View Full Version : [REL] Fifi Compilation for OM+OMEGU
Hi Fifi
Your pictures graphics just goes to show how superb your compilation is. :Kaleun_Applaud:
Peter
Thank you Peter, yes the rendering is fantastic here on my system :yep:
Not to say next update 9 will bring even better fires, smokes, and explosions effects...
My plans are to enhance OM planes after this release.
It should take some time though.
I leave the sea/air campaign files fix to my friends because i’m Not good at all with it :oops:
And still the upgrade bug to track down :yep:
This last one is probably the hardest part.
succerpunch
09-25-19, 04:12 AM
which Type II?
The Type IId.
KaleunMarco
09-25-19, 10:48 AM
The Type IId.
yeah...well....i stopped playing OpM because of the IId with the new Turm.
i couldn't reload a Savefile while in port (CTD). couldn't figure out the root cause and not everyone had the same results.
very frustrating.
good luck.
:Kaleun_Salute:
propbeanie
09-25-19, 11:56 AM
The Type II D boat gets a turm upgrade, and it has a wintergarden that looks very much like a VIIC, except a pinch smaller... Hopefully, the gun and gun crew came with it. s7rikeback has worked a ~lot~ on that. Does the gun shoot, succerpunch?... :salute:
This had been worked on more for the current v8 Update. It is difficult to test and basically only 'beta' testing can give you a true answer, so I'm wondering if it's working succerpunch. There should be flak gun on it now also, with a gun crew - I think... or is that this round s7rikeback?... :salute:
s7rikeback
09-25-19, 01:29 PM
This had been worked on more for the current v8 Update. It is difficult to test and basically only 'beta' testing can give you a true answer, so I'm wondering if it's working succerpunch. There should be flak gun on it now also, with a gun crew - I think... or is that this round s7rikeback?... :salute:
Ooohhh last round I think... :06::oops:
So tomorrow should be the day of Update 9!
Very important update as it should fix many things and give more enhancements...fingers crossed!
:Kaleun_Thumbs_Up:
s7rikeback
09-25-19, 02:49 PM
I have been playing for about 13 hours straight yesterday and about the same the day before. I started on Wednesday. I have about 14 patrols done, that is why I am in 1941.
I tend not to follow assignments, I tend to go on my own and torpedo ships in harbors. Sank the Revenge Class Battleship 2 times already in Scapa Flow. I am stationed at Kiel but I tend to go to "Bergen Temp"
https://i.imgur.com/zyVoC1f.jpghttps://i.imgur.com/jQPPpit.jpghttps://i.imgur.com/jAdJcAR.jpgThis is what i mean when I say that the ships are "white" in the recognition manual.
I do stay on the ocean floor at about 90m or 80m at 0 knots but my submarine bounces and i keep taking damage.
Fifi, has this been fixed yet?
I have the files ready...
Fifi, has this been fixed yet?
I have the files ready...
Yes already fixed mate :up:
TheGreatElector
09-25-19, 04:37 PM
Loving the updates! Keep up the good work bro! :Kaleun_Salute:
succerpunch
09-26-19, 01:18 AM
The Type II D boat gets a turm upgrade, and it has a wintergarden that looks very much like a VIIC, except a pinch smaller... Hopefully, the gun and gun crew came with it. s7rikeback has worked a ~lot~ on that. Does the gun shoot, succerpunch?... :salute:
So I followed the tutorial and got my save to work again so I can move and oh boy does it work. 6 to 7 plane kills in a patrol, those two dual 20mm do a number to planes. The gun came with it but no crew. I had to go to port and get a guy for it but it was super easy and it worked amazingly.
edit: when i got back to port the second time they upgraded me to a VIIb in 1942 and it is a much needed upgrade for the torpedos.
So I followed the tutorial and got my save to work again so I can move and oh boy does it work. 6 to 7 plane kills in a patrol, those two dual 20mm do a number to planes. The gun came with it but no crew. I had to go to port and get a guy for it but it was super easy and it worked amazingly.
edit: when i got back to port the second time they upgraded me to a VIIb in 1942 and it is a much needed upgrade for the torpedos.
Glad you solved it :yeah:
You know you can drag and drop any of your actual crew in the AA gun slots to make it work via IA...and then return them to their normal compartment.
succerpunch
09-26-19, 02:58 AM
I know but i wanted to have a dedicated person who specializes in guns to use it so I get the most accurate shots.
propbeanie
09-26-19, 09:13 AM
So I followed the tutorial and got my save to work again so I can move and oh boy does it work. 6 to 7 plane kills in a patrol, those two dual 20mm do a number to planes. The gun came with it but no crew. I had to go to port and get a guy for it but it was super easy and it worked amazingly.
edit: when i got back to port the second time they upgraded me to a VIIb in 1942 and it is a much needed upgrade for the torpedos.
OOOhhhh!!! We did something correctly?... :arrgh!: - Do you remember what the date was when you came back into port? If you are still in port, look in the log on the Captain's Desk for the end date of that patrol. In theory, what happened was that the IID's availability ended, and you had enough renown to continue your career in another boat... so you were transferred to the VII. :salute:
UPDATE 9 IS OUT !!
See end of post #1.
