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Levyathan89
06-05-20, 02:09 AM
how high on the Time Compression (TC) scale do you go?
anything higher than 1024 will definitely mess with the solar day.
it is an unexpected feature of Ubi's design of SH4. what can i say?
:Kaleun_Salute:


Really? Ok, that explains why at the east coast suddenly the sun was shining at midnight...I thought it was due to the different time zones and the clock showing base time instead of local time. Does it show local time btw?

HK_01
06-05-20, 10:47 AM
how high on the Time Compression (TC) scale do you go?
anything higher than 1024 will definitely mess with the solar day.
it is an unexpected feature of Ubi's design of SH4. what can i say?
:Kaleun_Salute:
I definitely went higher than that during my first patrol, but the day night cycle was still accurate upon ending the patrol and remains accurate in the second patrol until I load a save. So, in theory, if I went through the entire second patrol in one sitting it would presumably not be an issue, but I don't usually play that long uninterrupted. Is there any possibility that the game somehow applies either the time or the day/night cycle as it would be in Hawaii (or another place in the Pacific theater) upon loading a save? The time difference would roughly fit and knowing nothing about how the game actually works beneath the surface, that intuitively would make sense to me as to why it just suddenly inverts day and night.


Edit: Okay, nevermind. I turned on VSync (had it off because my 5700 XT didn't play nice with VSync in some titles) and the issue seems to be gone. Thanks for posting the link to that Base Time post, otherwise I probably wouldn't have considered that as a solution!


Edit 2: Never mind again. After a while of normal playing, the issue is back. It also wipes my map markings and plotted course btw. I guess maybe restarting the computer helps. I'll get back to you guys if I figure out more.


Edit 3: Restarts seem to do nothing. I am extremely confused now.




Edit 4: So restarting the game if the save breaks seems to fix it most of the time. Guess I can play like this.

WH4K
06-05-20, 05:18 PM
I see that "plotted course cleared upon loading save" thing with DW sometimes too. Not sure what pattern there is, if any.

Levyathan89
06-06-20, 03:21 PM
I have a question regarding that crew berthing section in the boat. What is it for? Do have to place the topside crew in there while being submerged like in RFB?

Fifi
06-06-20, 03:56 PM
I have a question regarding that crew berthing section in the boat. What is it for? Do have to place the topside crew in there while being submerged like in RFB?

Absolutely :yep:
Just to avoid your deck crew to be hurt by depth charges.
(Because SH4 leave the crew on deck, even you don’t see them! :doh: - known issue of SH4)

Levyathan89
06-07-20, 05:17 AM
Absolutely :yep:
Just to avoid your deck crew to be hurt by depth charges.
(Because SH4 leave the crew on deck, even you don’t see them! :doh: - known issue of SH4)

But there's only 9 slots for 12 people :( Guess I have to place the other three inside the conning tower. Poor them, it's probably not very cozy in there :D

Fifi
06-07-20, 05:22 AM
But there's only 9 slots for 12 people :( Guess I have to place the other three inside the conning tower. Poor them, it's probably not very cozy in there :D

Yes they all fit inside using conning tower slots (they are made for it also) :up:
In fact i only move them in case of depth charges. Most of time i leave them where they are.

lederhosen
06-07-20, 07:12 AM
holy cow, I didn't know this !!

Levyathan89
06-07-20, 12:31 PM
Got my first convoy! 80% or so of it were neutrals, unfortunately. I hope it's not always like that^^

Also made a new video.

https://www.youtube.com/watch?v=tlOjbwUSVTs

Fifi
06-07-20, 12:48 PM
Great:yeah:
There are always some neutrals among...sometimes less...

3catcircus
06-08-20, 09:10 AM
Couple of things:

1. Why are there differences in the diplayed grids vs what the mission assignments indicate? I was assigned to patrol AN51 and the flag showing the patrol area is in AN46ish.

2. Ran into a massive convoy in assigned patrol grid and reported it. The order to attack was received in French even though I've got things set for English.

propbeanie
06-08-20, 10:24 AM
As for your #1 question, there is no way to make a grid overlay when a modder is building a mission, so will have to actually start the game and attempt to find the center of a patrol grid and either the actual longitude and latitude, or the decimal system, and then translate that into the mis / tsr file for the mission. Each mission built goes through that process. All that said, my guess is that you have a Type II boat, and are assigned to be off the Shetlands. Do the orders actually say something like "Specific opera Grid Square AN5159 remain on station 96 hours within 75km"? Use where the star is, as opposed to the AN5159, and you should complete just fine. That looks to be the only one that is "off" for the AN51 assignments. There are others in the game (not many), and some of them are the grid system's problem, other are the placement of the patrol circles. I'll see if we can't get Fifi a few files in a few weeks. For now though, I'm busy with a couple of other things in FotRSU... :roll: - I'll also try to get the English versions of the tsr files for the ContactReport missions in the DynamicMiss folder to him... :salute:

Fifi
06-08-20, 10:25 AM
Couple of things:

1. Why are there differences in the diplayed grids vs what the mission assignments indicate? I was assigned to patrol AN51 and the flag showing the patrol area is in AN46ish.

2. Ran into a massive convoy in assigned patrol grid and reported it. The order to attack was received in French even though I've got things set for English.

1. SH4 German grid always had a little problem. They are sometimes off, but not always.
Take in account the patrol star (or enhanced icons) not the grid.

2. It has already been reported, but i don’t know what happened.
Obviously coming from my computer...don’t know how to revert it to english...
A chance for you to start learning French! :D :haha:

EDIT : Prop beat me for the answer!

3catcircus
06-08-20, 10:35 AM
As for your #1 question, there is no way to make a grid overlay when a modder is building a mission, so will have to actually start the game and attempt to find the center of a patrol grid and either the actual longitude and latitude, or the decimal system, and then translate that into the mis / tsr file for the mission. Each mission built goes through that process. All that said, my guess is that you have a Type II boat, and are assigned to be off the Shetlands. Do the orders actually say something like "Specific opera Grid Square AN5159 remain on station 96 hours within 75km"? Use where the star is, as opposed to the AN5159, and you should complete just fine. That looks to be the only one that is "off" for the AN51 assignments. There are others in the game (not many), and some of them are the grid system's problem, other are the placement of the patrol circles. I'll see if we can't get Fifi a few files in a few weeks. For now though, I'm busy with a couple of other things in FotRSU... :roll: - I'll also try to get the English versions of the tsr files for the ContactReport missions in the DynamicMiss folder to him... :salute:

1. SH4 German grid always had a little problem. They are sometimes off, but not always.
Take in account the patrol star (or enhanced icons) not the grid.

2. It has already been reported, but i don’t know what happened.
Obviously coming from my computer...don’t know how to revert it to english...
A chance for you to start learning French! :D :haha:

EDIT : Prop beat me for the answer!

No worries. Neither of them are show-stoppers. Yep - in a Type II, but the patrol flag is planted in the approaches to the Bay leading to Dundee and the Firth of Forth.

Levyathan89
06-08-20, 02:41 PM
Uploaded the second video of part 2 (yeah i split it) from my Dark Waters series. Those escorts are quite good at aiming their depth charges. And I only installed Level 1 of the better escorts^^

https://www.youtube.com/watch?v=VwkJppSNgWY

Fifi
06-08-20, 03:55 PM
Uploaded the second video of part 2 (yeah i split it) from my Dark Waters series. Those escorts are quite good at aiming their depth charges. And I only installed Level 1 of the better escorts^^


As in all SH series, particularly Dark Waters and NYGM (SH3), escaping escorts is very hard when sea is flat. Your only safety is Deep depth and running silent at 1 knot. But Asdic can Still find you...so you can avoid and escape for hours.
I use to avoid attacks when sea below 5ms wind, best is around 7ms...
What i do is shadow the convoy (when possible) and wait for better sea state.

Little tip: when you get a compartment flooding, with crew hurts inside this compartment, best is to drag and drop better crew health inside...they are more prone to quickly repair and evacuate water :yep:
I already got my U-Boat with 2/3 full compartments flooded, U-Boat almost verticality in water with nose outside water, and managed to repair to go home! (Hopefully the escorts lost me)

On side note, I’ve never seen the graphical Black glitch on crew...

Levyathan89
06-09-20, 12:39 AM
On side note, I’ve never seen the graphical Black glitch on crew...

Strange. Like I said, I've seen this before in SH4 with other mods and also on a different PC.

Fifi
06-09-20, 01:00 AM
Strange. Like I said, I've seen this before in SH4 with other mods and also on a different PC.

Oh, now you said that, I’ve experienced that in SH5 already :yep: But dunno what it could be...

Sokolov
06-09-20, 09:11 AM
May i ask you, what you know about files that touch water and sky (let's say environment)? I know that creators of environments in sh5 change platforme.dat and materials.dat, but in sh4 materials.dat, particles.dat and cameras.dat, I have the same files in env folder and scene.dat in 2 my installations, but effect is different. So i take look at library folder. There are shaders of course, but i have same in my environment and i'm 99% sure other not different so. Textures can't change lightning (it's changes) and color of water. Yesterday (my morning), i got the best effect - color of water depended by sunlight - where sun - there are color, where not there are greyish water. But for some reason i deleted this install and now don't remember - interior was lighted well, as good, but exterior too dark. So i ask any help to understand this, becouse i close i think.

Fifi
06-09-20, 10:07 AM
Almost all is lying in Env folder, and scene.dat.
You also have some env textures in misc folder.
But waves shapes, sea color (above and under) are in scene.dat
Not easy to get exact color to your liking because sky color interacts sea color! (As well as reflection)
Sky color from memory is in Env folder.
:Kaleun_Salute:

propbeanie
06-09-20, 10:50 AM
Strange. Like I said, I've seen this before in SH4 with other mods and also on a different PC.
Was almost your entire crew injured there Levyathan89? I also noticed that the DD on-deck crews were "illuminating" on and off as the ship would travel by your "camera". My guess is that your recording program was stealing cycles from you, maybe taking too much memory from SH4, or maybe you had to shell-out to Windows with SH4 active, in order to do the recording? I have had similar video and audio "glitches" in some of my recordings. I will sometimes use <Ctrl><F8> to get the game's fps display, and gauge from that as to what is transpiring in my game as I am trying to record. :salute:

Fifi
06-09-20, 12:05 PM
I also noticed that the DD on-deck crews were "illuminating" on and off as the ship would travel by your "camera".

