OMEGU patch folder that says OMEGU English. Look for that and see what that does.
KaleunMarco
07-18-19, 11:56 AM
Why do you think you would here english? If it's because of the KiUB English add on , that just turns the TDC labels from German to English. The German speech is added by OMEGU I think, and maybe some files by Fifi's Mod. :salute:
edit: Try removing the speech folders from your "4OMEGU_v300", "5OMEGU_v300_Patch7", and "8Fifi Compilation for OM+OMEGU". See if that works.
alas, this idea does not work.:wah:
i removed the Sound\Speech folders as you suggested, reapplied the mods, launched OpM and started a Quick Mission. SH4 delivered about a thousand Menu Item Not Found message boxes. Apparently, the OMEGU menu changes are connected to files in those Sound\Speech folders and when i removed the folders, it broke the connection between menu-item and speech-file.
crap.
crap.crap.crap.
ok, i'm over it.:D
have to look in a different direction for a solution.
what would happen if i did not apply the OMEGU mods? will FIFI's subsequent mods still work correctly?:hmmm:
Templar
07-18-19, 12:29 PM
If you still have the OMEGU and OMEGU patch .zip files look inside for a folder called OMEGU English, I think that's what you need.
edit: It's in the OMEGU patch .7zip file.
Try this
https://mega.nz/#!I5E3GK6B!wIPSRP4kLVCPb4gIies5Iueu8JQPbVChrBRTjnP PME0
Yes i think Templar could be right.
Marco, you should read the original OM thread, i think the solution is in it...
I know it’s a long read, but...
I’m not home Now, i can’t check sorry.
Templar
07-18-19, 12:56 PM
Alright Marco got it working for you. Download the OMEGU English folder from my link if you don't have it, and the install like this.
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
KiUB_English
Magnified Hud Dials for OM OMEGU_Medium
OMEGU_English
Fifi Compilation for OM+OMEGU (without Speech folder)
and you will have English speech.:salute:
KaleunMarco
07-18-19, 05:17 PM
and you will have English speech.:salute:
and i do...now. your solution worked.
i applied the mods in the order you suggested and fired up SH4 then started a quick mission...gave an engine order and ....voila. Anglais.
you are an:
https://i.ibb.co/7yjX1Ty/ace-of-diamonds-612x612.jpg
thanks for your patience.:salute:
km
Templar
07-18-19, 11:31 PM
My friend, glad I could help. :salute:
That’s cool you solved it :up:
Only little side back is you may loose some speeches for some orders, but i’m Not 100% sure cause i never tried the English speeches.
If i recall well, i added few speeches in German that you will not get in English.
But i don’t even remember wich ones :oops:
As a head up, i would like to add one more thing before the next release...
A very nice addition that will make the navigation in rough seas a new experience! (Again if i can figure out how to do it)
If i manage to do it, you’ll see new pictures...soon maybe :06:
:Kaleun_Salute:
Templar
07-19-19, 01:43 AM
Sounds good, can't wait. I want now!!! :haha:
Also can you check the returning to course speech file. I think it doesn't play.:salute:
Sounds good, can't wait. I want now!!! :haha:
Also can you check the returning to course speech file. I think it doesn't play.:salute:
:o never noticed this, but you’re right it doesn’t play...:hmmm:...in stock OM too...well, an other little work on the table again :wah:
EDIT:
Ok, that’s the same problem i already encountered some time ago.
Few sounds are not playing in SH4, even though they are well configured.
I’m afraid it’s hard coded...and nothing can be done for the moment.
We’ll Have to live with it unfortunately :yep:
Templar
07-19-19, 05:11 AM
KSD plays that sound,:hmmm: but don't worry about it know. Finish what you were on for the next release, I've sidetracked you enough with all my reports.:haha:
Keep up the good work!:salute:
KSD plays that sound,:hmmm:
Nope, not here...
KaleunMarco
07-19-19, 08:21 PM
That’s cool you solved it :up:
Only little side back is you may loose some speeches for some orders, but i’m Not 100% sure cause i never tried the English speeches.
If i recall well, i added few speeches in German that you will not get in English.
But i don’t even remember wich ones :oops:
you are correct, there appear to be several commands that are still in German. there are probably a few more and i've missed them. i'll try and keep a running list for you.
battle stations
secure from battle stations
Dive the boat
Radio message received
passing thermal layer
surface the boat (at least we don't have to listen to harvey keitel say: give me some rise on the planes. every time i hear that it is like hearing fingernails on a chalkboard.)
KaleunMarco
07-19-19, 08:40 PM
i realize that some of these may be original OpM issues, but i do not remember them from playing the original OpM.
in no particular order:
if the boat is deep and the order to come to periscope depth is given, there are two blasts on the horn. normally that is reserved for surfacing and it should be three for surfacing. so..that's two issues in one. can i correct those?
the chronometer does not activate when a torpedo is fired to indicate the running time. and looking at the face, i think i may need 6 or 8 hours of training to understand what it is supposed to do.
there is no knob/dial to change the offset angle when firing a torpedo. i checked every dial that displayed and could not find it. so if it IS there, please point it out to me.
there is no clock. actually, i was frantic when i realized it and it was actually: THERE'S NO CLOCK!!! is it hidden somewhere or MIA or disabled?
i've only run a quick mission and a war patrol and the graphics look fine.
there is a regular sound, similar to an active sonar ping. it unnerved me when i first heard it because i thought the boat was being hunted. is that part of the regular background noise or something important that i did not understand?
i'm still trying to finish up RFB in the Pacific before i get serious with OpM-Fifi.:Kaleun_Salute:
i realize that some of these may be original OpM issues, but i do not remember them from playing the original OpM.
in no particular order:
if the boat is deep and the order to come to periscope depth is given, there are two blasts on the horn. normally that is reserved for surfacing and it should be three for surfacing. so..that's two issues in one. can i correct those?
the chronometer does not activate when a torpedo is fired to indicate the running time. and looking at the face, i think i may need 6 or 8 hours of training to understand what it is supposed to do.
there is no knob/dial to change the offset angle when firing a torpedo. i checked every dial that displayed and could not find it. so if it IS there, please point it out to me.
there is no clock. actually, i was frantic when i realized it and it was actually: THERE'S NO CLOCK!!! is it hidden somewhere or MIA or disabled?
i've only run a quick mission and a war patrol and the graphics look fine.
there is a regular sound, similar to an active sonar ping. it unnerved me when i first heard it because i thought the boat was being hunted. is that part of the regular background noise or something important that i did not understand?
i'm still trying to finish up RFB in the Pacific before i get serious with OpM-Fifi.:Kaleun_Salute:
1) there is no horn siren in a U-Boat! I don’t have any horn in my game, so it might be because you deleted files for English voices. I can’t do anything, and will not, sorry.
Actually, OM has the best sounds ever, but to fully enjoy it, you probably need German voices...
2) The clock has been changed for a U-Jagd chrono. For the moment it is designed without the torpedo running time. When i will be better at tweeking the menu_1024_768, i will add torpedo running time back.
3) It has to be there, i didn’t changed anything about this...have you checked also on the attack map?
4) You have a clock at the right side of order bar...do you need 2? :D
As in number 2, the stock clock watch has been changed for U-Jagd.
U-Jagd is 1000X necessary than a clock IMHO :yep:
Furthermore, there are working clocks everywhere in the sub...
6) Again it’s probably because you changed sounds files...i don’t have what you hear.
Templar
07-20-19, 01:18 AM
Fifi my friend, give us an update, so it can ease the wait.:D:salute:
Not ready yet...but good news is i figured out what i wanted to add :yeah:
If everything goes well, it will be very enjoyable to watch the U-Boat from external camera when diving or in rough seas... :D
KaleunMarco
07-20-19, 07:08 AM
thank you for the answers.
yes, i need chronometer/clock. the time display in the lower right hand corner is so small that i need two pairs of glasses to read it. Plus....i am used to seeing and using it. Plus it automatically displays when you reach TC 2048. Anyway, thank you for listening...
no, i do not feel guilty for not understanding enough German to play without the translations.:D i can speak and understand Spanish, Aramaic, and several dialects of English...and a smattering of pidgin-German, enough to travel there. But not enough to run a boat. i guess it is a short-coming that i have to live with.:timeout:
thanks, again.:salute:
thank you for the answers.
yes, i need chronometer/clock. the time display in the lower right hand corner is so small that i need two pairs of glasses to read it. Plus....i am used to seeing and using it. Plus it automatically displays when you reach TC 2048. Anyway, thank you for listening...
no, i do not feel guilty for not understanding enough German to play without the translations.:D i can speak and understand Spanish, Aramaic, and several dialects of English...and a smattering of pidgin-German, enough to travel there. But not enough to run a boat. i guess it is a short-coming that i have to live with.:timeout:
thanks, again.:salute:
You know i don’t understand a single German word! :yep:
But i can’t listen English speaking in a German U-Boat...we have everything translated in the text box for understandings.
About the CLOCK, i have in my plans to get back the previous stock one, and to import a new separated U-Jagd...so everybody will be satisfied :yep:
BUT not right now...i’m Sorry mate.
Not that easy to capture new water effects, but here a little teaser.
Those screen shot have been enlighten because it was night ...
Wind was only around 6m/s, but over 10m/s it should be a blast :D
Now passing waves should be as it was in real :D
https://image.noelshack.com/fichiers/2019/29/6/1563632109-sh4img-2019-07-20-15-56-43-550-resultat.jpg
https://image.noelshack.com/fichiers/2019/29/6/1563632112-sh4img-2019-07-20-15-57-46-485-resultat.jpg
On this last one, we can see water flooding out the conning tower, and side way through the conning opertures:
https://image.noelshack.com/fichiers/2019/29/6/1563632112-sh4img-2019-07-20-16-02-11-996-resultat.jpg
Of course, it’s much better ingame live than on screen shots!