What was done:
- More emblems re-worked by KaleunMarco
- VIIC41 emblems are now showing up
- IIB U24 and U9 emblems are now showing up
- All U-Boats have now the KDB hydrophone working and rotating on deck from 1940/01/01 (except IIC IID from 1941/01/01 and IIB never equiped)
- All water streaming are now totally invisible underwater
- All water particules have been completely re-worked and normalized. Some more added
- Surface the boat button added on order bar
- All countries sides has been revised and corrected according to historical dates. Think twice before hitting the red button...(neutrals or even few friends - so called - can sail in convoys)
- Radio messages has been added for the countries side evolutions along the war.
- New quick identification tab in Help (F1) for all the ships names in letters (KS-M-FM etc) with length/draft/tonnage.
- Type IX A/B/C have now the right torpedoes number (22) and IXD2 now 24 torpedoes. You have to fill up external loads in bunker now for those types.
- Corrected Le Havre and Constanza spelling in nav map
- Smoke, fires, explosions, water splashes completely re-worked (from KSD).
All issues related to these should be solved.
- Funnel smoke re-worked
- Nav map tools from KSD
- Nav map from NMMO mod (shallow in dark blue - deep in light)
- New transfer page (without the Japan map & flags)
- Training flotillas campaigns corrections
- New career for U-Flak VIIC U-Boats starting May 1943 to November 1943 as an add-on mod. Goal is to down as many planes as possible but staying alive...
- British Light Cruiser Dorsetshire London and Kent have their image now in ID Book
- Planes armor level has been adjusted
- Air strike probabilities has been adjusted (lowered to lighten the CPU)
Few words about the new U-Flak career:
U-Flak Career for first time in any Silent Hunter serie !
First i want to thanks Propbeanie and S7rikeback because without their work here, this career would have never happened.
As it was in real, the goal is to down as many planes as possible...but survive!
Up to you to dive and try to escape detection, or stay surfaced battle stations on.
Planes are tough in 1943, and Allies air coverage greater than ever...kind of nightmare for all Kaleuns.
In any ways you will take damages. Don’t dream on. Up to you to manage the repairs! Surfaced or not...
Depth can save you...or kill you! Depends the damages.
This is more than ever a patience game. Your nerves will be hard tested believe me.
None of the U-Flak boats sent came back...the others in base were backed-up to normal U-Boats...
Good luck!
Tips:
- Try to play low TC, even less when damaged!
- As soon as a radar detection, or you dive, or you full speed heading for perpendicular line to the planes approach. Don’t give them your full length shape!
- Stay full speed for the whole attack.
- Always battle station on for attacks.
- Give your AA guns the best crew you can
- When damaged, give the best crew health to the damaged compartment.
- Prey for your bulkheads resistance...first thing to repair, when it’s possible.
- They detect you at night! Be aware...
- Don’t underestimate the planes rockets! They often miss, but...not always!
- Some bombs can be devastating even at 30m depth...be aware...
lederhosen
09-26-19, 10:15 AM
brillo mod, but on a down side, it runs saves etc.
but when I try to load a saved game I get CTD.
brillo mod, but on a down side, it runs saves etc.
but when I try to load a saved game I get CTD.
Update 9 is not saves compatible… you must restart a career.
It is said in post #1...
succerpunch
09-26-19, 10:29 AM
OOOhhhh!!! We did something correctly?... :arrgh!: - Do you remember what the date was when you came back into port? If you are still in port, look in the log on the Captain's Desk for the end date of that patrol. In theory, what happened was that the IID's availability ended, and you had enough renown to continue your career in another boat... so you were transferred to the VII. :salute:
I just checked, I was about to delete my saves for update 9 but I read your reply just in time to check.
It was on January 24 1942.
edit: I have about 48k renown.
lederhosen
09-26-19, 10:42 AM
I dont have update 9 yet. I had 7 running when this happened.
update....... runs now with newest patch
danke
propbeanie
09-26-19, 04:04 PM
I just checked, I was about to delete my saves for update 9 but I read your reply just in time to check.
It was on January 24 1942.
edit: I have about 48k renown.
Thank you for that. So you went out on patrol prior to the New Year, before Chirstmas even, and you come back in and get a new boat, correct? :salute:
succerpunch
09-26-19, 04:41 PM
Thank you for that. So you went out on patrol prior to the New Year, before Chirstmas even, and you come back in and get a new boat, correct? :salute:
Nope, I started that patrol (going from the carrier track file of an old save becasue I already started a new campaign) on the 15th of the 1st 1942.
edit: If you want I can give you my last save I made before updating to Update 9?
edit mk2: here my save is anyway. https://mega.nz/#!S0xlDQ4T!_3pwg8Ekheyt888fGmPRSvLg9r_-R4mMBU8UGOiFqb4
this was my activated mod list at the time:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
UBM Mission Pack <--- just for some singleplayer custom missions does not edit anything.
KiUB_English
Fifi Compilation_Update_8
Warm_Clothes_Mod
Weather_Change_Mod
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
propbeanie
09-26-19, 06:30 PM
Thanks for all of the info succerpunch. Just be aware that the TDW_Ship_Plane_Fire_Damage_v1_3_SH4 may well overwrite the new stuff that Fifi just did for the particles, and it and neither it nor TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 have been checked for functionality with OMEGU with Fifi's compilation. I do know that the Water Disturbance was cpu intensive, and might cause issues with a cpu-intensive mod. Use of them would make it difficult to track down certain issues you might encounter.