I have this too, from day one...
It’s like the crew were illuminated by Other DD projectors, but keeping the light on for some time.
Probably a GC side effect :hmmm:

Niume
06-09-20, 01:30 PM
FIFI, are you planning on updating the mod?

Fifi
06-09-20, 02:05 PM
FIFI, are you planning on updating the mod?

No, not actually my friend...

Levyathan89
06-10-20, 02:01 AM
Was almost your entire crew injured there Levyathan89? I also noticed that the DD on-deck crews were "illuminating" on and off as the ship would travel by your "camera". My guess is that your recording program was stealing cycles from you, maybe taking too much memory from SH4, or maybe you had to shell-out to Windows with SH4 active, in order to do the recording? I have had similar video and audio "glitches" in some of my recordings. I will sometimes use <Ctrl><F8> to get the game's fps display, and gauge from that as to what is transpiring in my game as I am trying to record. :salute:

Could be that. Although I also saw this glitch with other mods such as RFB and without recording anything. Well, who knows.

Btw those escort lights going on and off was a glitch, too? I genuinely believed this was them signaling each other with morse code and I thought "wow, what a cool effect" haha :D

propbeanie
06-10-20, 08:03 AM
Could be that. Although I also saw this glitch with other mods such as RFB and without recording anything. Well, who knows.

Btw those escort lights going on and off was a glitch, too? I genuinely believed this was them signaling each other with morse code and I thought "wow, what a cool effect" haha :D
No, not the ship's lights, the ship's crew. You will see them "light" a few times also, to where you can see them on-deck much easier. The ship's lights, do a Morse Code kind of thing does simulate them communicating "I've got the bugger right here at 10° somewhere off my starboard bow! Come hurry, and we'll cross his location!" :O:

I wonder if the loss of "texture" on your boat's crew is connected with the injuries? :salute:

shrub77
06-10-20, 09:52 AM
I am having trouble installing this mod. I reinstalled SH4 (I do not own any expansions)


I installed JGSME into the install dir, then I unzipped the dark waters mod into the MODS folder, activated it with JGSME and launced.


I get errors like: "File not found: data/menu/data/black80.tga"


and the game doesn't ever finish loading. Did I do something incorrectly?

Fifi
06-10-20, 10:28 AM
I am having trouble installing this mod. I reinstalled SH4 (I do not own any expansions)


I installed JGSME into the install dir, then I unzipped the dark waters mod into the MODS folder, activated it with JGSME and launced.


I get errors like: "File not found: data/menu/data/black80.tga"


and the game doesn't ever finish loading. Did I do something incorrectly?

As far as i can tell, no, seems right for install.
Make sure to install LAA (Large Adress Aware) to give you more RAM, and run exe as admin and win7 compatibility. Uncheck the Read only box in exe properties too (for LAA to work)
If you have missing files, the download mighty be corrupted ...you should re-download again.

propbeanie
06-10-20, 11:57 AM
That error message you get shrub77 indicates that you have v1.4 of the game, and you need v1.5 for the Dark Waters mod to function correctly. Version 1.5 of the game has the U-Boat Missions Add-On. I cannot find that anywhere currently. If you are in the US though, the Ubisoft Store has Silent Hunter 4 Gold Edition (https://store.ubi.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail) for $3.40US, which is a really good deal. That is the full v1.5 of the game with the UBoats in it... :salute:

Sokolov
06-10-20, 12:20 PM
Almost all is lying in Env folder, and scene.dat.
You also have some env textures in misc folder.
But waves shapes, sea color (above and under) are in scene.dat
Not easy to get exact color to your liking because sky color interacts sea color! (As well as reflection)
Sky color from memory is in Env folder.
:Kaleun_Salute:

The Env folder and the scene.dat is the same, shaders must be too, but picture is different.

shrub77
06-10-20, 03:21 PM
That error message you get shrub77 indicates that you have v1.4 of the game, and you need v1.5 for the Dark Waters mod to function correctly. Version 1.5 of the game has the U-Boat Missions Add-On. I cannot find that anywhere currently. If you are in the US though, the Ubisoft Store has Silent Hunter 4 Gold Edition (https://store.ubi.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail) for $3.40US, which is a really good deal. That is the full v1.5 of the game with the UBoats in it... :salute:


Thanks for the response. I have purchased the uboat addon on steam and my game is now at 1.5


I can launch the game but when i start a campaign, right before i load in i get a "unknown error" pop up.


So my install is:



activate Dark waters in JGSME, launch SH4 in steam.



Start uboat campaign, july 1941, type viic in 1st flotille, start campaign at sea, launch, then the error appears


any idea?

propbeanie
06-10-20, 04:27 PM
Back off the Dark Waters mod, and make certain the stock game runs correctly. Was you original game a Steam copy, and what folder do you have it installed in? :salute:

3catcircus
06-11-20, 05:10 PM
So - when I hit F1, the speeds tab shows shooting bearings vs target speed for a 90 degree attack, to use when the TDC is broken (or where you are having difficulty obtaining good AOBs due to weather).



I'd like to add a set of tables for a range of bearings (from 10 degrees to 170 degrees). What do I need to do to add .tga files to the speed tab?


BTW, the formula to determine shooting bearings I'm using is:


ARCTAN [Target Speed * SIN(ANGLE) / (Torpedo Speed + Target Speed * COS(ANGLE))]


I assume this formula works for U-boats like it works for the US boats?

Levyathan89
06-12-20, 03:53 AM
I have a question regarding crew injuries:

How do I heal injured crew members? I've tried putting them in the same compartment as the medics or putting both the medic and the injured crew into the crew berthing section, but it didn't do anything as it seems. I let a day or so pass but those injured crew members didn't gain a single health point.

Fifi
06-12-20, 04:52 AM
I have a question regarding crew injuries:

How do I heal injured crew members? I've tried putting them in the same compartment as the medics or putting both the medic and the injured crew into the crew berthing section, but it didn't do anything as it seems. I let a day or so pass but those injured crew members didn't gain a single health point.

Injured crew recover very slowly even with medic inside sub...they can stay injured for week at least, but soon or later they recover :yep: ...as long as you don’t save/exit game! Otherwise they will completely recover after next save (of what i recall experienced)
You don’t have to move them in same compartment as medic. The medic work in all sub!

Levyathan89
06-12-20, 06:00 AM
Otherwise they will completely recover after next save (of what i recall experienced)


Yeah, the funny thing is: everyone aboard the UBoat was injured by depth charges except the watch crew. After reloading, everyone had recovered, but my entire watch crew is now injured :D

Kongo Otto
06-12-20, 06:15 AM
Great:yeah:
There are always some neutrals among...sometimes less...


Problem is:
If a ship of an neutral nation travels within a convoy of a belligerent nation (e.g. UK) then it isn't an neutral ship anymore, as this is a clear violation of its nations neutrality.
It also automatically implies that said ship of an neutral nation carries contraband of war (what else would be the reason to travel with an enemy convoy to begin with) which means it is aiding the allied war effort and therefore a legal target.

Levyathan89
06-12-20, 06:52 AM
Problem is:
If a ship of an neutral nation travels within a convoy of a belligerent nation (e.g. UK) then it isn't an neutral ship anymore, as this is a clear violation of its nations neutrality.
It also automatically implies that said ship of an neutral nation carries contraband of war (what else would be the reason to travel with an enemy convoy to begin with) which means it is aiding the allied war effort and therefore a legal target.


I agree. Every ship in a convoy should be fair game. Except Americans (pre December 1941), because those were off limits, since Hitler wanted to prevent the US from joining the war after Germany had invaded the Soviet Union. The problem is that the game cannot distinguish between different sorts of Neutrals. I reality, some neutrals could be sunk without ramifications. But commanders that accidentaly attacked Spanish ships,for example, had to expect to be court-martialed.

Texas Red
06-12-20, 08:43 AM
Not related to the Dark Waters mod BUT in TWoS, the new update allows for you to sink neutral merchants if they are in British Waters and they are darkened.

I have to advance to the next campaign chapter for that change to take effect.

3catcircus
06-12-20, 12:13 PM
I agree. Every ship in a convoy should be fair game. Except Americans (pre December 1941), because those were off limits, since Hitler wanted to prevent the US from joining the war after Germany had invaded the Soviet Union. The problem is that the game cannot distinguish between different sorts of Neutrals. I reality, some neutrals could be sunk without ramifications. But commanders that accidentaly attacked Spanish ships,for example, had to expect to be court-martialed.

I assume there is an editable value in a config file to give you zero loss of points for attacking neutrals?

I came across a convoy, shooting at a Fiji cruiser and a British merchant. A Norwegian flagged merchant got in the way of the British merchant and took the hit. I still ended up with an Iron Cross after that patrol. I'm assuming because the cruiser was worth twice as many points?

Kongo Otto
06-12-20, 01:28 PM
I agree. Every ship in a convoy should be fair game. Except Americans (pre December 1941), because those were off limits, since Hitler wanted to prevent the US from joining the war after Germany had invaded the Soviet Union. The problem is that the game cannot distinguish between different sorts of Neutrals. I reality, some neutrals could be sunk without ramifications. But commanders that accidentaly attacked Spanish ships,for example, had to expect to be court-martialed.


In SH III play as follows:
No Flag or signs of neutrality and/or Darkened or in a enemy Convoy
equals legal target. If one of these things is present I don't attack.
The neutral convoys I never attack because they are using lights and flags.


I assume there is an editable value in a config file to give you zero loss of points for attacking neutrals?

I came across a convoy, shooting at a Fiji cruiser and a British merchant. A Norwegian flagged merchant got in the way of the British merchant and took the hit. I still ended up with an Iron Cross after that patrol. I'm assuming because the cruiser was worth twice as many points?


Depends on the the date of the convoy attack. After Operation Weserübung started in April 9th, 1940, Norvegian ships aren't neutral when travelling in a convoy.

Fritz Klum
06-12-20, 04:22 PM
Hey all,


I created a small fix pack for this wonderful mod that fixes some localization errors. Namely, it fixes:


The Messages from BDU being in French: Set them back to English.


The Recognition Manual Covers (I redid them all, credits to HK_101 for the correct names for the Covers.) Also, I redid them in a new font, but you'll just have to wait and see the surprise on that one. :D


You now get renown for sinking neutral vessels, but you get twice as much renown for sinking allied vessels (exact levels are now 1 for neutral, 2 for allied.)


When you get a radio message, it will no longer say that its from 'COMSUBPAC' on the document - now it properly says it's from BDU.