Hope you'll like it, but it's long to implement...IIB and VIIC has been done, still many to work on.
Templar
07-20-19, 10:45 AM
Most excelent! Now that looks realistic.:yeah:
Keep at it.:salute:
Also the "Return to course" speech works on all the boats except the type II's. Don't know if that helps.:06:
If you can, would you put in the steps on the turm's of the type II's like below.
https://i.ibb.co/S6XzfZz/SH4-Img-2019-07-20-21-53-18-402.png (https://ibb.co/L0z3Ns3) https://i.ibb.co/9sNQPP4/SH4-Img-2019-07-20-21-54-33-702.png (https://ibb.co/dGr8ZZp) https://i.ibb.co/1m56ZL2/SH4-Img-2019-07-20-21-57-10-725.png (https://ibb.co/3Cqz17h)
I'm afraid not.
Too complicated for just 2 steps, not worth it sorry.
(you have to modifiy the 3D model + create new texture + new ambiant occlusion - too much work for this)
But if you want to do it, no problem with me...
I'm VERY satisfied of the new water effects!
Last tests on the third U-Boat done:
https://image.noelshack.com/fichiers/2019/29/7/1563702052-sh4img-2019-07-21-11-36-33-323-resultat.jpg
https://image.noelshack.com/fichiers/2019/29/7/1563702053-sh4img-2019-07-21-11-37-00-164-resultat.jpg
https://image.noelshack.com/fichiers/2019/29/7/1563702052-sh4img-2019-07-21-11-39-23-113-resultat.jpg
Not to say the rendering from conning deck view is amazing...only missing the sea smell and the salt on your skin! :D
Now navigating in rough weather will be a real pleasure!
Like in the Das Boot movie scene when they met Thomsen in rough sea :D
Templar
07-21-19, 05:07 AM
Looking really nice!:yeah::salute:
SnipersHunter
07-21-19, 05:37 AM
Fifi I just want to thank you. Your compilation dragged me back to Silent Hunter 4 since I always prefered to play U-Boats over the fleetboats. Great work! :Kaleun_Cheers:
Looking really nice!:yeah::salute:
Fifi I just want to thank you. Your compilation dragged me back to Silent Hunter 4 since I always prefered to play U-Boats over the fleetboats. Great work! :Kaleun_Cheers:
You are welcome :up:
SH4 is a fantastic platform for all kind of subs.
I too prefer the U-Boat side, but i was really missing the latest graphical touch of other SH, in SH4 OM. It’s on very good way now.
Furthermore, OM career layer is one of the best i’ve Ever played.
So many U-Boats, so many playable Flotillas, even training Flotillas!...all over the world (Atlantic/Pacific/Indian) :yeah:
Of course still lot of work (even in career layer) to make OM perfect...don’t even know if i will see it one day :haha:
On side note, don’t remember who created the OMEGU environment but it’s one of the best i’ve Ever seen also. Sea rendering is stunning on my monitor, clouds and global sun lighting are just perfect.
It might differ from one computer to an other though...
ReallyDedPoet
07-21-19, 08:37 AM
Nice work here :up:
Templar
07-22-19, 01:57 AM
I'm afraid not.
Too complicated for just 2 steps, not worth it sorry.
(you have to modifiy the 3D model + create new texture + new ambiant occlusion - too much work for this)
But if you want to do it, no problem with me...
Fifi I was just talking about painting them on the skins, not making actual steps.:har:
Keep up the good work!:salute:
You mean painted with photoshop like an optical illusion ?
Yes could be done with the only difficulty to find the precise place on the TGA.
I keep it in a small corner of my old brain, to eventually do it in a near future...
:Kaleun_Salute:
Templar
07-22-19, 03:37 AM
Yes exactly, I think it's like that in OM too.:up::salute:
Also the "Return to course" speech works on all the boats except the type II's. Don't know if that helps.:06:
:doh: You are right! ...and thank you, that will help of course :up:
Belmondo
07-22-19, 02:34 PM
Hello, unfortunately, it crashes me to the elevator after adding these mods
Hello, unfortunately, it crashes me to the elevator after adding these mods
Need more than that to help you...
- mod list and order
- computer specifications (these mods need some power)
- do you have the 4GB patch?
- do you have LAA (large Adress aware)
- have you checked the mods path (mod name/data)
:salute:
propbeanie
07-22-19, 08:59 PM
... and did you delete the Save game folder before starting OM? ("C:\Users \UserName \My Documents \SH4" by default)
If everything goes well, next update 4 should be available Friday... :Kaleun_Thumbs_Up:
I will try to change the camera focus angle for types IX command room.
I find stock one too wide.
Will be also in next update, IF i find it only better.
Templar
07-23-19, 07:43 AM
Sounds great, can't wait!:yeah::salute:
Belmondo
07-23-19, 12:12 PM
Need more than that to help you...
- mod list and order
- computer specifications (these mods need some power)
- do you have the 4GB patch?
- do you have LAA (large Adress aware)
- have you checked the mods path (mod name/data)
:salute:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
4GB
I just do not know how to handle it large Adress aware
The below list has been tested without crash so far on my PC:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
KiUB_English (can be find inside OMEGU_v300)
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
Fifi Compilation_Update_3
You should install the KIUB_English, it correct some dials mismatching. But i don’t think that not having it could crash the game anyway...
When you open each mod, do you have the correct folder sequence: mod name/data etc?
Did you delete your Documents/SH4 folder at first time launched?
If not, you should do it, the game will automatically re-create fresh new one for OM+OMEGU.
Make sure you have installed the 4GB patch correctly.
You can install the LAA application even with the 4GB patch (i have both)
Here how to install LAA: https://www.subsim.com/radioroom/showpost.php?p=2297833&postcount=13
Here LAA download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3634
Here more LAA explanations: http://www.subsim.com/radioroom/showpost.php?p=2452635&postcount=1
This mod list requires some powerful PC nevertheless...
I have an I7, but an I5 should handle it without problems.
I have 16Gb RAM, and the more you have the better...
I have an Nvidia 1050 Ti 2GB, a good video card is also necessary.
I don’t think a laptop could handle my mod list.
Hope that helps :salute:
Geoff then
07-23-19, 01:19 PM
I now got it all working with LAA.
It still has a huge impact on my performance. On the VIIc it is not that bad but on all type IX's except the delta2 its pretty bad. Well i need new hardware anyway.
But the models all look very good. Tremendous work putting them in here.
And if i may ask: When playing the IXd2 it seems a bit too high in the water. I looked it up on the internet and the draft should be at about 5,4m. In Opsmonsun its at 4,7 if i remember it correctly. I once tried changing it, but that also effected divetime by decreasing the emergency dive duration to about 25 seconds and I have no clue of how to adjust that. Is this something for you? I would be very happy
Fine work anyways, very appreciated :Kaleun_Cheers:salute
propbeanie
07-23-19, 01:41 PM
The below list has been tested ...
...
This mod list requires some powerful PC nevertheless...
I have an I7, but an I5 should handle it without problems.
I have 16Gb RAM, and the more you have the better...
I have an Nvidia 1050 Ti 2GB, a good video card is also necessary.
I don’t think a laptop could handle my mod list...
I have similar running on a 6th gen Core i7 laptop with 8G of ram, onboard video and audio, and 7200rpm 1TB hard drive. It handles it rather well, no hiccups at all, although I do attempt to limit the frame rate to 30fps, though it does go above that. There is no known way (to me) to limit the Intel onboard video. I also have the same set-up running on a Core 2 Duo desktop quad core 82xx (??) Yorkie at 2.4GHz with 8 gig of RAM, and set of 4 hard drives, all WD Black at 7200 rpm, with an nVidia 560Ti (thanks to CC Price), limited to 30fps and nary a hiccup. You probably need a dual-core at 2.5-3GHz, 4-8gig of ram, 7200 rpm hard drive (SSD preferable), a 64-bit version of Windows and a good video card with at least 1gig of gram. The newer/stronger, the better. However, you do not need to go over 30fps in the game, since it was written to run at 30fps...
Let us know what you have for an OS. I've been doing some experiments with Windows XP 32-bit and Windows 7 32-bit on a machine with 4gig of ram, and have had success getting them to run SH4 better. I have a Vista machine, but it's an old Dell 8250 machine with only 1gig of ram, else I would have tried Vista also by now... It's a relatively easy alteration in XP, but does get mildly complicated and somewhat "dangerous" with Win7, but is easy enough to do... :salute:
I forgot to say my SH4 is running on an SSD drive...but i tested it on normal drive, result is quite the same except the loading time longer.
I now got it all working with LAA.
It still has a huge impact on my performance. On the VIIc it is not that bad but on all type IX's except the delta2 its pretty bad. Well i need new hardware anyway.
But the models all look very good. Tremendous work putting them in here.
And if i may ask: When playing the IXd2 it seems a bit too high in the water. I looked it up on the internet and the draft should be at about 5,4m. In Opsmonsun its at 4,7 if i remember it correctly. I once tried changing it, but that also effected divetime by decreasing the emergency dive duration to about 25 seconds and I have no clue of how to adjust that. Is this something for you? I would be very happy
Fine work anyways, very appreciated :Kaleun_Cheers:salute
Glad you like it! :yeah:
Yes, it’s a very long work to import and adapt those subs in SH4.
It’s not like SH5 or even SH3...OM has so many different models.
Your remark on the IXD2 water position is noted. I too noticed that some time ago.
I’ll see what can be done later on.
:Kaleun_Salute:
Okay, while i was doing the IXD2 water effects, i adjusted the drough so it looks much better, and according to real pictures.