As for the new sub, I cannot remember what the sequence is, but it does seem to me that you are assigned as you come back in to home port, so the January departure, so long as it is within 30 days of the end of the then current sub's life, will result in one last patrol in it, though its "life" is over... maybe I ought to put one more mission in each of the flotillas for the next update... :hmmm:
Propbeanie is right, it probably overwrite what has been done...
Easy to see it when activating such mod in Jsgme, it tells you what it is about to overwrite.
We can’t help or take informations from players who doesn’t have same files as us! :timeout:
It’s just not same game! ...
Any word on new fires/smoke/explosions/deck gun hits effects? :06:
Something is wrong with type VIIC in the torpedo mission in submarine school.
If you view at the submarine directly from external view, you get double deck, rails in front of tower, periscope sticking from the side of the hull...
But if you pan the view to the side, so the sub is at the end of your screen, then you see the right model. The same is with deck view.
I tried in campaign mode,VIIC januar 43, same effect.
Is it the .cam file for that turm responsible for this?
Sniper450
09-27-19, 09:52 AM
Love what you did in update 9 Fifi! I was poking around my sub in Lock Ewe on the west coast of England and what to my surprise is the Rodney. She capsized after 4 hits. I didn't expect a rollover so that was a pleasant surprise. The 3 smaller turrets on either side of her did seem to be off color. The port side was black while the stbd side seemed to be a lighter brown color. Didn't match the rest of the ship.
Something is wrong with type VIIC in the torpedo mission in submarine school.
If you view at the submarine directly from external view, you get double deck, rails in front of tower, periscope sticking from the side of the hull...
But if you pan the view to the side, so the sub is at the end of your screen, then you see the right model. The same is with deck view.
I tried in campaign mode,VIIC januar 43, same effect.
Is it the .cam file for that turm responsible for this?
Thank you for this report! :up:
An error of myself trying to fix something in the turm.dat.
It is corrected, and you can re-download the Update 9 in half an hour :oops:
Sorry for this inconvenience.
Love what you did in update 9 Fifi! I was poking around my sub in Lock Ewe on the west coast of England and what to my surprise is the Rodney. She capsized after 4 hits. I didn't expect a rollover so that was a pleasant surprise. The 3 smaller turrets on either side of her did seem to be off color. The port side was black while the stbd side seemed to be a lighter brown color. Didn't match the rest of the ship.
The Rodney is an old SH3 importation it seems, and the turrets are from other ship. Hence the color mismatching...
For the moment i can’t do nothing i’m Afraid ...
YOU CAN RE-DOWNLOAD UPDATE 9 (FIXED FOR THE VIIC43)
No need to restart career
Sorry for the inconvenience
:Kaleun_Salute:
Sniper450
09-27-19, 02:28 PM
TThe Rodney is an old SH3 importation it seems, and the turrets are from other ship. Hence the color mismatching...
For the moment i can’t do nothing i’m Afraid ...
No worries...you have done so much already!!!!
s7rikeback
09-29-19, 05:20 AM
Thank you for this report! :up:
An error of myself trying to fix something in the turm.dat.
It is corrected, and you can re-download the Update 9 in half an hour :oops:
Sorry for this inconvenience.
The Rodney is an old SH3 importation it seems, and the turrets are from other ship. Hence the color mismatching...
For the moment i can’t do nothing i’m Afraid ...
fifi, I will look in the Rodney in a few hours, perhaps tomorrow... depending on how long that PM issue takes to sort out.
Fixed the Rodney gun textures, other guns have problems that I'm looking at now...
fifi, I will look in the Rodney in a few hours, perhaps tomorrow... depending on how long that PM issue takes to sort out.
Fixed the Rodney gun textures, other guns have problems that I'm looking at now...
Many thanks, so we’ll have an other update sooner than expected :up:
I have fixed the sound issue where one file was looping for ever after some time.
We could hear it mainly at the hydrophone station.
I have fixed also the thunder flashes not corresponding to new Materials.dat
:Kaleun_Salute:
Sniper450
09-30-19, 05:18 PM
June 25 1940 around AM41 I came across a very large (20 ish) eastbound convoy that was escorted. As I went to periscope depth and watched as the escorts opened fire on the ship in the convoy.
propbeanie
09-30-19, 08:37 PM
Were you close enough to see which ship was which Sniper450? Like a US DD or whatever, and a French freighter or something?? Were they shooting at just one ship, or several? Are you certain there was not a fellow Kaleun nearby?... :salute:
I think I know where it comes from…
I have revised the countries side entering the war, and it seems convoys have such a nation mix in there…
Maybe an ennemy that shouldn’t be…
OMG, will back up things :doh:
We can’t adjust countries side without adjusting the whole campaign missions!
An other learned lesson.
UPDATE 10 IS OUT!!
See end of post #1
Delete previous Update 9 and all the add-on mods.
Paste Update 10 as it is in your MODS folder.
Activate Update 10 (last as usual)
You will find 2 add-on mods in your left window of Jsgme.
Activate them if needed...