However, as the original mod is Fifi's intellectual property, I'm not sure if I can release the fix without his permission.



Therefore, I am humbly asking Fifi for his permission to upload my fixes to his mod.

Fifi
06-12-20, 04:29 PM
Hey all,


I created a small fix pack for this wonderful mod that fixes some localization errors. Namely, it fixes:


The Messages from BDU being in French: Set them back to English.


The Recognition Manual Covers (I redid them all, credits to HK_101 for the correct names for the Covers.) Also, I redid them in a new font, but you'll just have to wait and see the surprise on that one. :D


You now get renown for sinking neutral vessels, but you get twice as much renown for sinking allied vessels (exact levels are now 1 for neutral, 2 for allied.)


When you get a radio message, it will no longer say that its from 'COMSUBPAC' on the document - now it properly says it's from BDU.


However, as the original mod is Fifi's intellectual property, I'm not sure if I can release the fix without his permission.



Therefore, I am humbly asking Fifi for his permission to upload my fixes to his mod.

Don’t forget the base is Lurker’s work my friend! But of course you can upload your mod fix here :yeah:
Good news people are still trying to enhance our job :Kaleun_Applaud:
It will be to activate on top of all without any problems i hope....and probably a new career start mandatory.

Fritz Klum
06-12-20, 04:57 PM
OK, thanks!

(https://www.subsim.com/radioroom/downloads.php?do=file&id=5620)
Here (https://www.subsim.com/radioroom/downloads.php?do=file&id=5620) is a link to the localization fixes file (uploaded here at subsim.)


Hopefully everything works as advertised.

3catcircus
06-14-20, 11:02 AM
Couple of more questions.


1. When/how do the flotillas offer upgrades and/or new boats? I started off in 3rd Flotilla, Type IIB and transferred to 1st Flotilla Type IIC and it is now May 1940. Should a Type IID have been offered?


2. What is the criteria for being offered a new boat or upgrades? Stock SH4 requires "good" performance as a minimum, but I'm not sure what tonnage or renown that equals in Dark Waters.


Thanks!

propbeanie
06-15-20, 09:44 AM
Look in the Support / OM_DarkWaters_AddIns folder, and you will find several files (ods) of spreadsheets that have all sorts of mod info. The IIB and IIC overlapped, and the IIC and IID overlapped, as well as being available at different locations. This was due, of course, to the changing conditions during the war.

You will NOT get boat upgrades in Dark Waters, because they were not in OM. The game is very strange with the "upgrades", so lurker disabled them. When Fifi tried to implement them, they were odd, hence leaving them disabled. :salute:

Fifi
06-15-20, 11:58 AM
You will NOT get boat upgrades in Dark Waters, because they were not in OM. The game is very strange with the "upgrades", so lurker disabled them. When Fifi tried to implement them, they were odd, hence leaving them disabled. :salute:

Yes, Propbeanie is right.
That’s a shame, but it is unfortunately like that.
So no U-Boat upgrade to an other type...when starting with a type II you will fight all war with the type II...but to counterpart this, you always can start few careers with different U-Boats types, to kill the boringness, if any :yep:

On side note, numerous Kaleuns in real fought all war time line on same type!

propbeanie
06-15-20, 12:01 PM
We did not have enough time to do extensive testing, and have not heard from Kaleuns who have experienced their boats being retired, as to whether they always go with their boat, or whether they might experience an "upgrade" at that time. May-haps some could share their experience in that regard?

3catcircus
06-15-20, 12:30 PM
We did not have enough time to do extensive testing, and have not heard from Kaleuns who have experienced their boats being retired, as to whether they always go with their boat, or whether they might experience an "upgrade" at that time. May-haps some could share their experience in that regard?

Hmm. If I knew how to put in "good" renown and advance the calendar a few months at a time, I'd be happy to test this out using a dummy career.

I assume that the ODS files identify dates of availability of u boats, flotilla change of home ports, and of equipment?

KaleunMarco
06-15-20, 05:33 PM
Hmm. If I knew how to put in "good" renown and advance the calendar a few months at a time, I'd be happy to test this out using a dummy career.

I assume that the ODS files identify dates of availability of u boats, flotilla change of home ports, and of equipment?

i have to echo what PB and Fifi have already posted.
Dark Water has very few, if any, boat upgrades. Mostly because the base Mod is OpMonsun and OpMonsun did not have any.
as the other two have suggested, play for a sim-year or two with one boat and then start a new career with a different boat in a different theatre. that is one thing that has been worked on quite extensively. you can have a career in the Atlantic, the North Sea, The Baltic, The Med, The Black Sea, even up north picking at the Russian traffic.
with Dark Water, one has to put aside the US-Pacific mentality of upgrading boats and finishing the war and take up the mentality that very few German skippers lasted the war and even fewer lived long enough to drive newer boats.
good luck in whatever you decide to do.
:Kaleun_Salute:

Sokolov
06-18-20, 12:23 PM
in the sensors.sim file you have min detection time, sensivity and max range, thre are written that sensivity is a treshold where detection time i s doubled, so after that treshold detection time will increase depends from range or stay? I ask for that reason, that set up right detection time.

- AI visuals have been increased but not in range distance. Your veteran crew will spot a ship at around 12000M while the cargo veteran crew will spot you surfaced around 6500M by clear weather. Night surface attacks still possible up to around 1000M by clear weather.
- Periscopes are now detectable. The more you raise it the faster you can be detected! Cargo with veteran crew can detect a fully raised periscope at around around 2000M with 2m/s waves, 1500M with 8m/s waves (the higher the waves, the closer you can go) It's from v4 description. I have 2 questions: how you set up the night visibility (through light factor???) And how you make periscopes visible? There are just 1 surface factor, so for u-boat and periscope it should be 2???

Fritz Klum
06-18-20, 02:40 PM
The way I deal with boat Upgrades in this mod is I pick the best boat available at the current start date of my career. Since I prefer to start in 1939 when the war begins (usually,) I want a boat that is capable from 1939 to the end of the war. This means that I either go with the type VIIB in the 7th flotilla, or the type IXB in the Kiel Training flotilla (usually the latter for me, since I'm more of a type IX guy :D.)


On a different note, I released an update to my localization fixes sub-mod that fixes a few more issues. You can simply re-download the file, and it should be the newer version now. I mostly just changed some radio message texts, and changed mentions in the interface from ''submarine'' to "U-boat" or "boat." I also changed references from feet to meters, so when you hover over the crash dive button for example, it now says "Takes your U-boat to 75 meters of depth" instead of "takes your submarine to 160 feet of depth."

3catcircus
06-18-20, 06:52 PM
The way I deal with boat Upgrades in this mod is I pick the best boat available at the current start date of my career. Since I prefer to start in 1939 when the war begins (usually,) I want a boat that is capable from 1939 to the end of the war. This means that I either go with the type VIIB in the 7th flotilla, or the type IXB in the Kiel Training flotilla (usually the latter for me, since I'm more of a type IX guy :D.)


On a different note, I released an update to my localization fixes sub-mod that fixes a few more issues. You can simply re-download the file, and it should be the newer version now. I mostly just changed some radio message texts, and changed mentions in the interface from ''submarine'' to "U-boat" or "boat." I also changed references from feet to meters, so when you hover over the crash dive button for example, it now says "Takes your U-boat to 75 meters of depth" instead of "takes your submarine to 160 feet of depth."

Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...

Fritz Klum
06-18-20, 08:52 PM
Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...


True, the Kiel Canal is a pain. I usually just ignore it and sail around denmark instead.

Fifi
06-19-20, 12:14 AM
Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...

True, the Kiel Canal is a pain. I usually just ignore it and sail around denmark instead.

In your Document/SH4/Cfg/main set Near Land = 128 :yep:

Mad Mardigan
06-20-20, 04:48 PM
In your Document/SH4/Cfg/main set Near Land = 128 :yep:

Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. :hmmm: ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East... :har:

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.

WH4K
06-20-20, 04:58 PM
BTW, in my main.cfg file it's actually called "LandProximity," so I set it like this:


LandProximity=128


it's under the [TIME COMPRESSION] heading.

Hjalfnar
06-21-20, 12:01 PM
Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?

HK_01
06-21-20, 12:25 PM
Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?




They're all in the mod :)


Quick question on my part: Are Flower class corvettes incredibly adept at finding u-boats or am I going crazy? It's only early 1940, yet the Flower escort of the convoy I'm trying to attack keeps detecting me when I'm running silent at a dead stop or less than one knot and several kilometers out. I can sit there at extreme depth and it'll leave me alone, but as soon as I start to approach periscope depth, even in the middle of the convoy, it knows I'm there once I pass ~30m depth. Then it calls in the three other destroyers and they all depth-charge me (which I am pretty good at evading if I know they're coming, but it also means that it is impossible to attack that convoy for me since I can't even get a minute or so in peace to identify if I'm shooting at neutrals and get a solution before I have to bugger out).


Edit: Seas are calm and it's a clear night, which I know makes it easier for the escorts to detect me, but goddamn they're good. I didn't think they'd detect me so easily. It's odd, when I snuck into Scapa Flow my boat moved slightly faster, seas were calm and I was also merely at periscope depth yet they didn't detect me even when passing right overhead, while now they detect me at like 5km out. Is this one of those elite escorts?

torpedobait
06-21-20, 02:44 PM
Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. :hmmm: ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East... :har:

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.

The pre-set routing through the Kiel Canal is a feature of one the mods available to SH3-GWX.

Fifi
06-21-20, 02:58 PM
They're all in the mod :)


Quick question on my part: Are Flower class corvettes incredibly adept at finding u-boats or am I going crazy? It's only early 1940, yet the Flower escort of the convoy I'm trying to attack keeps detecting me when I'm running silent at a dead stop or less than one knot and several kilometers out. I can sit there at extreme depth and it'll leave me alone, but as soon as I start to approach periscope depth, even in the middle of the convoy, it knows I'm there once I pass ~30m depth. Then it calls in the three other destroyers and they all depth-charge me (which I am pretty good at evading if I know they're coming, but it also means that it is impossible to attack that convoy for me since I can't even get a minute or so in peace to identify if I'm shooting at neutrals and get a solution before I have to bugger out).


Edit: Seas are calm and it's a clear night, which I know makes it easier for the escorts to detect me, but goddamn they're good. I didn't think they'd detect me so easily. It's odd, when I snuck into Scapa Flow my boat moved slightly faster, seas were calm and I was also merely at periscope depth yet they didn't detect me even when passing right overhead, while now they detect me at like 5km out. Is this one of those elite escorts?