Now the IX D2 looks much heavier and low on sea:
https://image.noelshack.com/fichiers/2019/30/3/1563958019-sh4img-2019-07-24-10-30-29-722-resultat.jpg
https://image.noelshack.com/fichiers/2019/30/3/1563958022-sh4img-2019-07-24-10-30-48-966-resultat.jpg
Diving times remains similar to previous ones :up:
With some waves:
https://image.noelshack.com/fichiers/2019/30/3/1563958021-sh4img-2019-07-24-10-45-40-297-resultat.jpg
Of course will be available in Friday update :Kaleun_Cheers:
Will the camera position in the controle RooM for the type 7 be fixed in the next Update ?:)
Will the camera position in the controle RooM for the type 7 be fixed in the next Update ?:)
No, i don’t have problem with it :06:
When your diving the camera tilts to the side instead of showing the ship going noose down?
KaleunMarco
07-24-19, 06:46 PM
One of the things I've wanted to see is an accurate crew numbering. The last time I looked the Type II u-boat has the same 47 crew as the Type VII, when they should have 25-28 depending on the model.
EXACTLY!!!
your comments are very weird in that i have been PM-ing with s7rikeback and propbeanie on this very subject for a while. i guess i created a disturbance in the force...and for that i am truly sorry.:D
for example, look at the Type 2B.
compartment 1 is the engine room. the boat asks for 3 leaders and 3 crew. in crewmembers.upc there are 13 engine room crew...CPO, enlisted, and non-rated. when you create a boat, six crew are assigned. how are the six of thirteen chosen?
here is a trickier one. compartment 2 is the command area. the boat asks for 3 leaders and 6 crew. crewmembers.upc has 12 command crew to choose from. when you create a boat only six positions are filled leaving three unfilled. what is up with that? how/why are only six of twelve chosen and why leave three billets unfilled?:hmmm:
i've been pondering these issues for a while now...not only on the ATO/OpM side but also the fleet boat side.:salute:
When your diving the camera tilts to the side instead of showing the ship going noose down?
Can’t really reproduce it here...might be very subtile :)
So no, not yet...am sorry.
EXACTLY!!!
your comments are very weird in that i have been PM-ing with s7rikeback and propbeanie on this very subject for a while. i guess i created a disturbance in the force...and for that i am truly sorry.:D
for example, look at the Type 2B.
compartment 1 is the engine room. the boat asks for 3 leaders and 3 crew. in crewmembers.upc there are 13 engine room crew...CPO, enlisted, and non-rated. when you create a boat, six crew are assigned. how are the six of thirteen chosen?
here is a trickier one. compartment 2 is the command area. the boat asks for 3 leaders and 6 crew. crewmembers.upc has 12 command crew to choose from. when you create a boat only six positions are filled leaving three unfilled. what is up with that? how/why are only six of twelve chosen and why leave three billets unfilled?:hmmm:
i've been pondering these issues for a while now...not only on the ATO/OpM side but also the fleet boat side.:salute:
Marco, unfortunately type II crew number has been flipped back to stock because of issues with crew not showing up ingame for the most.
Having only one man in sub and only 2 on deck is not good at all.
Furthermore when calling battle station, men are also missing ...
I’m afraid we’ll have to live with it, we can’t do better for the moment and forget the exact right number of crew.
Do as if it was the correct number! :D
:Kaleun_Salute:
UPDATE 4 IS OUT! See end of post #1!
What has been done:
- Type II rudder upside down has been fixed.
- Type II torpedoes doors misaligned has been fixed.
- New water effects on hull and conning tower, when diving/surfacing/sailing in rough sea for ALL U-Boats.
- All water splashes have been adjusted so it start when the conning tower base enter the sea.
- IX D2 color has been adjusted to match real Kriegsmarine WW2 colors
- IX D2 drough has been adjusted to be lower on sea, matching real IX D2 pictures. Diving times remains similar to previous.
- Toggle rise/lower snorkel button has been added to order bar.
- Snorkel depth button has been added to order bar.
- All snorkel depth have been adjusted for calm and medium seas. Heavy seas above 10m/s could demand a manual depth adjustment (you'll probably have to order +1m)
- All U-Boats that should be snorkel equiped, have now the conning side tube to link it to the engine room, according to right dates.
- All snorkels have been adjusted to match the side tubes.
- All periscopes have now a periscope wake, and it's a new one.
- All periscopes have now a splashing wave.
- All periscopes depth have been adjusted.
- All snorkels have now a snorkel wake + splashing wave.
- All U-Boats have new 88mm and 105mm deck gun 3D model. Color has been adjusted. Deck position has been adjusted. Crew on deck has been adjusted.
- The weapon/sensors page not opening bug has been solved.
- Type XXI has now his front turret! Thanks to S7rikeback awesome skills!
- Type II crew number has been reverted back to stock OM, due to lack of men showing up. If you still want the historical crew number, you'll have to dimiss the crew you don't want in bunker base...
- Type II rear deck compass have been changed and they are working fine now.
- Type II command room/radio room/sonar room compass has been fixed.
- Type IX command room compass has been fixed (but still a visual glitch in its center i can't fix now)
- Type II deck crew position in battle station has been revised.
- Type II command room default view has been changed to watch the depth gauge (as types VII in fact)
- All default deck view has been adjusted.
- New loading picture according to my sig.
- Various adjustments that i don't even remember...That's all for now folks!
Hope you'll like it :Kaleun_Salute:
...and will probably take few days rest :O:
Belmondo
07-25-19, 10:26 AM
The below list has been tested without crash so far on my PC:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
KiUB_English (can be find inside OMEGU_v300)
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
Fifi Compilation_Update_3
You should install the KIUB_English, it correct some dials mismatching. But i don’t think that not having it could crash the game anyway...
When you open each mod, do you have the correct folder sequence: mod name/data etc?
Did you delete your Documents/SH4 folder at first time launched?
If not, you should do it, the game will automatically re-create fresh new one for OM+OMEGU.
Make sure you have installed the 4GB patch correctly.
You can install the LAA application even with the 4GB patch (i have both)
Here how to install LAA: https://www.subsim.com/radioroom/showpost.php?p=2297833&postcount=13
Here LAA download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3634
Here more LAA explanations: http://www.subsim.com/radioroom/showpost.php?p=2452635&postcount=1
This mod list requires some powerful PC nevertheless...
I have an I7, but an I5 should handle it without problems.
I have 16Gb RAM, and the more you have the better...
I have an Nvidia 1050 Ti 2GB, a good video card is also necessary.
I don’t think a laptop could handle my mod list.
Hope that helps :salute:
I have too little memory only 8Gb and probably that's why I'm falling into the elevator
Templar
07-25-19, 11:09 AM
And here I was about to ask at what time would you be releasing it tomorrow.:har:
Awesome stuff Fifi!:yeah:
Thank you for all the hard work.:salute:
TheGreatElector
07-25-19, 08:58 PM
Good job on this mod. I have some SH5 ships that i can give you, i'll have to upload them and there files all in one folder.
I have
Bismarck
Hipper
HMS nelson
Scharnhorst
Leipzig
Narvick
Type34
New york
Hms renown
and Emden
Note the bismarck textures are accurate, except for her white and black stripes they are a bit off, witch you can remove, or feel free to fix them or any of the other ships.
Thank you guys!
I really hope you like those new waves splashes :03:
@ Bismarck: i have never imported SH5 ships, and even don’t know if it’s possible ...
Right now i have other plans, but in the future, why not a try?
@ all: for the type IX D2 fans, i plan to re-do the whole model...
The one we have actually doesn’t have the right conning tower, hence the snorkel side tube problem (not at the right place to match the snorkel)
I think it will be fixed and released for the next update, if all goes well :up:
KaleunMarco
07-26-19, 07:55 AM
[QUOTE=Fifi[/QUOTE]
fifi,
i read the support doc on the Update 4 changes and saw this:
The weapon/sensors page not opening bug has been solved.
how did you fix this? it was bugging the crap out of me and i couldnt figure it out.:salute:
km
fifi,
i read the support doc on the Update 4 changes and saw this:
The weapon/sensors page not opening bug has been solved.
how did you fix this? it was bugging the crap out of me and i couldnt figure it out.:salute:
km
Haha...that’s my secret! :O:
(error was in the cfg/command file)
Templar
07-27-19, 01:29 AM
Fifi when you get a chance could you check to see if the WO is calling out contacts in the IIB? :salute:
Fifi when you get a chance could you check to see if the WO is calling out contacts in the IIB? :salute:
The WO, are you sure? Shouldn’t it be the sonar man at the hydrophone?
Those sounds problems are very tricky to solve in SH4, and i dunno why...because everything is set as it should be.
I already solved type VII & IX calling contacts long time ago, but i don’t even remember really how! :haha:
(My problem is i don’t take notes :oops: )
Anyway, just tested IIB and everything is fine with the contacts called, here!
Templar
07-27-19, 03:09 AM
I meant the WO ship sighted calls from the bridge,:oops: they show as messages but the WO does not call them out.:salute:
Geoff then
07-27-19, 03:25 AM
Great stuff, will check it out later this day.
Can i just go and deactivate update 3 in jsgme and replace it with 4 or do i need a fresh install?
Cheers
I meant the WO ship sighted calls from the bridge,:oops: they show as messages but the WO does not call them out.:salute:
Can’t fix that myself, i’m Afraid.
Will have to ask for some help...
Great stuff, will check it out later this day.
Can i just go and deactivate update 3 in jsgme and replace it with 4 or do i need a fresh install?