NO SAVE COMPATIBLE
What was done:
- Thunder flashes adjusted for new Material.dat
- Sound file "surface the boat" looping for ever changed
- Backed up the countries sides to original to avoid escorts firing at ships in convoy
- Included the weather change mod to main Update. Delete this add-on mod.
- Removed textures from AI_UFlak folders
- Removed Library files from AI_UFlak folders
- Made changes to both HMS Rodney.dat & sim.
- Also made corrections/changes to Library / ShipPrts / guns_radar_02
- Added several textures for crewman linked to Library / Characters / SECONDARY , this includes Russian gunners.
- 3 x Russian subs, extensive rework of sims to stop them exploding.
- Reworked the OM_Paula to raise her water line (.sim)
- major work to Library/ShipParts/guns_rus.dat to include new Russian sailors.
- Roster/Poland/Sea/DDWicher.cfg - no more CTD
- Data/Sea/NDD_Adroit/NDD_Adroit.fg- no more CTD
- Data/Sea/NDD_Wicher/NDD_Wicher.cfg- no more CTD
- AI_UFlak now ingame to escort playables out of horbors late war
- Landed short Sunderland, we will soon see Sunderlands in enemy harbors.
Thanks to our friend S7rikeback for his work here :up:
propbeanie
10-01-19, 08:49 AM
I think I know where it comes from…
I have revised the countries side entering the war, and it seems convoys have such a nation mix in there…
Maybe an ennemy that shouldn’t be…
OMG, will back up things :doh:
We can’t adjust countries side without adjusting the whole campaign missions!
An other learned lesson.
It would be nice, if things happened the way they probably did in real life, where a skipper would have been signaled that their country had surrendered, and if they continued with the convoy, they would be impounded upon arrival at destination, or they could separate themselves from the convoy, and be given safe passage from the convoy toward home - not saying that they would arrive safely, just that the convoy would not shoot at them... ?? But the game is what it is - belligerent against belligerent, and neutrals are ignored, unless you accidentally shoot one... :roll: :salute:
KaleunMarco
10-01-19, 11:12 AM
I think I know where it comes from…
I have revised the countries side entering the war, and it seems convoys have such a nation mix in there…
Maybe an ennemy that shouldn’t be…
OMG, will back up things :doh:
We can’t adjust countries side without adjusting the whole campaign missions!
An other learned lesson.
i would agree. some date passed when one country changed sides and when the convoy spawned, the escorts considered that ship a wolf among the sheep.
with all of the mixed convoys....the fix is going to be one hellava job. i do not envy you.:Kaleun_Salute:
i would agree. some date passed when one country changed sides and when the convoy spawned, the escorts considered that ship a wolf among the sheep.
with all of the mixed convoys....the fix is going to be one hellava job. i do not envy you.:Kaleun_Salute:
Indeed a hell of a job...not for me! :haha:
I backed up the original Lurker file for DefSides... :yep: Problem solved :D
KaleunMarco
10-01-19, 07:50 PM
Indeed a hell of a job...not for me! :haha:
I backed up the original Lurker file for DefSides... :yep: Problem solved :D
the course of least resistance.......................:Kaleun_Salute:
propbeanie
10-01-19, 08:13 PM
:yeah: I agree with Fifi's methodology... :yeah:
:har:
Sniper450
10-01-19, 08:42 PM
Were you close enough to see which ship was which Sniper450? Like a US DD or whatever, and a French freighter or something?? Were they shooting at just one ship, or several? Are you certain there was not a fellow Kaleun nearby?... :salute:
I won't have access to my laptop until Sunday. The wife and I are on a little vacation. I do recall a mix of nations involved. The excorts were all British if I recall correctly. I can double check everything upon my return if it would help.
propbeanie
10-01-19, 10:19 PM
It most likely isn't necessary. When Fifi flipped back to the original "clean" DefSides file, all is well. :salute:
It most likely isn't necessary. When Fifi flipped back to the original "clean" DefSides file, all is well. :salute:
Yes i could say 100% sure.
But you need to start new career so the file takes effect!...and best to delete again Document/SH4 :yep:
JUST FOR INFORMATION
Playing career no more than X256 gives:
- Weather changes around each 36H!
- More ships variety!
- Better air activity
- Less ingame clock offset involving the above
- No more stuttering when action spawning
- Game more fluent less prone to CTD...
Only more patience required...:D
Sniper450
10-06-19, 09:25 PM
update 10...started career in vii out of kiel jan 1940...I am supposed to go to ae79 or thereabouts. I am almost there and my fuel is still 100/100???
propbeanie
10-06-19, 11:32 PM
What did you have it set to in the Captain's Office prior to departure? There is a Gameplay Settings on the Options menu for the Quick Mission, Quick Patrol and Multi-Player sections, and while in a career, when in the Captain's Office, there is another set that affects it only. For the German side, it is the file cabinet next to the Exit door, while the US side uses the wooden radio console to the left of the desk. :salute:
Sniper450
10-07-19, 09:05 AM
That's probably the culprit. I was in a hurry to install update 10 and start a new career and I know I didn't go into the options for gamrplay. I'll check it tonight. Thanks Prop!
That's probably the culprit. I was in a hurry to install update 10 and start a new career and I know I didn't go into the options for gamrplay. I'll check it tonight. Thanks Prop!