Probably an elite escort...bad luck for you :D
Hopefully there are not that much at start of war...but later...

Mad Mardigan
06-21-20, 07:54 PM
Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?

As was mentioned by HK_01, yes.. they are indeed in the game, selectable accordingly to the flotilla you decide to go with...

But..

Be warned, there is NO functionality to being able to transfer from the boat you start off with, to another different boat mid-career...

Following from the original Op. Monsun to the ever present Dark Waters, there is NO modeling in game, for that function... due to issues caused with having that full functionality from the base SH4.. that is open to U.S. subs.

A work around to that, would be to go to a set point in your career, should you survive to that date point, then go back to main career, start off into a boat & then see of some means to set up the tonnage count & Renown you garnered in the previous career to the new career start off, making sure that you use the same name as before for continuities sake... that may be doable.. another could cross verify this idea, would be greatly appreciated... maybe, just maybe some one could create a mod to simplify that process, if it is indeed, doable.. I would, but would NOT have any idea where to even begin.. and am working on a mod idea of My own but with radio for another mega.. that is in sore need of promoters for it & that project of Mine, is kinda got Me short of pulling what little hair I got left out by the roots... :o :doh: :D

Mad Mardigan
06-24-20, 06:42 AM
OK, have 2 things I'd like to find out of how to add or edit in game...

First off, is dealing with sub emblems... noticed with 1 sub I got assigned to, that there was NO sub emblem for it, yet on another sub, (same type, by the way.. Type IX... note, this is just 1 example...) that sub did indeed HAVE a sub emblem to select to add to it before heading out to do a patrol.

So, with adding in emblems for subs.. where do I put them.. I looked through SH3, SH4 & SH5, for some clue to this & the only sign of doing so, was with SH3 of it having a folder tagged 'Emblems' in the \data folder. 4 & 5, had nary such a critter... so what solution is there..???

The 2nd thing.. is a bit more involved... as it pertains to more than 1 item in the question & will try & keep it short, as well...

After finding contacts, as memory serves Me correctly, on the Nav & Attack map, instead of them bleeding, bloody irritating dots.. there was actually a outline of a ship that showed up when you zoomed in on them... applicable for aircraft, merchants & warships. How do you get them instead of those annoying bloody dots..????

Thanks...

propbeanie
06-24-20, 07:35 AM
For #1, the emblems are already in the game. They are accessed from the Captain's Office between patrols, on the hardware page, and applied similarly. Be sure and scroll the whole list, but be aware that some boats did not have an individual emblem. In that case, use one for the Flotilla you are in. The game will place them appropriately (usually). Also, you do not have to have the "proper" emblem. If you like one, it is your submarine to command, so put it on! You might also notice that some subs have the same emblems as others. That was probably due to the CO at the time...

#2, lurker_hlb3, the original author of OM and OMEGU, removed those ship emblems and lines when making the original mod. I do not know of a mod that puts them back in.

Fifi might have more information on that, and he and a couple of other fellows could explain how to make your own "emblem" file, and which folder to put it in...

Fifi
06-24-20, 08:27 AM
Emblems are stored in Data/Textures/TNormal/tex —-> U number/type.tga
They are called in Data/UPCDataGE/UPCUnitsData/Equipment.upc...and also in UpgradePacks.upc!

The black dots are drawn/Shawn via Data/sea/XX _shp.tga
Replacing each _.shp.tga by normal tga with boat shape will restaure gods eye view...

Good luck with that :salute:

KaleunMarco
06-24-20, 08:39 AM
Good luck with that :salute:

EXACTLY!
:Kaleun_Salute:

Mad Mardigan
06-25-20, 01:39 AM
Emblems are stored in Data/Textures/TNormal/tex —-> U number/type.tga
They are called in Data/UPCDataGE/UPCUnitsData/Equipment.upc...and also in UpgradePacks.upc!

The black dots are drawn/Shawn via Data/sea/XX _shp.tga
Replacing each _.shp.tga by normal tga with boat shape will restaure gods eye view...

Good luck with that :salute:

On the emblems, got that taken care of & working fine...

On the .tgs front, am about 1/2 way through that & do have to say.. that thus far, have found about 13 that I have no replacement for... Will have to see of finding other sources for seeing of changing them out.. if at all possible. (Side note.. :hmmm: may be possible of finding another ship, close in appearance & see of using the .tga for it, as a.. stop gap fill in... )

Worse case scenario, may NOT find any to replace them & if so.. at least will have a JSGME ready mod that will at least give DW's more of a SH3 feel with better appearance, graphics wise.

Ever onward... :Kaleun_Cheers:

WH4K
06-27-20, 09:27 AM
Does the Conning Tower station in Type IX (or any other type) actually *do* anything?


I noticed I start without crew there.


I tend to use it to "store" deck gun crew between engagements, since the Type IX's gun requires 6 men.

KaleunMarco
06-27-20, 11:31 AM
Does the Conning Tower station in Type IX (or any other type) actually *do* anything?


I noticed I start without crew there.


I tend to use it to "store" deck gun crew between engagements, since the Type IX's gun requires 6 men.

i am not 100% certain but i will share what i have discovered.
the Conning Tower/Turm/Attack Center is not solely used for electronics. it seems as if there must be four crew assigned to that Compartment in order for the positions to appear properly manned. now, having said that, the sonar man and radar man (they do not become technicians until the 1960's) must be stationed in the conning tower for their skills to be used. the other two positions are Helmsman and a guy to look busy. The fourth man seems to be the helmsman.

i just fired up DW and started a career with a IXC and noticed that there is a Radio Room and a Conning Tower with two positions each. try placing crew there and then see if a helmsman is at his station.
let me know what you find.
:Kaleun_Salute:

WH4K
06-28-20, 11:22 AM
I experimented. The Conning Tower interior remains empty, regardless of how I position crew in the manning diagram. Doing so (or not doing so) seems to have no effect on boat operations. Curious.

KaleunMarco
06-28-20, 01:26 PM
I experimented. The Conning Tower interior remains empty, regardless of how I position crew in the manning diagram. Doing so (or not doing so) seems to have no effect on boat operations. Curious.

this is where things get murky.
in an American boat, there are four positions in the Conning tower. the fourth one is the helmsman.
in a German boat there are two positions in the sensor room and two in the conning tower.
if i were in a testing mood, i would add two additional positions in the conning tower and make sure that i manned them.
then see if you get additional bodies.
:Kaleun_Salute:

WH4K
06-28-20, 05:16 PM
That is one big difference yes. In a US fleet boat, there is a set of helm controls in the conning tower. Only repeaters (rudder angle, engine rpms, and so on) in the Type IX conning tower, no controls, except of course for the TDC and firing controls.


Related question: where exactly is the Observation periscope? Both Attack and Obs periscopes are used from within the conning tower on US fleet boats (or at least the Gato and Tench, can't speak to S-boats). I see the shaft for the Obs periscope go through the conning tower and control room on the Type IX, but where did one stand to use it?


Also: I just got assigned to go take photos of the US sub base at Freemantle. The orders are in French. Uhh...what?

It's going to be close, range-wise, even cruising at Ahead Slow.

KaleunMarco
06-28-20, 06:05 PM
Also: I just got assigned to go take photos of the US sub base at Freemantle. The orders are in French. Uhh...what?

can you yell: FIFI....really loud?
:har::har::har:

Fifi
06-29-20, 12:46 AM
That is one big difference yes. In a US fleet boat, there is a set of helm controls in the conning tower. Only repeaters (rudder angle, engine rpms, and so on) in the Type IX conning tower, no controls, except of course for the TDC and firing controls.


Related question: where exactly is the Observation periscope? Both Attack and Obs periscopes are used from within the conning tower on US fleet boats (or at least the Gato and Tench, can't speak to S-boats). I see the shaft for the Obs periscope go through the conning tower and control room on the Type IX, but where did one stand to use it?


Also: I just got assigned to go take photos of the US sub base at Freemantle. The orders are in French. Uhh...what?

It's going to be close, range-wise, even cruising at Ahead Slow.

Here is a fix made by Fritz Klum for Dark Waters messages in French:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5620

:Kaleun_Salute:

WH4K
07-02-20, 07:30 PM
Here is a fix made by Fritz Klum for Dark Waters messages in French:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5620

Do you have to start a new career after applying this?

I applied it, and while it fixed the French radio messages on my patrol, I just got a set of orders for a new patrol...in French.


Also, they want me to go photograph Fremantle again.

Guess this career is broken and I'll have to start over. Ugh.

KaleunMarco
07-03-20, 09:38 AM
Do you have to start a new career after applying this?

I applied it, and while it fixed the French radio messages on my patrol, I just got a set of orders for a new patrol...in French.


Also, they want me to go photograph Fremantle again.

Guess this career is broken and I'll have to start over. Ugh.

your career is not necessarily broken.
receiving "messages" in French is entirely different from receiving "orders" in French.
"messages" are various text files stored in various folders and delivered via "message board" aka radio when appropriate.
"orders" are voice files recorded and stored in the Sound folder.
these two methods are independent of each other.
it is a massive undertaking to coordinate all of the various "communications" into a language that is not native to the application. the list of files includes but is not limited to:

graphical user interface
mission, patrol, career text files
voice orders
mission order files
mission message files
mission command files
music files (for those who have the time to listen to the radio)


it is a monumental undertaking to make a coordinated conversion of an app from one language to another.
i, myself, being an arrogant American, had to learn a bit of German to play OpMonsun/Dark Waters. {gasp}
imagine the anxiety attached to that!(sarcasm):06:

let's remember we are playing a game designed and built for an entirely different operating environment many years ago.:wah:
sometimes, playing it has its challenges. let us be thankful we have something other than Fox News/CNN to occupy our free time.:haha:


:Kaleun_Salute:

WH4K
07-03-20, 10:30 AM
No, I mean the career is broken because I got the exact same assignment twice in a row. Not the language thing - that's what the patch is supposed to fix, yes?


Maybe I wasn't clear: it would be "normal" if the orders were in German, but mine were in French.

I snuck back through the Suez Canal after my earlier visit to Australia. Do not recommend. Very unfriendly people at both ends!


Is this business of dispatching Lorient-based boats halfway around the world intentional? I would rather have started from Penang, but haven't been allowed to transfer from when I started in 1939.