Cheers
Yes deactivate update 3 and activate 4 instead :yep:
Best is to start new career, and if you want to be 100% files sure, delete your Documents/SH4. Next launching, game will create fresh new one (but you will have to do your favorite sound/video settings again)
Templar
07-27-19, 03:47 AM
Thank you for checking Fifi.:salute:
Geoff then
07-27-19, 05:24 AM
Downloading right now. :)
And btw about this tilting in the correct angle stuff:
Ducimus in his Nine Delta Two beta seems to have solved this problem.
Maybe these files will help if you wish to overcome this issue.
Another "problem" with the inside is the sound. It seems to be like turned around by 180 degrees (I'm pretty sure this is a most original uboat missions bug). So not only engine sounds comes from the front, also depth charges exploding to the left will be heard on the right side.
Sometimes you gotta just ask: What were the dev's smoking.
Well at least they smoked less of it as in the making of SH5, thats for sure.:Kaleun_Applaud:
s7rikeback
07-27-19, 06:19 AM
i realize that some of these may be original OpM issues, but i do not remember them from playing the original OpM.
in no particular order:
if the boat is deep and the order to come to periscope depth is given, there are two blasts on the horn. normally that is reserved for surfacing and it should be three for surfacing. so..that's two issues in one. can i correct those?
the chronometer does not activate when a torpedo is fired to indicate the running time. and looking at the face, i think i may need 6 or 8 hours of training to understand what it is supposed to do.
there is no knob/dial to change the offset angle when firing a torpedo. i checked every dial that displayed and could not find it. so if it IS there, please point it out to me.
there is no clock. actually, i was frantic when i realized it and it was actually: THERE'S NO CLOCK!!! is it hidden somewhere or MIA or disabled?
i've only run a quick mission and a war patrol and the graphics look fine.
there is a regular sound, similar to an active sonar ping. it unnerved me when i first heard it because i thought the boat was being hunted. is that part of the regular background noise or something important that i did not understand?
i'm still trying to finish up RFB in the Pacific before i get serious with OpM-Fifi.:Kaleun_Salute:
KaleunMarco,
Regarding Points 2 & 4.
https://i.ibb.co/MkmY2Cj/Capture.png (https://ibb.co/CKfk1HX)
I will upload the files very soon.
But be wary, as soon as the Menu.ini gets updated in any future release you will lose your clock again.
I will add a small guide, so that next time, you can just hot swap the data across from the older menu.ini to a newer version on release.
KaleunMarco
07-27-19, 08:45 AM
KaleunMarco,
Regarding Points 2 & 4.
I will upload the files very soon.
But be wary, as soon as the Menu.ini gets updated in any future release you will lose your clock again.
I will add a small guide, so that next time, you can just hot swap the data across from the older menu.ini to a newer version on release.
one of the other modders created a mini-mod for me to display the clock.
but it does not time the torpedo launch.
why is retaining the clock/timer such a PITA with OpM?
KaleunMarco
07-27-19, 08:51 AM
this is unexplainable. load up SH4 and the attendant mods. start a career with a 2B. save it. exit. do a bunch of RL work over the next two days. reboot. fire up SH4, load up my new 2B career and bang....CTD. and, it's consistent. i suppose i will have to start all over again with a (another) install.
i hate this crap. why am i addicted to a simulation written like crap?:/\\!!
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_OpMonson\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4
9HClock Gold Face_v2
Marco, it’s probably your Clock mod that can interfere with OM...
As i told you, i changed the stock clock for an U_Jagd chrono.
To me a U-Jagd is absolutely necessary to figure out quickly a target speed.
Just as they did in real. Because in WW2 they didn’t used any RAOFB :yep:
Note that i’m Not sure at all they had a torpedo impact needle on the chrono either!
Now, we have plenty working clocks everywhere in the U-Boat, plus the one at the extreme right of order bar... i don’t see the real use of one more.
Not to say the U-Jagd can be used for some minute calculation if needed.
Also, as i told you, i would like to restaure the stock clock, and import the KSD U-Jagd :yep:
But huge problem for me is to understand correctly how this damn menu_1024_768 works :timeout:
It’s more than a brain breaker ! :yep: (for the importation, not to restaure the clock)
Geoff then
07-27-19, 01:06 PM
I don't know if this is my side or a general bug, but I now had two crashes overall with the compilation. First was some time ago and i thought it has something to do with me not having LAA yet, it was after beeing depthcharged and emergency surfacing, where a destroyer hit me with gunfire and then it crashes.
Today I was testing the type XXI and when a plane approached i wanted to see what the turrets can do, game crashed again after beeing hit by gunfire.
I still have many framerate drops on most subs, so my system seems to be too weak overall for the addons, so I can't say if it is the gunfire itself or just my system breaking apart from all this new juicy stuff.
If anyone had crash-experience in combination with enemy gunfire, let me know. (Or even better: Let fifi know! :Kaleun_Wink:)
OH and btw the water splashes look magnificent. Makes this game look like it's from 2015 sometimes! :)
I don't know if this is my side or a general bug, but I now had two crashes overall with the compilation. First was some time ago and i thought it has something to do with me not having LAA yet, it was after beeing depthcharged and emergency surfacing, where a destroyer hit me with gunfire and then it crashes.
Today I was testing the type XXI and when a plane approached i wanted to see what the turrets can do, game crashed again after beeing hit by gunfire.
I still have many framerate drops on most subs, so my system seems to be too weak overall for the addons, so I can't say if it is the gunfire itself or just my system breaking apart from all this new juicy stuff.
If anyone had crash-experience in combination with enemy gunfire, let me know. (Or even better: Let fifi know! :Kaleun_Wink:)
OH and btw the water splashes look magnificent. Makes this game look like it's from 2015 sometimes! :)
Let me know what U-Boat type (for the first CTD) and what year please :yep:
Kal_Maximus_U669
07-27-19, 04:47 PM
I must say congratulations for this beautiful water spray I do not have too much time ... but I took it anyway to see the progress of the work and I really have a lot going on like that you really add value to this mods do not change course is good navigation is a pleasure nowhttps://image.noelshack.com/fichiers/2019/30/6/1564263961-sh4img-2019-07-27-23-27-13-088.png
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Salute:
Geoff then
07-27-19, 05:24 PM
Let me know what U-Boat type (for the first CTD) and what year please :yep:
first one was a VII c in 1941 and the second was in jan. 1945
maybe it just meant "game over" because I (the commander) was on the bridge while they were shooting at me.
Maybe it is the way of the game when you take a shot to the head. Would be a very good feature then. :D
And Fifi, maybe you are the right person to talk to for this: What is it about this getting stuck in certain weather when speeding up too much thing?
Oh and before i forget (asked this in the originial OpsMonsun Thread some time ago)
The Kristall-Drehbasisgerät (KDB) only has a range of 13000m in the game, which is lower than GHG.
Is this accurate? And how does the game handle the sonar? Does it just add the KDB with its features to the GHG (so it still has 20km range except for the bow)?
Or does it replace the GHG completely?
Sorry if I ask too much, but i kept my fingers off opsmonsun for a long time, and now i finally have fun again playing it, so these things all come back to my mind. :D
s7rikeback
07-27-19, 05:49 PM
Fifi when you get a chance could you check to see if the WO is calling out contacts in the IIB? :salute:
Hello Templar,
I'm already looking into the IIB / IIC / IID sounds issues... I have the "return to course" issue in my sights at present, and now have a temporary working test version for IIB... but somehow i've lost the A01 AA gun & the turm lookouts!!! :haha::oops:
Once the IIB issues are fully resolved, I will then carry over the work to the IIC & IID...
I will then retest for the WO issues.... Stay tuned...
Templar
07-27-19, 11:41 PM
My thanks to you and Fifi for all the hard work you guys are putting into this!:yeah::salute:
first one was a VII c in 1941 and the second was in jan. 1945
maybe it just meant "game over" because I (the commander) was on the bridge while they were shooting at me.
Maybe it is the way of the game when you take a shot to the head. Would be a very good feature then. :D
And Fifi, maybe you are the right person to talk to for this: What is it about this getting stuck in certain weather when speeding up too much thing?
Oh and before i forget (asked this in the originial OpsMonsun Thread some time ago)
The Kristall-Drehbasisgerät (KDB) only has a range of 13000m in the game, which is lower than GHG.
Is this accurate? And how does the game handle the sonar? Does it just add the KDB with its features to the GHG (so it still has 20km range except for the bow)?
Or does it replace the GHG completely?
Sorry if I ask too much, but i kept my fingers off opsmonsun for a long time, and now i finally have fun again playing it, so these things all come back to my mind. :D
I don’t think it’s the cool feature you are talking about :D
When you get hit, the game shouldn’t crash!
Give me some time, i will test and see...
The weather can be stuck for longer than usual because you are using more than X1024 time compression.
This bug is present in ALL silent hunter series :yep: and we can’t do anything...
I suggest you to set maximum TC in your Document/SH4/main to 1024.
The reason is because it seems the ingame clock is messed up when accelerating time, and shift itself so the time spent for a certain weather can be double, triple etc.
Take your time to play this game, it’s a game of patience anyway!...and enjoy the new graphics :D
I don’t know about the the KDB range, but i can look at it and try to give right values if they are wrong :yep:
I suspect the KDB doesn’t replace the GHG completely, as it was in real BTW.
The KDB should be additional to the GHG.
:Kaleun_Salute:
first one was a VII c in 1941 and the second was in jan. 1945
maybe it just meant "game over" because I (the commander) was on the bridge while they were shooting at me.
Maybe it is the way of the game when you take a shot to the head. Would be a very good feature then. :D
Ok, i can reproduce it...there is a problem when we get hitted :hmmm:
We will try to look into this, but i’m Not sure for the moment that is me who introduced it with importations...
So best for the moment is to avoid at all cost to be hitted! :D :haha:
Geoff then
07-28-19, 04:30 AM
Seems like a good idea for a submarine captain. :D
Ugh i can not reload the savegames from yesterday. Makes the game crash. What on earth did i do there now...