Yes, my VIIC is using normal fuel here...
lederhosen
10-07-19, 11:41 AM
ok update 10 then...
loving this mod by the way.
one question though..... are the escorts easier than say in GWX?
ok update 10 then...
loving this mod by the way.
one question though..... are the escorts easier than say in GWX?
As for the planes, escorts have an ascending curve along the war.
1939/1940 are ok (but be aware few elite DDs are cruising among them)
1941/1942 begins to be though (but hopefully we have decoys working well)
1943/1944 are...well we could say hard times...:salute:
lederhosen
10-07-19, 02:16 PM
danke
How do you add custom emblems?
How do you add custom emblems?
If you want your to see your own, replace the one you are currently using in Textures folder...that’s the easiest and quicker way.
Now, hitting "X", you will have your set of clock and U-Jagd chrono to travel with. Better bigger U-Jagd than before, and fully draggable anywhere.
https://image.noelshack.com/fichiers/2019/41/3/1570635067-sh4img-2019-10-09-16-59-40-590-resultat.jpg
The clock can't be dragged and gives only the game time (because you can't have 2 chrono in SH4). The chrono works with the U-Jagd.
It gives also the impact estimation when torpedo is launched (the red needles)
https://image.noelshack.com/fichiers/2019/41/3/1570635066-sh4img-2019-10-09-16-55-25-908-resultat.jpg
When launching multiples torpedoes, you can access them by clicking the left panel hiding them. Then you can click any torpedo near the up left clock.
https://image.noelshack.com/fichiers/2019/41/3/1570635066-sh4img-2019-10-09-16-56-45-537-resultat.jpg
You can start/stop the chrono by clicking either the U-Jagd button or the clock button.
You can hide the clock and U-Jagd by clicking either the clock cross button or the U-Jagd top circle.
THEBERBSTER
10-09-19, 01:25 PM
Hi Fifi
The clock and not just a stopwatch is a very welcome addition especially for those who use auto targeting where the U-jagd is of no particular use.
Peter.
I've been absent from the game for a while, but now I return to it.
I have included all the updates (nº 10) in the correct order and at first glance it seems that everything is working correctly.
Thanks again for all the work done. Greetings.
Could we get more destroyers? Like in KSD II there are really HI-res destroyers.
UPDATE 11 IS OUT!
See end of post #1
:Kaleun_Salute:
Sniper450
10-16-19, 02:49 PM
June 42 and I am sneaking into Newport to have a look-see. It appears the ships in the harbor are all double-spawned into themselves?
SH4 ships spawning issue in harbors as in SH3 WAC...
You should avoid hunting in harbors. Sometime it’s spawning ok sometime not...
Maybe reload previous save and try again. Or stay in high seas...
Sniper450
10-16-19, 04:53 PM
Will do and thanks!
propbeanie
10-16-19, 05:28 PM
June 42 and I am sneaking into Newport to have a look-see. It appears the ships in the harbor are all double-spawned into themselves?
SH4 ships spawning issue in harbors as in SH3 WAC...
You should avoid hunting in harbors. Sometime it’s spawning ok sometime not...
Maybe reload previous save and try again. Or stay in high seas...
Will do and thanks!
I have been working on making a little applet that can let me more easily split a Harbor file into yearly layers, such as what we did in FotRSU. The main issue in Harbors in OM (as in Stock SH4 & SH3) is the fact that one file runs the duration, and a ship might be set to attempt its spawn percentage every 1200-2400 hours, which is "only" every 50-100 days. If a ship is set to a 40% chance of spawning (rough average), then there will be a new ship spawned approximately every 70 to 140 days, which might come out to 5 to 10 ships each year... If you are going into a harbor that started on 1939-01-01, and it is now 1945-05-01, with the ship set to the duration, you might see dozens of ships spawned into each other. As the wind blows, a ship will 'move', and you can 'see' the next one spawned inside the first. Sometimes, the "collision avoidance" kicks in, and you will see explosions, smoke and fire as the ships destroy each other, like there was a harbor raider, but its only the unlimited spawning... More later - we hope. :salute:
Discovered a nice set of videos about stock OM + OMEGU by Effing Controller:
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=2ahUKEwiwhZWL4qzlAhWo34UKHX1BBBgQwqsBMAF6BAgJE Ak&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DDi I35unQSHM&usg=AOvVaw2ao9Qki8SMqCpjDDMKT47J
In the video #6 there is a good explanation of the letters identification in OM ID book.
forgot to say a tip:
- Once you have made identification with your weapon officer (ID order bar button) call up your ID book to show and click on the ship name at bottom of periscope view ——> it will open automatically the ID book at the right page (avoiding tons of clicking to find it)
- If you plan to use the AOBF wheel with your 1920X1080 install, don’t forget to get the AOBF for 16/9 mod in main OMEGU mod!
- Calculating distance is much more accurate using zoom X6 and the top black line of AOBF, rather than zoom X1,5 and bottom right black line ...
- For target speed, U-Jagd chrono seems more accurate than AOBF wheel.
:Kaleun_Thumbs_Up:
lederhosen
10-26-19, 01:39 PM
https://i.postimg.cc/KYpBpqjH/sh4b.jpg
Nice shot lederhosen! :up:
For me, perfect conditions are same place as you, same hour time (sunset) but not this calm sea!