KaleunMarco
07-03-20, 11:01 AM
No, I mean the career is broken because I got the exact same assignment twice in a row. Not the language thing - that's what the patch is supposed to fix, yes?


Maybe I wasn't clear: it would be "normal" if the orders were in German, but mine were in French.

I snuck back through the Suez Canal after my earlier visit to Australia. Do not recommend. Very unfriendly people at both ends!


Is this business of dispatching Lorient-based boats halfway around the world intentional? I would rather have started from Penang, but haven't been allowed to transfer from when I started in 1939.

yeah....about that....i remember encountering that feature during DW testing but, as that was not the focus on my testing, i lost track of the result.
i know that after Aug/Sep 1944 all of the French Flots are either disbanded or regrouped in Germany OR sent to the Far east. but that would be an assignment not a one-time mission.
my advice is that DW is designed for Atlantic play so select a career-Uboat choice that is not connected with the Penang-Singapore-Djarkarta flotillas.
i could swear that there was a documentation file that was included in DW that showed the availability of Uboats by date and by base. that would be helpful for your situation.
:Kaleun_Salute:

KaleunMarco
07-03-20, 11:17 AM
Is this business of dispatching Lorient-based boats halfway around the world intentional? I would rather have started from Penang, but haven't been allowed to transfer from when I started in 1939.

i found this in the D/L section. i thought there was a similar piece with DW but i guess not. it is probably pretty close to what is in DW.

https://subsim.com/radioroom/downloads.php?do=file&id=5469

WH4K
07-04-20, 02:58 PM
I've been assigned new boats twice in a row now.

When I got back from my first trip to Australia, I was offered a new Type IX, a IXB - the one with two flak guns. It still won't keep you from getting sunk, but at least you take the airplane with you. :/


I went ahead and did another trip to Australia. On return, I was offered a new boat. Again. Hmm. OK, says I.


I got a Type XXIII. I was assigned to patrol in the middle of the Atlantic.


Thing is, a Type XXIII doesn't have sufficient range for Atlantic patrols. It's a coastal boat at best. I know - I tried anyway, and ran out of fuel short of the patrol area.

HK_01
07-04-20, 08:08 PM
I've been assigned new boats twice in a row now.

When I got back from my first trip to Australia, I was offered a new Type IX, a IXB - the one with two flak guns. It still won't keep you from getting sunk, but at least you take the airplane with you. :/


I went ahead and did another trip to Australia. On return, I was offered a new boat. Again. Hmm. OK, says I.


I got a Type XXIII. I was assigned to patrol in the middle of the Atlantic.


Thing is, a Type XXIII doesn't have sufficient range for Atlantic patrols. It's a coastal boat at best. I know - I tried anyway, and ran out of fuel short of the patrol area.


That's interesting. I was under the impression that you weren't supposed to be offered any new boats in DW.

propbeanie
07-04-20, 10:22 PM
The Types XVIII (not active), XXI & XXIII are all UpgradeClass=2. All others are UpgradeClass=1. I do not know how there would be an "upgrade" to a new Type IX, except by a new turm "re-fit"... so it was probably a re-fit, not an upgrade to a new boat. Some of the re-fits do function correctly.

Viktoria
07-05-20, 01:53 PM
I kind of found an explanation for a few of the torpedos bugs however i dodnt know how to fic them.

so the g7aT1 (sw36) works fine
the g7aT1 (sw39) doesnt it shows the falke model and has no wake etc.

so i found out the SW stands for the explosive used in the torpedo SW39 beeing more potent and thats the difference of the 2(which i didnt initially found)
still no clue why the torpedo mod only works for the g7at1 sw36 but the other one is still wierdly broken....

HK_01
07-05-20, 02:31 PM
So on a whim I decided to go into Brest, to see if maybe I could bag myself a French warship before France is knocked out of the war. I know the main fleet was in Mers el-Kebir, but hey, who knows, maybe there's a Richelieu or a Jean Bart/Courbet-class BB there anyway. It's May 14th, so the Battle of France has just begun, yet the only ships I found in Brest harbor were two German destroyers. I know the mod is no longer being worked on, but I thought I'd report this anyway. Also, something funky is going on in Brest harbor. There's basically nothing going on but it completely tanks the framerate of the game.

WH4K
07-05-20, 04:42 PM
No, I definitely got a new boat. Started the war with U-37. When I upgraded to a Type IXB it was U-150.

propbeanie
07-05-20, 09:15 PM
No, I definitely got a new boat. Started the war with U-37. When I upgraded to a Type IXB it was U-150.
How did you end up taking a trip to Australia in a IXA? I do see the IXA good until July 1943 at Wilhemshaven / Lorient 2d Flotilla, which is the Flotilla 4 in the game's upc file, and once the IXA "dies" on that date (no "TransfersTo), you might be put on a IXB, since it is active until August of 1944, where if you are still alive, you might then be put in the IXC, and transfer to Flensburg and the 33d Flotilla... but those are not "upgrades". They are Type IX boats. You do not always get a boat under those circumstances, especially if one is not at that particular base, or if the base moves. If you earn enough renown, you might move up to the XXI or XXIII...

WH4K
07-06-20, 09:28 AM
No idea, those were just the orders I got. Go to Fremantle and photograph stuff.


Can't remember whether that was my first assignment with the new IXB, may have been.


Anyway, when I got back from my second trip to Australia, I did indeed have enough renown to be offered a new boat. However, it was a Type XXIII. Insufficient range for mid-Atlantic patrols, but this is what I was assigned. So, I loaded my save from just before reaching home, and stuck with my IXB so I could finish out the war.

yubba
07-06-20, 10:44 AM
I take it this mod is for 1.5 couldn't find where it said

propbeanie
07-06-20, 10:58 AM
No idea, those were just the orders I got. Go to Fremantle and photograph stuff.


Can't remember whether that was my first assignment with the new IXB, may have been.


Anyway, when I got back from my second trip to Australia, I did indeed have enough renown to be offered a new boat. However, it was a Type XXIII. Insufficient range for mid-Atlantic patrols, but this is what I was assigned. So, I loaded my save from just before reaching home, and stuck with my IXB so I could finish out the war.
What I am wondering though, is were you based at Lorient, and assigned the Fremantle mission from there while you were in the IXA? That would mean that you "fell through" the mod's missions and end up with a "default" SH4 v1.5 Pacific assignment for a IXD2 boat. We can fix that for Fifi. As for finishing the war in a IXB, that won't happen, but after August of 1944, you might end up in a IXC to finish it out, or be offered another XXI or XXIII, which you can refuse again.


I take it this mod is for 1.5 couldn't find where it said
Yes, the mod requires the German "side", which is only available in v1.5 of course... :salute:

JapLance
07-09-20, 11:45 AM
:Kaleun_Applaud:

Amazing job. The U-boats look gorgeous.

Tried a quick mission and noticed this in a VIIB boat:

https://i.imgur.com/sUROrCo.jpg

When rudder is straight it's OK though.

https://i.imgur.com/aYa1vIi.jpg

Probably the rudder 3D model is not properly aligned with the Y-axis.

HK_01
07-09-20, 11:54 AM
So, another question regarding the neutral vessels in the game: The convoys often have a huge percentage of Greek, Norwegian and Dutch vessels in them. Far more than British in every convoy I encountered so far, except for the troop transport convoys I encountered during the evacuation of the expeditionary force in Norway. Now, obviously Germany eventually declares war on these countries. Now that the Netherlands have surrendered, I got a radio message that their vessels are to be considered friendly - yet they are still part of British convoys. Can I sink them as enemies or do I get the 10x negative renown if I do so? Same for the Norwegian vessels.

lederhosen
07-10-20, 09:09 AM
yeah its a pain in the butt. Have to make sure what you shoot at.
But you could alter the "Basic.cfg" in the data folder to stop getting such a penalty.

Hjalfnar
07-10-20, 11:20 PM
Is there a working tutorial in the mod, or can someone point to a tutorial video on Youtube fitting for the mod? Looks like I finally have to learn how to calculate torpedo solutions. xD

JapLance
07-11-20, 06:11 AM
Here's a fix for the Type VIIB rudders I reported earlier:

https://mega.nz/file/Q4oBQA7Z#naeyXzy9KQCZai30CfAzkO_fH5KEbt2Y5nQ_kfPzv Uc

As predicted, the Y axis was not aligned with the hinge points of the rudder 3D models. An easy fix.

Fifi
07-11-20, 06:41 AM
Here's a fix for the Type VIIB rudders I reported earlier:

https://mega.nz/file/Q4oBQA7Z#naeyXzy9KQCZai30CfAzkO_fH5KEbt2Y5nQ_kfPzv Uc

As predicted, the Y axis was not aligned with the hinge points of the rudder 3D models. An easy fix.

Cool :yeah:
Thank you :up:

WH4K
07-11-20, 10:38 AM
What I am wondering though, is were you based at Lorient, and assigned the Fremantle mission from there while you were in the IXA? That would mean that you "fell through" the mod's missions and end up with a "default" SH4 v1.5 Pacific assignment for a IXD2 boat. We can fix that for Fifi. As for finishing the war in a IXB, that won't happen, but after August of 1944, you might end up in a IXC to finish it out, or be offered another XXI or XXIII, which you can refuse again.



Yes, the mod requires the German "side", which is only available in v1.5 of course... :salute:Can answer this now. Have been based at Lorient the last few years of the war, but as it's now August 1944 probably not too much longer.


Just got upgraded to a IXC. Immediately sent to photograph Fremantle. Third trip. Orders in French again. Interesting.


Have schnorkel. Have noticed that it's not much practical use. Aircraft seem to have no trouble picking it up on radar & bombing me. Radar warning receiver antenna must not be mounted on schnorkel.

BTW, if you really want to nitpick, there's some missing descriptive text when you're looking at the various Schnorkel models in base. Can maybe get a screenshot if it would help. Basically the description for the Type X Schnorkel seems incomplete. Game lets you Schnorkel-cruise at 9 kts but I believe it should be limited to 8 or less.

WH4K
07-12-20, 11:28 AM
Lorient fell while I was at sea. What now, do I just go full Flying Dutchman?

No friendly harbor on the map has the "tilted anchor" indication. I'm able to refit, but not end patrol. :(

Fifi
07-12-20, 12:18 PM
Lorient fell while I was at sea. What now, do I just go full Flying Dutchman?

No friendly harbor on the map has the "tilted anchor" indication. I'm able to refit, but not end patrol. :(

:haha: Never been that far...