ABOUT THE CTD WHEN BEEING HITTED ——->ISSUE SOLVED :yeah:
I will release an update 4B in few days with the fix!
Sorry for the inconvenience guys. It was introduced by me with the importation ... my fault :oops:
Geoff then
07-28-19, 06:03 AM
wow, fine work man! :Kaleun_Applaud:
KaleunMarco
07-28-19, 11:26 AM
Marco, it’s probably your Clock mod that can interfere with OM...
As i told you, i changed the stock clock for an U_Jagd chrono.
To me a U-Jagd is absolutely necessary to figure out quickly a target speed.
Just as they did in real. Because in WW2 they didn’t used any RAOFB :yep:
Note that i’m Not sure at all they had a torpedo impact needle on the chrono either!
Now, we have plenty working clocks everywhere in the U-Boat, plus the one at the extreme right of order bar... i don’t see the real use of one more.
Not to say the U-Jagd can be used for some minute calculation if needed.
Also, as i told you, i would like to restaure the stock clock, and import the KSD U-Jagd :yep:
But huge problem for me is to understand correctly how this damn menu_1024_768 works :timeout:
It’s more than a brain breaker ! :yep: (for the importation, not to restaure the clock)
nah, it's not the clock. i backed out the clock mod and it still CTD'd.
i'm rebuilding, even as we speak.
so...the rebuild CTD'd when i attempted to re-load a newly created career.
i backed out the clock mod and i am going to start a new career, save it, and reload it.
and....it does reload the saved career. :timeout::salute:
ok, i'm convinced. no large chronometer/clock for now.:wah:
@s7rikeback...it failed with your clock mod also. previously, templar had built one for me. now...both have CTD'd.:salute:
KaleunMarco
07-28-19, 01:46 PM
nah, it's not the clock. i backed out the clock mod and it still CTD'd.
i'm rebuilding, even as we speak.
so...the rebuild CTD'd when i attempted to re-load a newly created career.
i backed out the clock mod and i am going to start a new career, save it, and reload it.
and....it does reload the saved career. :timeout::salute:
ok, i'm convinced. no large chronometer/clock for now.:wah:
@s7rikeback...it failed with your clock mod also. previously, templar had built one for me. now...both have CTD'd.:salute:
i started from scratch but i keep getting a MSVCR71.dll error...which is new to me.
deleted the game folder, installed from stock, deleted the mods folder and reloaded all the mods (no mod soup).
i create a career, save it, and when i reload it, bang...CTD.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\OpMonsun\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4
Re-try without OMEGU English :yep:
s7rikeback
07-28-19, 02:54 PM
i started from scratch but i keep getting a MSVCR71.dll error...which is new to me.
deleted the game folder, installed from stock, deleted the mods folder and reloaded all the mods (no mod soup).
i create a career, save it, and when i reload it, bang...CTD.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\OpMonsun\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4
I'm running the clock mod, with no ctd of any kind as of yet.
KaleunMarco
07-28-19, 03:32 PM
I'm running the clock mod, with no ctd of any kind as of yet.
i can't even re-load a brand new career.
sad.
propbeanie
07-28-19, 07:24 PM
i started from scratch but i keep getting a MSVCR71.dll error...which is new to me.
deleted the game folder, installed from stock, deleted the mods folder and reloaded all the mods (no mod soup).
i create a career, save it, and when i reload it, bang...CTD.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\OpMonsun\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4
Re-try without OMEGU English :yep:
Had you done any changes to user accounts, or added / removed / changed wallpapers? Any changes to the system KaleunMarco? The MSVCR file is part of VisualC++, so have you installed any other games recently, especially ones with a different MSVCR file?
Here's a crazy one... What is your system clock set to? I have trouble on my computer after the power goes out at the house (entirely too often), because the system clock then falls through to California time, which confuses the fire out of an Eastern Time Zone computer for some strange reason... :salute:
Guys, i will release tomorrow a fixing update 4B
I have solved the CTD problem when being hitted + the camera tilting wrong side when diving with type II & VII :Kaleun_Thumbs_Up:
See you tomorrow :salute:
Treetop64
07-29-19, 12:12 PM
Looking forward to it.
Question: Is the root download cumulative or do we still have to download all of the individual patches as well?
Thanks.
Looking forward to it.
Question: Is the root download cumulative or do we still have to download all of the individual patches as well?
Thanks.
You just have to delete update 1 or 2 or 3 or 4 and always replace it by new one (tomorrow update 4B)
So tomorrow your mod list will look like this:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
KiUB_English (can be find inside OMEGU_v300)
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
Fifi Compilation_Update_4B
KaleunMarco
07-29-19, 01:10 PM
propbeanie,
no....to all of your questions.
as a result of these CTD's i DID perform some Win7-Updates however it has made no difference.
so, back to square one: delete the offending folder(s), re-install from CD-ROM.
UPDATE 4B IS OUT!!
See end of post #1
An other important update!
As usual, delete previous update, and install this one in place.
Best is to start new career...sorry for that.
THIS IS A FIXING UPDATE
- All U Boats can be hitted now, without CTD...
- All U Boats interior default views have been adjusted (no more low camera in radio/sonar room etc)
- When diving/surfacing, all cameras are tilting the right way now! (command room + radio/sonar room + conning tower)
- New U-Boat profilage in Weapons page
:Kaleun_Cheers:
Templar
08-01-19, 12:56 AM
Good stuff Fifi.:yeah:
Are you working on anything else?:D
:salute:
Good stuff Fifi.:yeah:
Are you working on anything else?:D
:salute:
Not actually, i’m Taking some holidays (and enjoying my new car BTW :D ) but be back soon enough to try to tweak this damn Menu_1024_768 :haha:
Fifi, do you know Manos Optics for SH4 mod?
Is it compatible with your compilation? Or maybe it would be good to include it?
Could you take a look?
If you are talking about this mod https://www.subsim.com/radioroom/showpost.php?p=2338265&postcount=1 then it is not compatible with my mod the way it is...at least i don’t think so of what i have read in the thread :yep:
Furthermore it is only compatible for a resolution i don’t play on my system :03:
1680X1050 is a weird reso i don’t use here.
But feel free to try it at your own risk, on top of all mods...it may screw up some stuff...
Kal_Maximus_U669
08-04-19, 08:47 AM
Hello Fifi I must say that the navigation is really more beautiful especially the waterspray that really makes its effect ...! but I find that the interface Hud of Karamazovnew's is not very beautiful now I do not criticize this work far from me this thinking but it is personal that of Ahnenerbe would be much better ... or that of Vivens KsD is top that would add a more mods I think when I would have time in front of me I would tell you what I saw in the mod that I hang should be improved ... in any case thank you for all that you have achieved so far a big job that I must say I like a lot ... good luck exellent workl:Kaleun_Cheers::Kaleun_Salute:
Fifi, is it possible to replace stock HUD dials with these from KSD? They look very good and real, much better than stock or from Magnified HUD Dials mod.
I would like too KSD HUD dials :yep:
Only problem to me is this damn Menu_1024_768...way complicated for my skills, and everything is lying there :timeout:
I have to learn how it works. Maybe one day...
KaleunMarco
08-04-19, 02:19 PM
I would like too KSD HUD dials :yep:
Only problem to me is this damn Menu_1024_768...way complicated for my skills, and everything is lying there :timeout:
I have to learn how it works. Maybe one day...
HEY! i thought you were on holiday...running your new set of wheels through their paces. get out of the house, son, and drive that car!:up:
HEY! i thought you were on holiday...running your new set of wheels through their paces. get out of the house, son, and drive that car!:up:
:haha: ...but can’t drive 24/24!
Yeah, back on holidays, salute :salute:
Hello Fifi I must say that the navigation is really more beautiful especially the waterspray that really makes its effect ...! but I find that the interface Hud of Karamazovnew's is not very beautiful now I do not criticize this work far from me this thinking but it is personal that of Ahnenerbe would be much better ... or that of Vivens KsD is top that would add a more mods I think when I would have time in front of me I would tell you what I saw in the mod that I hang should be improved ... in any case thank you for all that you have achieved so far a big job that I must say I like a lot ... good luck exellent workl:Kaleun_Cheers::Kaleun_Salute:
Thank you Maximus!
I don’t think i’ll Change Karamazov interface for 3 reasons:
- i love it :O:
- it’s part of OM spirit...
- would take a huge work to change it.
I’m sorry :salute:
Fifi, KSD mod seems to be dead.
It would be nice to add some of good thing from this mod, with permission of his authors of course, to your compilation. Especially dials :)
SnipersHunter
08-07-19, 05:06 AM
Fifi, KSD mod seems to be dead.
It would be nice to add some of good thing from this mod, with permission of his authors of course, to your compilation. Especially dials :)
I would really appreciate that aswell.
Fifi, KSD mod seems to be dead.
It would be nice to add some of good thing from this mod, with permission of his authors of course, to your compilation. Especially dials :)
I would really appreciate that aswell.
I know guys, i know...
I have asked already for taking some stuff from KSD, and answer was yes anyway, so no problem from that.
BUT AGAIN, main problem to me remain the tweaking of Menu_1024_768 wich doesn’t work with a finger snap! :D
This is just probably the hardest file to change!
If S7rikeback is reading those lines, maybe he could answer if his skills are good enough to import all KSD dials :06:
s7rikeback
08-07-19, 06:49 PM
I'm not promising anything here...
What i currently know is down to the master that is CapnScurvy, my FotrsU team member and menu.ini mentor.
https://i.ibb.co/fCSBpGs/Capture.png (https://ibb.co/NL3QjnM)
I will say this now...