It makes a huge difference in detection when sea is at least 7 m/s...
Each time i wait all stopped periscope depth ahead of convoy with same sea as your screen shot, I’m always detected by escorts and have to run away :timeout:
Now i shadow the convoy until weather change for bad sea :yep:
With latest update, the weather change very fast here.
Any upcoming features? Like maybe more Plane and destroyer models?
Yes few more things, but not in an immediate time...
I’m currently tracking down those nasty CTDs, and our friend s7rikeback is re-working the whole sea folder.
So that will take some time :yep: but it is still going on!
:Kaleun_Salute:
Head up:
Quite good news...i think i have found the culprit who gives all those random CTDs...
Quite bad news...it’s probably what gives OMEGU such nice eye candy...
To be continued :03:
Still don’t know where those CTD come from exactly :hmmm:
So far no solution found, but high hopes on s7rikeback ‘s work still going on :03:
Could be so many things...it’s like finding a needle in the sea :D
Head up: new version of Fifi Compilation is in tests...much more stable on my system, no more random CTD :yeah:
subdizzle
11-14-19, 04:53 PM
Hey guys. I've got an issue and im hoping you can help. After some time of trying i finally got OpsMon/OMEGU working on my computer (this was difficult). As you guys seem to enjoy this mod, i downloaded it and the latest update. And it hasnt gone well.
Right away i was confused. The mod was divided into folders "Data" "MODS" "support". I was confused. Installing with JSGME, everything should go in the mods folder. I thought "Well they must know what they are doing" and just dumped the data folder on top of my own, as well as support, and installed what was in MODS traditionally with JSGME. After being greeted with an interesting new loading movie, the game now crashes to desktop the moment it should load the main menu. Clearly i have not installed it correctly. Can my game be saved without a complete re-install? Thanks.
propbeanie
11-14-19, 06:57 PM
No, no saving that... re-do your SH4 install and run JSGME so that it creates a MODS folder, then put the OM zip files in that MODS folder. Use 7zip or your favorite archive program to extract the OM mod. The OM 705 mod is straight-forward, so just directly activate with JSGME after unzipping the archive file. The update to OM 720 is similar, in that after extracting, just activate the mod with JSGME. The 720Patch5 is similarly constructed, so just activate with JSGME after extracting it in the MODS folder. When you do OMEGU, it is done similarly to the "regular" mods. The OMEGU Patch 7 is different. It has mods inside the "package" folder that you'll have to copy and / or drag out to the JSGME MODS folder in your game's folder, and then activated with JSGME. For Fifi's work, the folders are constructed correctly. You extract his 7zip file inside of the game's MODS folder, and then just activate that. The "MODS" folder inside of the mod package will end up putting optional mods inside the MODS folder. In all cases, use JSGME to activate the MODS. Anymore issues, just post back. :salute:
subdizzle
11-17-19, 10:46 PM
No, no saving that... re-do your SH4 install and run JSGME so that it creates a MODS folder, then put the OM zip files in that MODS folder. Use 7zip or your favorite archive program to extract the OM mod. The OM 705 mod is straight-forward, so just directly activate with JSGME after unzipping the archive file. The update to OM 720 is similar, in that after extracting, just activate the mod with JSGME. The 720Patch5 is similarly constructed, so just activate with JSGME after extracting it in the MODS folder. When you do OMEGU, it is done similarly to the "regular" mods. The OMEGU Patch 7 is different. It has mods inside the "package" folder that you'll have to copy and / or drag out to the JSGME MODS folder in your game's folder, and then activated with JSGME. For Fifi's work, the folders are constructed correctly. You extract his 7zip file inside of the game's MODS folder, and then just activate that. The "MODS" folder inside of the mod package will end up putting optional mods inside the MODS folder. In all cases, use JSGME to activate the MODS. Anymore issues, just post back. :salute:
Ok, there are download links in the original post for both update 2 and update 11. Do i install them both?
Ok, there are download links in the original post for both update 2 and update 11. Do i install them both?
Install after the 3 OM mods and the 2 OMEGU mods my Fifi Compilation for OM+OMEGU and then the last Update 11 :yep:
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_11
Or wait for next version still in tests, it will have only 1 mod to activate!
No more OM, no more OMEGU, all will be compiled.
subdizzle
11-18-19, 01:19 PM
I dont know if its me but it seems like the more i add the more unstable it gets. Currently i have
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Fifi Compilation for OM+OMEGU
Fifi Compilation_Update_11
And the game is constantly crashing to desktop after loading the world, usually when trying to change station (from the interior to the bridge, or the map). I got it working without Kiub_English (it prevented me from doing any kind of manual targeting unless in the torpedo map room, clicking the purple button in the UZO or periscope did not unlock the controls) before eventually crashing after a good amount of time, but adding Update_11 totally messes it up, many graphical glitches and impossible to play more than 30 seconds without a CTD
Are there any logs i can provide to see what the issue might be? I dont want to sound ungrateful or annoying im sure tons of hard work went into the mod but until i can figure it out ill have to roll back to stock OM/OMEGU
edit: Nope, even rolling back to FiFi complation without update 11 didnt fix the CTD. This may have screwed my game haha.
Sounds like a lack of memory, have installed the LAA application to allow more RAM to the game? (Your SH4.exe must NOT be on read only property to get effective)
And what are your PC specifications ?