KaleunMarco
07-12-20, 01:51 PM
Lorient fell while I was at sea. What now, do I just go full Flying Dutchman?

No friendly harbor on the map has the "tilted anchor" indication. I'm able to refit, but not end patrol. :(

sometimes, the base-engine gets behind real time.
find a safe place to hole-up for a day or two and a new base will pop.
this happens in Stock, also, so do not feel the need to vent on DW.
:Kaleun_Salute:

Mad Mardigan
07-12-20, 02:03 PM
Lorient fell while I was at sea. What now, do I just go full Flying Dutchman?

No friendly harbor on the map has the "tilted anchor" indication. I'm able to refit, but not end patrol. :(

:hmmm:

Hey, from what I recall, Lorient fell into the purview of The 2nd U-boat Flotilla (German 2. Unterseebootsflottille), also known as the Saltzwedel Flotilla, was the second operational U-boat unit.

Founded on 1 September 1936 under the command of Fregattenkapitän Werner Scheer, it was named in honor of Oberleutnant zur See Reinhold Saltzwedel. Saltzwedel, a U-boat commander during World War I, died on 2 December 1917, when his submarine UB-81 was sunk by a mine in the English Channel.

The flotilla was based in Kiel for the first few weeks after its formation, but was later moved to Wilhelmshaven, where it remained until May 1940. In June 1940, the flotilla was moved to Lorient in France until it was disbanded in August 1944.

Its history ended in August 1944 when the last boats left Lorient for Norway.

don't know if 2nd Flotilla merged with another one, after that time.. & can't seem to locate any source material to see if that holds true. What is known is that the war ended less than a year later, on May 7th, 1945 for Germany.

After a tad bit of looking through 10 flotilla's, starting with 1st & stopping after the 10th flotilla, it seems that 5th merged with 1st, after Jan. 1940... but as for 2nd, nary a clue... :hmmm: :06: :hmmm: :o :doh:

Side note:

After reviewing a number of Uboat flotilla info on uboat.net , it seems that flotilla were pretty much history at that stage in the war & what ones remains pretty much operated as 1 flotilla, as it were up until wars end... so NOT exactly rogue or 'Flying Dutchman' as you mentioned.. but there you have it...

Best guess is, after Aug./Sept. of 1944, you're pretty much left to fend for supplies as you are able to as there seems to be no known port to refer to as Home. 1 thing to note, is that the majority of the flotilla's I looked into as was able to any way, left their bases in France & made for Norway, where as far as it went of being reorganized into cohesive flotilla units seems to have fallen apart at that point.

WH4K
07-12-20, 04:17 PM
Since the game is giving me no indication where I can home-port, the plan is to stop at every still-existing base until I find one where I can "end patrol."


I'd like to snag a Type XXI to finish out the war, if possible.


I do get repairs, fuel, and ammo at each stop though so it could be worse.




Historically, I should now be part of the 33d Flotilla based at Flensburg. But I couldn't end patrol there :(

propbeanie
07-12-20, 09:51 PM
Since the game is giving me no indication where I can home-port, the plan is to stop at every still-existing base until I find one where I can "end patrol."

I'd like to snag a Type XXI to finish out the war, if possible.

I do get repairs, fuel, and ammo at each stop though so it could be worse.

Historically, I should now be part of the 33d Flotilla based at Flensburg. But I couldn't end patrol there :(
... once the IXA "dies" on that date (no "TransfersTo), you might be put on a IXB, since it is active until August of 1944, where if you are still alive, you might then be put in the IXC, and transfer to Flensburg and the 33d Flotilla...
If you stay out on patrol in the IXB, and miss the transfer to a IXC, you then become the Flying Ductchman, and can never end patrol... that is the nature of the game when a submarine "dies"...

WH4K
07-13-20, 07:15 AM
No, I got a Type IXC. Then when I was out on patrol, Lorient fell, now I can't home-port anywhere.

Fifi
07-13-20, 07:58 AM
Maybe Propbeanie could explain how to tweak the file for giving an harbor base temporarily :06:

WH4K
07-13-20, 05:27 PM
Maybe Propbeanie could explain how to tweak the file for giving an harbor base temporarily :06:If not, I'll just wander until the war's over. Only a few more months.


A real U-boat crew would be lucky to be alive at this point.


Talk about driving home the bleakness of the real war. :(

KaleunMarco
07-13-20, 10:18 PM
If not, I'll just wander until the war's over. Only a few more months.
A real U-boat crew would be lucky to be alive at this point.
Talk about driving home the bleakness of the real war. :(
if you are driving a IXC out of Lorient after 9/1/44, Flensburg should be your new base. Flensburg will be in business from June 44 until the end of the war.
what date is it as you travel from base to base?

Mad Mardigan
07-14-20, 01:02 AM
Just out of curiosity Fifi... :hmmm: , would it be possible to take the pacific uboat missions in the original SH4WotP:UBM's... and incorporate them into Dark Waters.?

I wouldn't mind being able to see of doing a career in that area, as a change of pace from the Atlantic theater :yep: & would imagine that there would be others who would be, as well. I can't speak for them of course, just Myself.

M. M.

:Kaleun_Salute:

KaleunMarco
07-14-20, 08:25 AM
Just out of curiosity Fifi... :hmmm: , would it be possible to take the pacific uboat missions in the original SH4WotP:UBM's... and incorporate them into Dark Waters.?

I wouldn't mind being able to see of doing a career in that area, as a change of pace from the Atlantic theater :yep: & would imagine that there would be others who would be, as well. I can't speak for them of course, just Myself.

M. M.

:Kaleun_Salute:
jumping in here to help Fifi............

Max, you CAN drive a Uboat in the Indian Ocean with Dark Waters.
Starting in October 1943, you can start a career with a IXC or IXD out of Penang and then in 1944, Djakarta is available.
Stock-Uboat has only a IXD to start a career so this would be an enhancement.
Good luck!
:Kaleun_Salute:

Fifi
07-14-20, 09:22 AM
jumping in here to help Fifi............

Max, you CAN drive a Uboat in the Indian Ocean with Dark Waters.
Starting in October 1943, you can start a career with a IXC or IXD out of Penang and then in 1944, Djakarta is available.
Stock-Uboat has only a IXD to start a career so this would be an enhancement.
Good luck!
:Kaleun_Salute:

Oh yeah, thanks Marco! I’m not that much on SH4 forum actually... Cause i fall in love with an SH3 megamod.

Sure you can play pacific/Indian theater in DW (even if i never did myself though)
Could be interesting...dunno what Lurker managed with this campaign.

lederhosen
07-14-20, 01:29 PM
and which mega mod would that be Fifi?

Fifi
07-14-20, 04:01 PM
Onealex megamod :03:

WH4K
07-14-20, 05:05 PM
if you are driving a IXC out of Lorient after 9/1/44, Flensburg should be your new base. Flensburg will be in business from June 44 until the end of the war.
what date is it as you travel from base to base?Well, I left Lorient some time before 9/1/44. I don't have my save from just before leaving base (I delete oldest ones as I go) but I do remember being out at sea, probably on the way to or back from Australia, when Lorient went away.



It is now February 1945. Flensburg does not let me "end patrol." No tilted anchor symbol.


I contacted HQ for more orders. Still didn't give me a home port.

KaleunMarco
07-14-20, 08:28 PM
Well, I left Lorient some time before 9/1/44. I don't have my save from just before leaving base (I delete oldest ones as I go) but I do remember being out at sea, probably on the way to or back from Australia, when Lorient went away.
It is now February 1945. Flensburg does not let me "end patrol." No tilted anchor symbol.
I contacted HQ for more orders. Still didn't give me a home port.

wow. that is so odd. your flot should have automagically transferred to Flensburg.
that's a glitsch because i tested that and it worked...at one time.:timeout:
well....crap.
i am not sure what will happen in May 1945. i suspect that the war will end while you are at sea and you will receive a screen stating same.

propbeanie
07-15-20, 08:38 AM
Are you being assigned to Australian missions from Lorient, or are you going there on your own? It almost sounds like you either hadn't deleted the Save folder data before starting with a DW career, or that you have bad Save data in the folder. I also tested Lorient transfers (as well as too many others to remember), and never had the issues as you describe. If you stay out in a IXB too long, and don't make it back to Lorient before it ends on 1st September, 1944, then you have no way to "transfer" to the IXC boat, which goes to 33Flot, Flensburg which "opens" on 15 June, 1944 and has a IXC set to NULL, NULL which means it is available its whole life. The Far East boats are the IXC/40, and the IXD2 - that's it. You only either start there, or transfer down if using the Lorient start in June of 1943, with a proper boat. The Bordeaux IXD2 does not go Op Monsun, but to Flensburg. Penang starts in October 1943, and transfers to Djakarta in September of 1944, and you can play there until the war ends for Germany.

If you are being assigned Australian or Indian Ocean missions from Lorient, that means you are falling through the cracks in OM / DW and being assigned Stock missions, which are some strange assignments. But an assignment to Down Under from anywhere in the game other than the Far East commands means there is a problem in your game set-up. If you get a photo recon or deliver supplies, even if in Penang or Djakarta, that means you were assigned a Stock mission, and that should not happen in OM / DW, and is a sign of an issue that needs to be addressed.

WH4K
07-15-20, 05:46 PM
That's right, I was assigned an Australia mission out of Lorient not once but twice (or was it 3 times?). Twice in a row, then immediately after upgrading to a IXC.


Same missions where the mission orders were in French. It's now late February 1945 and I've seen a few radio messages in French as well.


I didn't re-use any earlier saves, I started a fresh career in 1939 (out of Wilhelmshaven in a Type IX).

propbeanie
07-15-20, 08:42 PM
That's right, I was assigned an Australia mission out of Lorient not once but twice (or was it 3 times?). Twice in a row, then immediately after upgrading to a IXC.

Same missions where the mission orders were in French. It's now late February 1945 and I've seen a few radio messages in French as well.