Any posts asking for updates on this WIP will be ignored... You will be cluttering up a very good thread with "JUNK" posts.
I will only post if I have news either way.
I'm only "looking" at this, as a request from Fifi the mod author...
But also please understand this, when we mod things, we mod for us, and we then share our works with others,
In the past so many very talented modders have "burnt out" keeping up with requests and demands that so and so mod has this, can we have it?
This is not going to happen here!!!
We all have real life to deal with, and modding comes in our own "spare time"
So, all lets play the current release, and report any "actual faults" you may have found... So that Fifi and his team can help improve your game play.
ReallyDedPoet
08-07-19, 06:57 PM
Nice work here :yep:
KaleunMarco
08-07-19, 07:44 PM
[QUOTE=s7rikebackSo, all lets play the current release, and report any "actual faults" you may have found... So that Fifi and his team can help improve your game play.[/QUOTE]
Amen, brother.:salute:
But also please understand this, when we mod things, we mod for us, and we then share our works with others
This is so true...at start, i made few changes for myself, and as it was quite nice, decided to share on forum... today, didn’t launch a career from the date of first post! (5 month) :timeout:
For the readers information here, on S7rikeback’s screen shot above, there are only 4220 differences found between OM and KSD menu_1024_768! :k_confused:
Nice work here :yep:
Thank you :up:
THEBERBSTER
08-08-19, 06:06 AM
Hi guys
With so many updates being produces quite regularly I decided with Update 4B to ditch the Career mode and use dates instead.
The fact that each update means a new start from scratch career mode becomes a bit like "ground hog day".
By advancing the date to July 1st 1941, 2nd flotilla, I was able to select a type IXC.
There is a great selection of boats available and if you have a favorite boat type like I have I am sure you will find it here in Fifi's excellent mega mod.
Loving every moment of this great work Fifi.
Peter
Hi guys
With so many updates being produces quite regularly I decided with Update 4B to ditch the Career mode and use dates instead.
The fact that each update means a new start from scratch career mode becomes a bit like "ground hog day".
By advancing the date to July 1st 1941, 2nd flotilla, I was able to select a type IXC.
There is a great selection of boats available and if you have a favorite boat type like I have I am sure you will find it here in Fifi's excellent mega mod.
Loving every moment of this great work Fifi.
Peter
Thank you Peter :yeah:
Yes, OM has great potential :yep:
One day i’ll Try career if i escape some free time :haha:
Still grumpy about Huge Fps loss. :( :Kaleun_Crying:
KaleunMarco
08-08-19, 04:27 PM
fifi,
i think i ran into a base bug in the Black Sea.
driving a type 23 out of Constanza. mission started august 15, 1944.
august 25, noon, received a message that the Contanza base was now closed. no replacement base named.
it is now 24 hours later (Aug 26 Noon) and no replacement is apparent as i peruse the Nav Map.
i may save my place and go and look at the Flotillas.upc file to see for myself.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunter4\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4B
9HStock Clock for OM Enhanced
km:Kaleun_Salute:
KaleunMarco
08-08-19, 04:44 PM
fifi,
i think i ran into a base bug in the Black Sea.
driving a type 23 out of Constanza. mission started august 15, 1944.
august 25, noon, received a message that the Contanza base was now closed. no replacement base named.
it is now 24 hours later (Aug 26 Noon) and no replacement is apparent as i peruse the Nav Map.
i may save my place and go and look at the Flotillas.upc file to see for myself.
km:Kaleun_Salute:
yes, it is a bug. see:
[Flotilla 8]
ID= 30Flotilla
NameDisplayable= 30Flotilla-Flotilla-Name
AvailabilityInterval=1942-10-01, 1944-10-01
[Flotilla 8.Base 1]
ID= F8Constanta
NameDisplayable= 30Flotilla-Base-Name
Info= 30Flotilla-Base-Info
ExternalBaseName= Constanta
AvailabilityInterval= 1942-10-01, 1944-08-15
DepartureDescription1= 3436719.000000, 5298106.000000, 135.0000
DepartureDescriptionOut1= 3449068.000000, 5293404.000000, 090.0000
[Flotilla 8.UserPlayerUnitType 1]
ID= F8IIB
NameDisplayable= Type IIB U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= IIB
UnitTypeCommonality= 8
IDFlotillaLinkTransferTo= NULL
i'd like to know how i was assigned a Type 23 a mission or two ago. the type IIB is the only boat defined for Constanza.
the only other base in the Med at this time is Salamis.
after further review, Salamis should not be active in 1944. Observe:
[Flotilla 15.Base 2]
ID= F15Salamis
NameDisplayable= Salamis
Info= 23Flotilla-Base-Info
ExternalBaseName= Salamis
AvailabilityInterval= 1941-09-28, 1942-05-15
DepartureDescription1= 2814990.000000, 4554165.000000, 180.0000
DepartureDescriptionOut1= 2805354.000000, 4551496.000000, 180.0000
but look at the map. No base for Constanza but there is Salamis, bold as brass in August 1944.
https://photos.app.goo.gl/u6wsbPXtYaQchPt59
well...imgbb website is down so i cannot show you the map. you will have to take my word for it.
i am more than willing to make the trip back to an Atlantic base, but i need one that is active for the 23. THAT would be a thrilling trip: first the Dardenelles/Bosphorus then Gibraltar.
does anyone have any ideas on how i can get out of this mess?
propbeanie
08-08-19, 08:30 PM
That strange acting feller with the weird mustache is asking how you got a Type 23 in the Black Sea in 1944? That is a top-secret project, super hush-hush, and we will have to come and discuss this matter with you... :salute:
KaleunMarco
08-08-19, 09:12 PM
That strange acting feller with the weird mustache is asking how you got a Type 23 in the Black Sea in 1944? That is a top-secret project, super hush-hush, and we will have to come and discuss this matter with you... :salute:
hey...it's his sub....i'm just driving it...saying heil, heil, heil three bags full.:har:
propbeanie
08-08-19, 11:59 PM
So, a mod with ~ALL~ submarines set to UpgradeClass=1, so that (theoretically) there are no upgrades, save the 18, 21 & 23 boats - and the game runs over the modder's intentions once again, and "rewards" the player not only with an upgrade, but an inappropriate one... It should have at the least sent you to Norway to pick up your new toy... It's a mighty tight squeeze getting out of that bathtub you're in there, but it is possible - if you only have enough fuel...
This calls for some digging... in the files that is, not the sea floor... :salute:
Oh man, i’m Afraid it’s your well known part of the story...those upgrade files and flotillas assignations...:hmmm:...Propbeanie is our Dönitz here in OM! :D
Seems Lurker gave the Black Sea flotillas a type XXIII? ... from Wikipedia it was probably a German thought, but never happened.
That makes me think type XXIII is the only one i didn’t re-work...and will not be, because there isn’t any other better model elsewhere.
So best is to avoid this one for the moment.
s7rikeback
08-09-19, 07:50 AM
New KSDII Elements in-game
________________
The default Gramophone & Radio:
https://i.ibb.co/g90rxYj/SH4-Img-2019-08-09-19-50-09-730.png (https://ibb.co/fF3XsJ1)
__________________________
New KSDII versions fully working
https://i.ibb.co/5R4233Q/SH4-Img-2019-08-09-19-41-40-908.png (https://ibb.co/ZMXNrrQ)
_________________
Default Awards page
https://i.ibb.co/NC4CXqV/SH4-Img-2019-08-09-19-48-56-383.png (https://ibb.co/g9n9G8j)
________________
New KSDII Awards page
https://i.ibb.co/0ZC01NX/SH4-Img-2019-08-09-19-53-45-142.png (https://ibb.co/TR4QJXT)
_____________
More to follow...
propbeanie
08-09-19, 08:52 AM
Oh man, i’m Afraid it’s your well known part of the story...those upgrade files and flotillas assignations...:hmmm:...Propbeanie is our Dönitz here in OM! :D
Seems Lurker gave the Black Sea flotillas a type XXIII? ... from Wikipedia it was probably a German thought, but never happened.
That makes me think type XXIII is the only one i didn’t re-work...and will not be, because there isn’t any other better model elsewhere.
So best is to avoid this one for the moment.
No, lurker had no intentions of a Type XXI or XXIII being available in the Black Sea, and especially not in 1944. There are no supporting files for them there, or anywhere else for that matter, besides Gotenhafen, Stavenger (XXIII) and Bergen (XXI). His Flotilla dates for Stavenger is January of 1945. For Gotenhafen training, it's September 1944, so the game completely ran over and ignored lurker's dates. There are a few things we can try with the UPCGE files for the XXI & XXIII, which will most likely also be ignored by the game... but we'll give it a whirl and see if we can cause some CTDs... :har: - just joking there. We do not want no shtinking CTDs... :roll: :salute:
We now have the KSDII Gramophone in-game...
Oooohhh - pretty...
New KSDII Elements in-game
________________
The default Gramophone & Radio:
https://i.ibb.co/g90rxYj/SH4-Img-2019-08-09-19-50-09-730.png (https://ibb.co/fF3XsJ1)
__________________________
New KSDII versions fully working
https://i.ibb.co/5R4233Q/SH4-Img-2019-08-09-19-41-40-908.png (https://ibb.co/ZMXNrrQ)
_________________
Default Awards page
https://i.ibb.co/NC4CXqV/SH4-Img-2019-08-09-19-48-56-383.png (https://ibb.co/g9n9G8j)
________________
New KSDII Awards page
https://i.ibb.co/0ZC01NX/SH4-Img-2019-08-09-19-53-45-142.png (https://ibb.co/TR4QJXT)
_____________
More to follow...
Hey! That looks good! :yeah:
For Gotenhafen training, it's September 1944, so the game completely ran over and ignored lurker's dates. There are a few things we can try with the UPCGE files for the XXI & XXIII, which will most likely also be ignored by the game...