:Kaleun_Salute:
Hello Fifi!Many thanks your hard work!Absolutely fantastic!
Only two things:
Once AI ordered me make photo reconnaissance mission to Australian west coast.
My port was Kiel and Type II!?
Second answer is:
Can you do something to correct right crew to U-Boat TypeII?
There should be 27 or something like that.
Regards,Paroni
propbeanie
11-18-19, 04:28 PM
If you are in European waters, and get an assignment to Australia, then the game is falling through to the "default..." Objective assignment "block" of mission files. I'll look into that for Fifi, but it is an original OM issue. Be certain that the mods are properly activated, and that you don't have double folders, or maybe a bad OMEGU update package installed. Can you post back with a JSGME list of your activated mods please Paroni? Also check your LAA activation as Fifi mentions above. :salute:
Hi Probbeanie!
I can send mod list.
But it is absolutely right.Nothing more than preferred!
This Australia thing came just only time.I made patrol usual way at British coast
and came back.Next mission was normal.
propbeanie
11-18-19, 07:48 PM
I did find a bad "ObjectiveCode" in the Flotillas file, which is supposed to match-up to an "AllMatch" in the PatrolObjectives cfg file that does the actual mission assignment. Since the codes did not match, no Objective is assigned, and the game then "falls through" to the "default" assignments, which are off Australia. You did the correct response to the situation, by going out on a patrol of your own, and sinking ships to score renown points. That bad code will stay in there though, until I can hand-off an edit to the file to Fifi for his next update.
We'll have to let Fifi let you know about your mod list. :salute:
Hi Probbeanie!
I can send mod list.
But it is absolutely right.Nothing more than preferred!
This Australia thing came just only time.I made patrol usual way at British coast
and came back.Next mission was normal.
I did find a bad "ObjectiveCode" in the Flotillas file, which is supposed to match-up to an "AllMatch" in the PatrolObjectives cfg file that does the actual mission assignment. Since the codes did not match, no Objective is assigned, and the game then "falls through" to the "default" assignments, which are off Australia. You did the correct response to the situation, by going out on a patrol of your own, and sinking ships to score renown points. That bad code will stay in there though, until I can hand-off an edit to the file to Fifi for his next update.
We'll have to let Fifi let you know about your mod list. :salute:
Hi Paroni,
As our « doctor » propbeanie said above, you did the right thing when happened the Australian mission :yep:
Just ignore it, and keep sinking ships on your own till next patrol assignment is perfect.
About your mod list: i never used RSM 1.2, so don’t know what could be the consequences... but i did use the BBC world and...i had nice CTD when patrolling and listening together:yep:
Probably something went wrong and dates offset with the radio mod.
So if i was you i would skip Listening the radio, and would prefer the gramophone !
That’s good news if our « doctor » can fix part of the Australian fall through for next version :up:
Thanks for your response!
I delete those radio things.Those did not work for me.
subdizzle
11-19-19, 06:41 PM
Sounds like a lack of memory, have installed the LAA application to allow more RAM to the game? (Your SH4.exe must NOT be on read only property to get effective)
And what are your PC specifications ?
2.9 ghz quad core, 16gb of memory. Nothing special video card wise. A game this old i assume shouldnt be crashing.
propbeanie
11-19-19, 07:22 PM
A game this old will crash easier on newer computer hardware / software - there are other "kludges" than just the 4gig RAM barrier and a DirectX component in v9 being left out of the "modern" versions of DirectX and the OS... "Designed Obsolescence" I believe, is the term to use here... Some of the other DirectX v9 games don't do as well as Silent Hunter III onwards thru 5 do... :salute:
Also make sure of all each mod correct path: ModName/Data/...
Next version will avoid any confusion, as there will be only 1 mod to activate :yep:
difool2
11-22-19, 10:22 PM
Links to the various other mods indicated in the OP would be mucho appreciated. I found everything in the DL section here, except these two:
Warm_Clothes_Mod (maybe, but the readme didn't specify which game it was for!)
Weather_Change_Mod (no luck at all)
Any links appreciated.
propbeanie
11-22-19, 11:25 PM
They are in the package that Fifi built to put on top of OM / OMEGU. After you activate the mod, look in the MODS folder again, and they should have unpacked there... :salute:
Links to the various other mods indicated in the OP would be mucho appreciated. I found everything in the DL section here, except these two:
Warm_Clothes_Mod (maybe, but the readme didn't specify which game it was for!)
Weather_Change_Mod (no luck at all)
Any links appreciated.
Yeah, I’m not good at readme files.
As Prop said, those 2 mods are optional add-on mods coming with the last update.
When opening last update you should find a MODS folder, they are inside. Or when activating last update they should show up automatically in left window of Jsgme.
The warm clothes mod is as it’s saying, bringing warm clothes to all your crew when sailing in cold theaters...you can activate/deactivate it only in bunker to be effective. Otherwise you won’t see it.
The weather change mod is already integrated from memory to last update ... you shouldn’t find it :hmmm:
Anyway playing no more than X1024 the weather is changing quite often.
On side note, i am testing a completely new version of this Compilation, much more stable (so far more than a week of playing without any CTD) with new environment. It is based on OM alone, and should be released in the weeks coming.
s7rikeback
11-24-19, 11:33 AM
Yeah, I’m not good at readme files.