I didn't re-use any earlier saves, I started a fresh career in 1939 (out of Wilhelmshaven in a Type IX).
:hmmm: Let me dig through the PatrolObjectives, Flotillas, and the individual assignments you would be assigned for that flotilla then. Only a transfer down, or assignment while at Penang or Djakarta should result in those Australian assignments, and even at that, they should not be the Stock missions. That's like receiving an East China Sea assignment each time out on the US side. That is the "fail-safe" for if there is a bad assignment made, to keep from getting "Primary objective not found" error messages. Of course, I have found other ways to induce the game into that comatose state with FotRSU... :roll: :o

That's probably where the trouble you have lies... :salute:

Update: OK WH4K, I think I found the crack in the floor that your career fell through. In the old OM, of which 95% of the DW campaign came from, under the IXA boat are three calls for the boat to use the SPAIN code to find missions in PatrolObjectives. However, it looks like the 2nd one has a typo for the year, so there is an overlap of the SPAIN calls. That can cause problems. Then to throw salt in the wound, the Patrol Objectives has seven calls to missions, but there are only six missions. Mission 2 repeats, which is not good, and is probably what caused you to fall through to the "default" Australia assignments group. The "easy" fix is to add a 7th mission to the SPAIN calls. However, the true fix is to remove the extra call for Spain-2... Of course, that is no easy task in the DW PatrolObjectives file, with all of the renumbering that would be involved :o - This hole has been in there for who knows how long, but it is a double-whammy and is probably why your Save data is corrupt. I am not certain if you want to mess with the Save data, but in your latest Save, you could attempt to alter CareerTrack.upc file and change the CurrentStatusLast section's CurrentFlotilla= and CurrentFlotillaBase= lines to 33Flotilla and F14Flensburg and see if that works, but back-up the entire Save folder before you try that. There are other "hooks" to your current base and flotilla, and that is the easiest reference to find. Maybe someone else knows more about Save folder edits and could better help you, because I would put at least a 50-50 on failure after the edit...

KaleunMarco
07-15-20, 11:52 PM
I am not certain if you want to mess with the Save data, but in your latest Save, you could attempt to alter CareerTrack.upc file and change the CurrentStatusLast section's CurrentFlotilla= and CurrentFlotillaBase= lines to 33Flotilla and F14Flensburg and see if that works, but back-up the entire Save folder before you try that. There are other "hooks" to your current base and flotilla, and that is the easiest reference to find. Maybe someone else knows more about Save folder edits and could better help you, because I would put at least a 50-50 on failure after the edit...

your fix should work.
the only issue would come from the fact that you are making changes to the CareerTrack during a mission...that action is always risky.
but, hey, it is only a game. try it.

BTW, what-the-h is SPAIN code?
:Kaleun_Salute:

WH4K
07-17-20, 08:25 AM
FWIW, the edits only work if you do them in 2 places.


Within the folder for a given savegame (e.g. \Documents\SH4\data\cfg\SaveGames\00000024) there is a further folder called UPCInitial.


You must edit the CareerTrack.upc found in both this folder, and the parent one (00000024 in this case) to successfully change homebase.


However, it doesn't really work. Though I get the tilted anchor at Flensburg, when I try to head back there the game crashes.

propbeanie
07-17-20, 09:17 AM
I suspected as much... there might be another instance of the home port, or maybe it's the "CurrentSDepartureDescription=", which is the longitude and latitude of the place you start from at that particular base. However, the CareerTrack file uses "scientific" notation for the big numbers, and I am not at all familiar with converting the numbers to that. You might also have to mess with the
[CareerTrack 1.CareerStatusSave X]
ID=ID
Reason=CSS_FlotillaChange
NameDisplayable=
CurrentDate=1939-09-01 15:00:00
FlotillaIDLink=2Flotilla

[CareerTrack 1.CareerStatusSave X+1 ??]
ID=ID
Reason=CSS_BaseChange
NameDisplayable=
CurrentDate=1939-09-01 15:00:00
BaseIDLink=F4Wilhelmshaven
and I don't know if you'll find others of that or not. I also do not know how the "X" and "X+1" work, and if they would be before or after your last Save. I cannot find a "Transfer" in any of my Save folders... I have seen them, but never did pay much attention to the info... :salute:

WH4K
07-19-20, 12:46 PM
Did some experimenting.


If I only change the block at the beginning of the savegame file (CurrentFlotilla= and CurrentFlotillaBase=) to reflect the 33d and Flensburg rather than the 2d and Lorient, I can load the savegame, but it crashes almost instantly once I start moving the boat. Or within a minute or two, if I remain at anchor.


I tried adding blocks to the end of the file, reflecting changes of flotilla and base (e.g. Reason=CSS_BaseChange) but those saves always crashed the game when I tried to load them.



"CurrentSDepartureDescription=" does not appear to be latitude and longitude in any standard, real-world format.



Suspect the coordinates are based on game "cells." Open-ish-world games like this one often use such regions to calculate what's happening. E.g., once you leave a cell, its state is saved and things are not being simulated "live" while you are away, to reduce processing load. Only the area immediately around your boat is "live." Just guessing though, based on what I've seen in other sims.


Another thing I don't get: near the top of the CareerTrack.upc file is "CurrentDate=1944-09-01 00:00:00" This is most definitely not the current time and date within the game when I saved, so I don't know what that field is supposed to show.

WH4K
07-26-20, 08:13 AM
I had to give up on that career. Game either crashed every time I tried to load a save, or would crash shortly after loading. Couldn't even cruise around the Atlantic to kill time until the war ended.


I tried starting over with a Type II career in the Baltic. Transferred to Kiel. After some success, received a IIC to replace my IIB. Got assigned (in French) to go photograph Fremantle harbor. WTF.


Gave up and uninstalled the mod. Oh well.

Kongo Otto
07-26-20, 08:53 AM
Why are neutral merchant ships in allied convoys?
Sunk a merchant out of a convoy and got a green killmark on the map, totally immersion breaking and ruins the patrol because of the negative rep hit you take.

If a neutral travels with a enemy convoy it is not a neutral merchant ship anymore and therefore a legit target.
Is this from Ubisofts original or is this part of the mod?

propbeanie
07-26-20, 09:38 AM
Don't sink neutrals. It is part of the Stock game, though there are unattractive work-arounds that could be tried...

Kongo Otto
07-26-20, 06:55 PM
Don't sink neutrals. It is part of the Stock game, though there are unattractive work-arounds that could be tried...


I already had the suspicion that this is part of the stock game.

Makes it quite unrealisitc when half of the enemy convoy is neutrals ships from Greece and Panama given the time of the attack (May 1940).
Well, back to SH3 it is then. Thanks for your efforts to fix that game, the mod is really good work. But this is a total immersion breaker.

KaleunMarco
07-26-20, 08:52 PM
I already had the suspicion that this is part of the stock game.

Makes it quite unrealisitc when half of the enemy convoy is neutrals ships from Greece and Panama given the time of the attack (May 1940).
Well, back to SH3 it is then. Thanks for your efforts to fix that game, the mod is really good work. But this is a total immersion breaker.

actually, the situation you describe is very real.
read any Battle of the Atlantic book and you will understand what i mean. Try Samuel Morison or E.B. Potter.
Ever heard of the USS Reuben James? She was neutral when she was sunk in 1941.
:Kaleun_Salute:

Kongo Otto
07-27-20, 02:30 PM
actually, the situation you describe is very real.
read any Battle of the Atlantic book and you will understand what i mean. Try Samuel Morison or E.B. Potter.
Ever heard of the USS Reuben James? She was neutral when she was sunk in 1941.
:Kaleun_Salute:


I've heard about the Reuben James and and to be brutally frank right here, an US Navy destroyer escorting Convoys from Canada, a belligerent nation, until being sunk of off Iceland is anything but surely not neutral.

I would agree with the US Navy being neutral when they would have escorted britsh convoys inside US waters but Iceland is a bit far away of these waters.

Picking up a convoy in Nova Scotia (as Canada was a belligerent nation) and escorting it to England is generally not a act a neutral nation would do, it's a blatant violation of said neutrality.

In September 1941, Roosevelt publicly declared that he had ordered the American Navy and Air Force to shoot on sight at any German war vessel. In his speech of October 27, 1941, he once more expressly affirmed that this order was in force. Acting under this order, vessels of the American Navy, since early September 1941, have systematically attacked German Naval Forces. This also was a blatant breach of neutrality.

USS Reuben James, USS Greer and USS Kearney were explicitly named in the German declaration of war against the USA for exactly that reason.
Get yourself a copy it's in the National Archives.



TL;DR: The USS Reuben James was not a neutral, it was performing escort duties for a belligerent nation, which is nothing else than an act of war and was dealt with accordingly. End of story.

KaleunMarco
07-27-20, 04:09 PM
I've heard about the Reuben James and and to be brutally frank right here, an US Navy destroyer escorting Convoys from Canada, a belligerent nation, until being sunk of off Iceland is anything but surely not neutral.

I would agree with the US Navy being neutral when they would have escorted britsh convoys inside US waters but Iceland is a bit far away of these waters.

Picking up a convoy in Nova Scotia (as Canada was a belligerent nation) and escorting it to England is generally not a act a neutral nation would do, it's a blatant violation of said neutrality.

In September 1941, Roosevelt publicly declared that he had ordered the American Navy and Air Force to shoot on sight at any German war vessel. In his speech of October 27, 1941, he once more expressly affirmed that this order was in force. Acting under this order, vessels of the American Navy, since early September 1941, have systematically attacked German Naval Forces. This also was a blatant breach of neutrality.

USS Reuben James, USS Greer and USS Kearney were explicitly named in the German declaration of war against the USA for exactly that reason.
Get yourself a copy it's in the National Archives.



TL;DR: The USS Reuben James was not a neutral, it was performing escort duties for a belligerent nation, which is nothing else than an act of war and was dealt with accordingly. End of story.

calm down, Mein Herr.
i was merely pointing out that the inclusion of neutrals in UK convoys prior to December 1941 was a common occurrence. by playing this mod-set we are rewarded for sinking the enemy ships and penalized for sinking neutral ships.

it was not an indictment of German policy.

if you like sinking neutrals in DW, then edit the CFG file and change the penalty for sinking neutrals to positive points.

:Kaleun_Salute:

propbeanie
07-27-20, 05:14 PM
The easiest way is to change the "Neutral" multiplier in Basic.cfg from -1 to 1 (zero might work for no points for the neutrals, but I cannot remember - might be an "illegal math operation" in the game... :hmmm: wouldn't that be funny). The only time you get "reprimanded" in the game is if your points fall below a threshold, which is the MissionManager section of the UPC.cfg file. In DW, a -100 gets you a stern warning, while a -250 might get you drummed out of the Kriegsmarine...

JapLance
07-29-20, 01:25 PM
While testing something else in DW environment I found this:

https://i.imgur.com/2aUaqAd.jpg

Seems like there is a wrong texture in ship M01B. I has a long white line in the right hand side of the texture M01B_T03.tga.