.
:o how is that possible? Sabotage ?? :k_confused:
New IXD2 with appropriate conning tower (hence side snorkel tube in right position now) :Kaleun_Wink:
https://image.noelshack.com/fichiers/2019/32/6/1565429422-sh4img-2019-08-10-11-21-12-114-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429434-sh4img-2019-08-10-11-23-35-290-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429418-sh4img-2019-08-10-11-25-11-280-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429437-sh4img-2019-08-10-11-26-08-360-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429422-sh4img-2019-08-10-11-27-00-400-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429434-sh4img-2019-08-10-11-27-45-860-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429472-sh4img-2019-08-10-11-28-14-350-resultat.jpg
https://image.noelshack.com/fichiers/2019/32/6/1565429438-sh4img-2019-08-10-11-28-38-590-resultat.jpg
:Kaleun_Cheers:
SnipersHunter
08-10-19, 06:01 AM
Great work guys! :Kaleun_Applaud:
propbeanie
08-10-19, 10:27 AM
...
:o how is that possible? Sabotage ?? :k_confused:
That's what we'll call it. The Reich has someone inside, trying to share war secrets before the end of the war... In this case, the Russians will be the early benefactors, unless KaleunMarco can extricate himself from the Black Sea via the Sea of Marmara, or whatever that spit of water is between the Black Sea and there by Istanbul... and he'd probably run out of fuel anyway, before he made it to the Med.
But seriously, lurker did the Black Sea part of the campaign to just be a mini-game, or short career. Something different. The game does not want to fully cooperate, it seems though. Of course, we could always blame it in KaleunMarco, since he sank too many ships and earned too much renown for the game to handle... So he's the one that broke it. :har: :salute:
But seriously, lurker did the Black Sea part of the campaign to just be a mini-game, or short career.
Hey that’s an excellent idea!
We have to keep it playable :yep: and i’ll Try it in my future type II career...one day :haha:
I suppose there are some Russian ships out there?
KaleunMarco
08-10-19, 01:09 PM
Hey that’s an excellent idea!
We have to keep it playable :yep: and i’ll Try it in my future type II career...one day :haha:
I suppose there are some Russian ships out there?
oh yeah. and some harbors to raid.
watch out for sub nets! they cause damage.:D
KaleunMarco
08-10-19, 01:12 PM
That's what we'll call it. The Reich has someone inside, trying to share war secrets before the end of the war... In this case, the Russians will be the early benefactors, unless KaleunMarco can extricate himself from the Black Sea via the Sea of Marmara, or whatever that spit of water is between the Black Sea and there by Istanbul... and he'd probably run out of fuel anyway, before he made it to the Med.
But seriously, lurker did the Black Sea part of the campaign to just be a mini-game, or short career. Something different. The game does not want to fully cooperate, it seems though. Of course, we could always blame it in KaleunMarco, since he sank too many ships and earned too much renown for the game to handle... So he's the one that broke it. :har: :salute:
wait a second....don't impugn me, sir.
S7rikeback is the official breaker of things on this web forum.
and my renown is known worldwide.:har:
KaleunMarco
08-10-19, 01:19 PM
That's what we'll call it. The Reich has someone inside, trying to share war secrets before the end of the war... In this case, the Russians will be the early benefactors, unless KaleunMarco can extricate himself from the Black Sea via the Sea of Marmara, or whatever that spit of water is between the Black Sea and there by Istanbul... and he'd probably run out of fuel anyway, before he made it to the Med.
i would love to try this, with either the IIB or the XXIII boat. however, i could not make homeport anywhere. i suppose i could sail around the north sea or the baltic sea until the end of the war but that would end up as eight month mission...as long as i didn't break anything that had to be fixed in a home port.
IF i could get through the Dardanelles/Bosporus AND Gibraltar AND then the eastern Atlantic.
i wonder if that trip would be easier in a 2B or a 23?:hmmm::hmmm::hmmm:
i would love to try this, with either the IIB or the XXIII boat. however, i could not make homeport anywhere. i suppose i could sail around the north sea or the baltic sea until the end of the war but that would end up as eight month mission...as long as i didn't break anything that had to be fixed in a home port.
IF i could get through the Dardanelles/Bosporus AND Gibraltar AND then the eastern Atlantic.
i wonder if that trip would be easier in a 2B or a 23?:hmmm::hmmm::hmmm:
Could you make it to the Mediterranean and refuel in some Italian harbor?
Oh wait...think it’s dead with the Italians at this date!?
Anyway you should have better fuel mileage with the XXIII? :hmmm: dunno this model at all...
KaleunMarco
08-10-19, 02:04 PM
Could you make it to the Mediterranean and refuel in some Italian harbor?
Oh wait...think it’s dead with the Italians at this date!?
Anyway you should have better fuel mileage with the XXIII? :hmmm: dunno this model at all...
the challenge was too great to pass up. i decided to try it with the 23. newer, quieter boat. shallow draft.
made the decision from a save game where the boat was a few klicks NW of Batum, in the eastern Black Sea early 8/24. Could not make it back to Constanza before the Partisans got there so we headed straight for the Bosphorus. Ran the strait on the surface at night with light fog. Thank you. Cleared it approx 0644 on 8/26. Ran towards the Dardanelles. Same thing here. On the surface at dusk in a light fog. Entered the Aegean approx 0000 on 8/27. Salamis in Greece was still open for business so we gassed up there and headed to gibraltar.
ducking convoys the whole way, made it to the straits of Gibraltar and had to submerge due to the verdampt armed trawlers. approx 2030 on 8/31 almost through the straits when BAM...CTD.
that's right. D-E-D, dead. i now know how the Kaleun on U96 felt at the end of the movie.:Kaleun_Salute:
well, i gave it a shot. i'm going to go take a nap and maybe start a new career up in the Baltic. Propbeanie wanted me to wander up there and test some things out. auf wiedersehen, for now.:Kaleun_Cheers:
propbeanie
08-10-19, 02:10 PM
Could you make it to the Mediterranean and refuel in some Italian harbor?
Oh wait...think it’s dead with the Italians at this date!?
Anyway you should have better fuel mileage with the XXIII? :hmmm: dunno this model at all...
... and a requisite snorkel... :roll: I haven't looked to see if lurker has any traffic left in the Med for that time frame (apparently he did, with KaleunMarco's comment above). I mean, why bother? The game is not in that area anymore, unless you're stuck in the Black Sea with no home port, and decide to try and make it back home... :roll: - One option might be to tick the "Unlimited Fuel" box, and see if you can make it to Stavanger before the war ends... :salute:
What I'm thinking is that we could put the 21 & 23 at higher UpgradeClass levels, like 3 or 4, but then again, KaleunMarco went from a Type IIB, to a XXIII, bypassing the 7 and 9 series of boats altogether... :arrgh!: - He's just too good for his own good... Of course, as mentioned previously, all of the boats are set to UpgradeClass=1 anyway, so the II boats are the same as a 7 as a 9... I've got a headache now. :timeout: :har: :salute:
What I'm thinking is that we could put the 21 & 23 at higher UpgradeClass levels, like 3 or 4, but then again, KaleunMarco went from a Type IIB, to a XXIII, bypassing the 7 and 9 series of boats altogether... :
Yes, but in Black Sea career there aren’t any 7 or 9... that’s normal to bypass them...i think :D
KaleunMarco
08-10-19, 03:07 PM
Yes, but in Black Sea career there aren’t any 7 or 9... that’s normal to bypass them...i think :D
i agree.
probably shouldn't have the XXIII in the Black Sea either but that is on Ubisoft not any of us-modders.
, made it to the straits of Gibraltar and had to submerge due to the verdampt armed trawlers. approx 2030 on 8/31 almost through the straits when BAM...CTD.
Do you remember what could be the cause of the CTD?
Under attack? Planes? Trawlers? Submerged? ...mine?
Maybe too much traffic in the strait...
KaleunMarco
08-10-19, 05:25 PM
Do you remember what could be the cause of the CTD?
Under attack? Planes? Trawlers? Submerged? ...mine?
Maybe too much traffic in the strait...
no, very little was happening.
there were no planes about when i submerged. as far i know, we were undetected. if we were under attack there would have been explosions, damage, prior to the CTD.
no sonar contacts. which was somewhat surprising. however, it was summer of '44 and Gibraltar was not a hot spot at that time.
no explosion with resulting damage. no mines or sub nets.
just puttering submerged, almost through to the western side of the Gibraltar strait.
i used the term "dead" but it was a euphemism. the game CTD.
propbeanie
08-10-19, 09:17 PM
Do you remember what could be the cause of the CTD?
Under attack? Planes? Trawlers? Submerged? ...mine?
Maybe too much traffic in the strait...
My guess would be the submarine itself, being that he received it before its activation date. Just like getting an early Balao in Stock or any of the mods in the Pacific side, if you get it too early under certain circumstances, it will crash the game. He touched Atlantic salt, and the game said "oh no you don't!" :salute:
That’s probably a good guess.
Marco was aboard in summer 44, but the first XXIII to go out on patrol was U-2324 on 29 Jan 1945 (UBoat.net)
There is some work to be done here, deleting all XXIII in Black Sea and giving them back appropriate dates and harbors assignation...:yep:
(Even though i don’t like this model who will never reach other types rendering)
Geoff then
08-11-19, 03:55 AM
Hey Fifi, it's me again.
I'm currently on a VIIc campaign and everything works like clockwork. The first time in my subsim career that i have a type VII and I can completely enjoy it.
But since you are here, and doing what you do, I have yet another thing for you. I bet you came across this already: Sound.
It is like turned 180*, engine sounds come from the front and when there is an explosion on starboard, you will hear it on port if you are inside the sub.