As Prop said, those 2 mods are optional add-on mods coming with the last update.
When opening last update you should find a MODS folder, they are inside. Or when activating last update they should show up automatically in left window of Jsgme.
The warm clothes mod is as it’s saying, bringing warm clothes to all your crew when sailing in cold theaters...you can activate/deactivate it only in bunker to be effective. Otherwise you won’t see it.
The weather change mod is already integrated from memory to last update ... you shouldn’t find it :hmmm:
Anyway playing no more than X1024 the weather is changing quite often.
On side note, i am testing a completely new version of this Compilation, much more stable (so far more than a week of playing without any CTD) with new environment. It is based on OM alone, and should be released in the weeks coming.
New updates coming, just zipping them files..:salute:
KaleunMarco
11-24-19, 12:07 PM
Hi Probbeanie!
I can send mod list.
But it is absolutely right.Nothing more than preferred!
This Australia thing came just only time.I made patrol usual way at British coast
and came back.Next mission was normal.
Paroni,
while PB and Fifi and S7rikeback are fixing things, here is a bit of advice.
when you ask for help with an issue, always include a list of JSGME mods.
to do that you do NOT need a screenprint of the list. launch JSGME, click on Tasks, then Export Activated Mods List....to Clipboard. Then paste that into your post here at Subsim and...voila.
Pasting is done via several ways however the easiest is clicking wherever you need the text and then press Ctrl+v.
my apologies if you already have the copy-paste thing in your skill set but i was unsure of your skill level. no offense was intended.
good luck and good hunting!:Kaleun_Salute:
lederhosen
12-01-19, 03:27 AM
https://i.postimg.cc/T38r3g7X/sh4-2019-11-30-19-51-40-58.jpg
https://i.postimg.cc/6pdC2qg4/sh4-2019-11-30-19-58-54-24.jpg
It seems OM is designed for turm upgrades only for types VIIC, IXB, IXC (as stated by Lurker in his original thread) :yep:
The new version of my mod is in good way.
Dark Waters is about to be released soon, and many things have changed (but not the upgrade problem unfortunately)
Once released, I’ll ask to close this thread because it will not be supported longer, and Dark Waters will have it’s own thread.
Keep on station :Kaleun_Thumbs_Up:
It seems OM is designed for turm upgrades only for types VIIC, IXB, IXC (as stated by Lurker in his original thread) :yep:
The new version of my mod is in good way.
Dark Waters is about to be released soon, and many things have changed (but not the upgrade problem unfortunately)
Once released, I’ll ask to close this thread because it will not be supported longer, and Dark Waters will have it’s own thread.
Keep on station :Kaleun_Thumbs_Up:
So the fifi compilation will be no more and in the future it will be dark Waters?
So the fifi compilation will be no more and in the future it will be dark Waters?
Absolutely :yep:
So many changes it can’t remain Fifi Compilation...
BTW, you’ll have new torp image (from KSD) :D
Krieg Francis
12-06-19, 06:45 PM
https://imgur.com/bb8ZThg
Look at those wakes!
Little teaser on Dark Waters interior lights re-worked:
Day, before:
https://i.goopics.net/grNEK.jpg
Day, Dark Waters:
https://i.goopics.net/qyLv9.jpg
Night, before:
https://i.goopics.net/kQKj9.jpg
Night, Dark Waters:
https://i.goopics.net/DEj8E.jpg
You will notice all lamps bulbs are working now, and they look as real lamp bulbs inside!
All U-Boats types lights have been re-done, and interior lighting tweaked (command room, conning tower, radio/sonar room)
just one of the numerous changes in Dark Waters, available in a couple of days...(maybe tomorrow!)
:Kaleun_Salute:
Super excited for Dark Waters! Reinstalling SH4 right now to get a fully clean install prepared just for this... :salute:
Aktungbby
12-10-19, 10:56 AM
TONGA!:Kaleun_Salute: AFTER A YEAR'S SILENT RUN:up:
TONGA!:Kaleun_Salute: AFTER A YEAR'S SILENT RUN:up:
Geez, another year already... :hmmm: Upping my periscope every other day though, more of a frequent reader than a frequent poster. :yep:
Oh, and since I missed the fundraiser – a properly sized donation will find its way to Neil shortly. :Kaleun_Wink:
@ Fifi: I really love your attention to detail. Keep up the great work!
THEBERBSTER
12-10-19, 12:16 PM
A Warm Welcome Back To The Subsim Community > Tonga
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
Geez, another year already... :hmmm: Upping my periscope every other day though, more of a frequent reader than a frequent poster. :yep:
Oh, and since I missed the fundraiser – a properly sized donation will find its way to Neil shortly. :Kaleun_Wink:
@ Fifi: I really love your attention to detail. Keep up the great work!
Thanks Tonga!
Yes i love details...those new lamp bulbs are not just a fake halo like before, they really enlighten the interior, and their light radius area is even customizable...as well as the bulb size :yep:
If you pay attention to second screen shot, the environment is more « crispy » than first screen shot...
DARK WATERS IS OUT!
https://www.subsim.com/radioroom/showthread.php?t=243322
I no longer reply here...
Could a moderator close this thread please?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.