I know this problem exists since release and I haven't seen any mod that fixed this so far. Is this a thing for you? :)
keep up your great work! And good hunting! :Kaleun_Cheers:
Hey Fifi, it's me again.
I'm currently on a VIIc campaign and everything works like clockwork. The first time in my subsim career that i have a type VII and I can completely enjoy it.
But since you are here, and doing what you do, I have yet another thing for you. I bet you came across this already: Sound.
It is like turned 180*, engine sounds come from the front and when there is an explosion on starboard, you will hear it on port if you are inside the sub.
I know this problem exists since release and I haven't seen any mod that fixed this so far. Is this a thing for you? :)
keep up your great work! And good hunting! :Kaleun_Cheers:
Glad you are enjoying it :up:
I’ll have a look for the sound if i can do something.
KaleunMarco
08-11-19, 09:50 AM
the challenge was too great to pass up. i decided to try it with the 23. newer, quieter boat. shallow draft.
made the decision from a save game where the boat was a few klicks NW of Batum, in the eastern Black Sea early 8/24. Could not make it back to Constanza before the Partisans got there so we headed straight for the Bosphorus. Ran the strait on the surface at night with light fog. Thank you. Cleared it approx 0644 on 8/26. Ran towards the Dardanelles. Same thing here. On the surface at dusk in a light fog. Entered the Aegean approx 0000 on 8/27. Salamis in Greece was still open for business so we gassed up there and headed to gibraltar.
ducking convoys the whole way, made it to the straits of Gibraltar and had to submerge due to the verdampt armed trawlers. approx 2030 on 8/31 almost through the straits when BAM...CTD.
that's right. D-E-D, dead. i now know how the Kaleun on U96 felt at the end of the movie.:Kaleun_Salute:
well, i gave it a shot. i'm going to go take a nap and maybe start a new career up in the Baltic. Propbeanie wanted me to wander up there and test some things out. auf wiedersehen, for now.:Kaleun_Cheers:
ok, so under the heading of "it's only make-believe", i rebooted my machine and reloaded the mission at Salamis.
my thought was that CTD may be related to the sim but it might be because the sim couldn't get enough memory to do something. OpM uses a LOT of memory. A lot more than Stock. anyway, i restarted at Salamis.
this time through the Med there was a lot of traffic. Convoys, task forces of DD's, etc, which is not a healthy environment for my Uboat. Ran into a couple of days of fog as we passed Gibraltar. i can say with all certainty that the Allies Radar is better than the German radar detection. Several times we detected radars and dove, only to discover (hydrophone) that there were three DD'd making flank speed to our location. Whew, lady.
so, we passed Gibraltar this time, early September, and started north, up the coast of Portugal. i dearly wanted to stop in Porto and pick up some of my frau's favorite port-wine, but i stifled myself :har: for obvious reasons.
as we neared the Brittany coast we were fighting time and events if we were to gas up one more time. We made it to Brest before they boarded her up. with that refit we were assured of having enough fuel to make it to the Fatherland.
now here is the tense part. as we were proceeding north to go around the United Kingdom, a storm hit. i consulted with my #1 and we decided that we could make it through the channel if the storm lasted a bit more than a day. so, we made a right at The Channel and made best speed to the North Sea. Fortunately, the storm intimidated the Allies such that except for a few cross-channel convoys, there was very little traffic detected. good thing too, because the channel is awfully, awfully shallow.
we made it to the North Sea and the trip-saving storm was still with us when we headed south at the Heligoland Bight and sailed proudly into Wilhelmshaven. We could refit there but not end the mission, obviously.
Whew, what a trip.
the trip-saving storm (off Wilhelmshaven)
https://i.ibb.co/XxTLTrN/SH4-Img-2019-08-11-09-27-25-628.png
https://i.ibb.co/gZztcsB/SH4-Img-2019-08-11-09-28-19-398.png
On to the next!:Kaleun_Cheers::Kaleun_Salute:
:yeah: seems that was a great time sailing!
A shame you couldn’t end patrol at Wilhelmshaven...but that wasn’t your base harbor of course.
An other shame was your trip with this non re-worked model...no splashes waves in storm...old looking etc. But anyway good experience, and it proved we have traffic everywhere! That’s a good thing!
So we’ll never know what caused the CTD at first try...
Best is to often make saves on long trips :yep: and delete them after you think you are safe.
Maybe not enough memory at some time, or a bad ship spawning...who knows.
:Kaleun_Applaud:
But since you are here, and doing what you do, I have yet another thing for you. I bet you came across this already: Sound.
It is like turned 180*, engine sounds come from the front and when there is an explosion on starboard, you will hear it on port if you are inside the sub.
I know this problem exists since release and I haven't seen any mod that fixed this so far. Is this a thing for you? :)
Ok, had a look for few hours...without any success.
Tried few things: reversed engines nodes coordinates (both diesel & electrics), tweaked the Sound/Sh.sdl (with various settings for diesel & electrics interior), tried other ingame sound settings...nothing.
On other hand, i have never noticed this before. I have great difficulty to hear this reversed sounds, even playing with my headsets...full volume.
In fact, it seems you are right but it’s just slightly noticeable here, and nothing like an immersion breaker or game breaker IMHO.
Strange thing is sound are fine on conning deck and external camera. Just interior...
Well, i think it’s gonna stay like that for the moment ...
KaleunMarco
08-11-19, 01:51 PM
So we’ll never know what caused the CTD at first try...
Best is to often make saves on long trips :yep: and delete them after you think you are safe.
Maybe not enough memory at some time, or a bad ship spawning...who knows.
:Kaleun_Applaud:
no, we won't know what caused the CTD.
more often than not, we like to blame Ubi for specious CTD's. :D i am one who is always ready, willing, and able to cast dispersions on the design and implementation team.
however, in my experience testing and playing, i suspect that the Win7/10 system condition plays a large and equally unknown part in mysterious CTD's.
that is why i gave it another attempt. i probably would have tried three or four times in order to be sure that it was Ubi and not the OS.
anyway, having fun....which is the point.:salute:
KaleunMarco
08-12-19, 05:55 PM
i am confounded.
started a IID career out of Kiel. September 1940. (i needed a quieter billet after the Black Sea and the resulting trek back to the Fatherland.)
so, second mission with the IID and the torpedos no longer track to the target. they are way out in front.
i am using auto-targetting. had zero trouble in the first mission. made zero changes to the config and zero to the gameplay.
it's got to be something simple. any suggestions?
https://i.ibb.co/wrtLgM8/Picture0019.jpg
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunter4\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4B
9Fifi Compilation_Update_4Ba_Fixes
9HStock Clock for OM Enhanced
propbeanie
08-12-19, 07:07 PM
i am confounded.
started a IID career out of Kiel. September 1940. (i needed a quieter billet after the Black Sea and the resulting trek back to the Fatherland.)
so, second mission with the IID and the torpedos no longer track to the target. they are way out in front.
i am using auto-targetting. had zero trouble in the first mission. made zero changes to the config and zero to the gameplay.
it's got to be something simple. any suggestions?
https://i.ibb.co/wrtLgM8/Picture0019.jpg
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunter4\MODS]
1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
4OMEGU_v300
5OMEGU_v300_Patch7
6KiUB_English
7OpMonsun_Magnified Hud Dials for OM+OMEGU_Large
8OMEGU_English
8p_Fifi Compilation for OM+OMEGU
9Fifi Compilation_Update_4B
9Fifi Compilation_Update_4Ba_Fixes
9HStock Clock for OM Enhanced
Which turm is on your boat KaleunMarco? Left or Right? what date is it? Are you able to find enough to shoot at?
https://i.imgur.com/020wmmd.jpg
KaleunMarco
08-13-19, 08:23 AM
Which turm is on your boat KaleunMarco? Left or Right? what date is it? Are you able to find enough to shoot at?
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart]
ID=TYPE_2D_TURM_1
NameDisplayable=Turmumbau I
UnitPartInterval=1935-01-01, 1940-12-31
Type=2DConningTower
ExternalLinkName3D=data/objects/Turm_2d_1
Find enough to shoot at? no, not really. all of the objectives are WAP missions and most of the surface contacts are the verdampt Armed Trawlers. PITA.
i think the issue has something to do with these dials/switch. never used them before but they are spinning as i am lining up a shot. i am stationary and the target is moving at 6-9 kts. the green-blue light is actually a switch which allows manual control of the bottom dial. i say again, i am a firm believer in auto-targeting so i rely on my control room crew to compute an accurate firing solution.:03:
https://i.ibb.co/3BCpkr2/SH4-Img-2019-08-12-19-25-18-588.png
:hmmm: auto targeting is a thing i have never used in any SH... i don’t even know how it works!
The blue button is to lock/unlock all dials to enter the firing solution (speed/distance/AOB dials)
FurphyForum
08-13-19, 06:39 PM
Great to see older campaign mods getting a makeover/update.
Just wanted to say a big thank you for this Fifi:Kaleun_Applaud::Kaleun_Salute:
Thank you :salute:
Fixed the weird lighting / reflexion of type IIB (mainly underwater) by deleting the Unified RenderControler that doesn't work well at all on my rig.
I backed up the traditional Caustics/Dynamic shadows/Water Reflection that work better :yep:
https://image.noelshack.com/fichiers/2019/33/3/1565777745-sh4img-2019-08-14-10-34-16-553-resultat.jpg
https://image.noelshack.com/fichiers/2019/33/3/1565777745-sh4img-2019-08-14-10-50-55-516-resultat.jpg
Have to adjust the deck camera while sailing in rough weather... because it’s very hard to stay on deck. The camera is tilting to command room way too fast in my opinion :yep:
Trying to figure out how :hmmm:
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