AvusFisch
08-08-20, 01:14 PM
Hey, I just bought the game from Steam and it keeps crashing once i click on start in the career.

KaleunMarco
08-08-20, 04:03 PM
Hey, I just bought the game from Steam and it keeps crashing once i click on start in the career.

first, welcome to subsim. :subsim:
second, you are posting this question in the wrong forum. s/b in SH4 forum: https://subsim.com/radioroom/forumdisplay.php?f=202
third, in what folder did you install? if it was the default folder, you will need to do it again because Win10 places restrictions on old programs (like SH4) when they are installed in the default location (C:\Program Files (x86)). Use a unique folder name such as C:\Ubisoft or a secondary hard drive: D:\Ubisoft.
lastly, for now, go to the forum referenced above and review the SH4 TUTORIAL thread. all kinds of useful information for the newbie.
https://subsim.com/radioroom/showthread.php?t=219029

good luck, new Kaleun.
:Kaleun_Salute:

Seaman Jones
08-16-20, 05:52 AM
Hello, I'm new here, I've been playing SH4 since it came out. The mods are really great, thanks for the great job.:Kaleun_Salute:

Texas Red
08-16-20, 08:30 AM
Welcome aboard matey!

Randomizer
08-17-20, 04:46 PM
I started a career in January 1943 with the 7th Flotilla at St Nazaire and was given the Type VIIC U-204.

Ordered patrol zone is BB56 just outside the Gulf of St Lawrence near the southern coast of Newfoundland. We know U-Boats hunted around there but I would have expected this patrol grid with a Type IX but I made it using just over 40% of my fuel reserves.

The only issues are aircraft and weather. In 14-days transit not a single aircraft appeared and the weather has been continuously clear and really fine with winds of 3-5 m/s at worst. Not a single vessel or convoy was met, the world seems empty despite the incoming radio traffic.

So what's with the great winter weather and complete lack of Allied air power in 1943?

Here's my Dark Waters Modding List:
OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_UMark
OM_Warm_Clothes
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
OM_Stock_RAOFB_UJagd
Webster's Eliminate Floating Plankton

Thanks in advance for any responses.

-C

JapLance
08-18-20, 12:07 PM
I created a Quick Mission in the Norway campaign (May 1940), and while testing it I realised my Type VIIB had no hydrophones.

https://i.imgur.com/hxrFAkk.jpg

The same happened with Type IIC. Type IIB seems OK though.

While I've tinkered a lot with AI ships, I have no experience in changing files for playable submarines. Where should I look at in order to fix it?

In the .sns file there's an H01 node with an Hydrophone sensor for the duration of the war, so I guess this is not the right place.

propbeanie
08-18-20, 02:23 PM
I started a career in January 1943 with the 7th Flotilla at St Nazaire and was given the Type VIIC U-204.

Ordered patrol zone is BB56 just outside the Gulf of St Lawrence near the southern coast of Newfoundland. We know U-Boats hunted around there but I would have expected this patrol grid with a Type IX but I made it using just over 40% of my fuel reserves.

The only issues are aircraft and weather. In 14-days transit not a single aircraft appeared and the weather has been continuously clear and really fine with winds of 3-5 m/s at worst. Not a single vessel or convoy was met, the world seems empty despite the incoming radio traffic.

So what's with the great winter weather and complete lack of Allied air power in 1943?

Here's my Dark Waters Modding List:
OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_UMark
OM_Warm_Clothes
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
OM_Stock_RAOFB_UJagd
Webster's Eliminate Floating Plankton

Thanks in advance for any responses.

-C
I would first try to remove some mods, and do just the basics with Dark Waters only, and see if it changes anything. Basic questions, but had you emptied the Save folder and enabled a memory app, like LAA or 4gig Patch on the SH4.exe file prior to starting Dark Waters? Unless you "split the seam of the defense", there is plenty to find you along the way:

https://i.imgur.com/Od5QRap.jpg

... and that's just the air coverage in the yellow circles, the convoys and merchants for 1943 as in Dark Waters (and OM). That's maybe about 1/2 of what runs, and a lot repeats those routings... Were you too far north?


I created a Quick Mission in the Norway campaign (May 1940), and while testing it I realised my Type VIIB had no hydrophones.

https://i.imgur.com/hxrFAkk.jpg

The same happened with Type IIC. Type IIB seems OK though.

While I've tinkered a lot with AI ships, I have no experience in changing files for playable submarines. Where should I look at in order to fix it?

In the .sns file there's an H01 node with an Hydrophone sensor for the duration of the war, so I guess this is not the right place.
That might be because the VIIC is not an "active" submarine until July 30, 1940. Try the date a bit later, and see what happens for the hydrophone. Both the B & the C model use the same UpackIXGHG from 1939-01-01 to 1939-12-31 and the UpackIXKDB from 1940-01-01 to 1945-12-31. That is in the UPCGE files for both boats inside their "Submarine" folders, under the UpgradePackSlots section of the file. The hydrophone "build" itself is in the Data / UPCDataGE / UPCUnitsData / Equipment.upc and the UpgradePacks.upc files. First glance, all looks well in that regard. :salute:

JapLance
08-18-20, 03:18 PM
That might be because the VIIC is not an "active" submarine until July 30, 1940. Try the date a bit later, and see what happens for the hydrophone. Both the B & the C model use the same UpackIXGHG from 1939-01-01 to 1939-12-31 and the UpackIXKDB from 1940-01-01 to 1945-12-31. That is in the UPCGE files for both boats inside their "Submarine" folders, under the UpgradePackSlots section of the file. The hydrophone "build" itself is in the Data / UPCDataGE / UPCUnitsData / Equipment.upc and the UpgradePacks.upc files. First glance, all looks well in that regard. :salute:

As I was reading your response a light popped up in my brain :haha:. The submarine cfg date in the mission. It was set to 1938. I put the right date and not only did I get the hydrophone, but also my U-boat selection for the mission widened with a couple of IX types.

I'm rusty :haha::haha:. Thanks for the help :Kaleun_Salute:

propbeanie
08-18-20, 03:23 PM
You are welcome! Glad we could jog your memory, even if we pointed to a different location!... lol - you'll get a warning about the sub entering the scenario after the start date, but nothing about the configuration date, which for the Tambor especially in the US side looms LARGE!!! :salute:

CapnHeck
08-20-20, 06:38 PM
So after tinkering with settings, I fixed a CTD that kept occurring, but now I have an odd problem.

The game/mod is nice and stable EXCEPT when I go to an external view (F12) of the uboat.

Then I'll get a dump to a black screen. I'm running it in recommended resolution and recommended Nvidia settings with a 980ti. OM is my only installed mod and I'm running it on Steam which means it's patched to 1.5 (I assume!)

Anyone having anything LIKE this wacky problem?

THANK YOU for the hard work on this mod. :Kaleun_Salute: It makes the game absolutely lovely!

KaleunMarco
08-20-20, 06:55 PM
So after tinkering with settings, I fixed a CTD that kept occurring, but now I have an odd problem.

The game/mod is nice and stable EXCEPT when I go to an external view (F12) of the uboat.

Then I'll get a dump to a black screen. I'm running it in recommended resolution and recommended Nvidia settings with a 980ti. OM is my only installed mod and I'm running it on Steam which means it's patched to 1.5 (I assume!)

Anyone having anything LIKE this wacky problem?

THANK YOU for the hard work on this mod. :Kaleun_Salute: It makes the game absolutely lovely!

kaleun heck,

are you running with LAA or similar utility?
even though you say you only running OM, it is still best to port your mod list with your problem/issue.
use JGSME-Tasks-Export-To Clipboard. then paste it here.

:Kaleun_Salute:

Macgregor the Hammer
08-30-20, 12:13 PM
I finally installed Dark Waters and been going through the school missions to get a feel for the sim. The graphics and details are gorgeous! The nav map is well detailed and I really like the topographical style. The crew have a 'life like' feel and a step above the 'crash test dummies' you tend to find. The sea has a nice translucent look with opaque froth that is natural. I wonder what a storm is going to look like?

Fifi's hard work is quite apparent! I foresee many hours of game play for myself.

Thank you sir :Kaleun_Salute:

MacGregor sends Bravo Zulu :Kaleun_Cheers:

Fifi
08-30-20, 12:34 PM
I finally installed Dark Waters and been going through the school missions to get a feel for the sim. The graphics and details are gorgeous! The nav map is well detailed and I really like the topographical style. The crew have a 'life like' feel and a step above the 'crash test dummies' you tend to find. The sea has a nice translucent look with opaque froth that is natural. I wonder what a storm is going to look like?

Fifi's hard work is quite apparent! I foresee many hours of game play for myself.

Thank you sir :Kaleun_Salute:

MacGregor sends Bravo Zulu :Kaleun_Cheers:

Glad to hear your kind words mate! :yeah:
It has been a long long work to get what you are seeing ... and to not forget Propbeanie, S7rikeback, KaleunMarco and few others help when i got lost!
Thanks again, just enjoy it even if it’s not 100% perfect...
I returned to SH3, but still have an eye over here :)

KaleunMarco
08-30-20, 12:36 PM
Glad to hear your kind words mate! :yeah:
It has been a long long work to get what you are seeing ... and to not forget Propbeanie, S7rikeback, KaleunMarco and few others help when i got lost!
Thanks again, just enjoy it even if it’s not 100% perfect...
I returned to SH3, but still have an eye over here :)

Fifi, tu es trop généreux, mon ami!
:Kaleun_Cheers::Kaleun_Salute:

Fifi
08-30-20, 01:38 PM
Fifi, tu es trop généreux, mon ami!
:Kaleun_Cheers::Kaleun_Salute:

:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Salute:

facupa
08-30-20, 04:52 PM
I fixed the problem now!

I just switched from the Ubisoft version I was using and I went to Steam and it worked!

Thank you so much guys!

Even though you didn't do much, lol.

Cannot wait to try out this mod!


how did you fix???? please

Macgregor the Hammer
08-31-20, 07:26 PM
Going through the TDC, I am not finding a stadimeter. Is it there and I'm not seeing it or is not included and all that's available is the RAOBF?

I have read somewhere that the KiUB interface is available through one of the OM versions. Can anyone shed some light on this?

Thanks :Kaleun_Salute:

Macgregor the Hammer
08-31-20, 09:48 PM
how did you fix???? please

Try this:

https://www.subsim.com/radioroom/showpost.php?p=2633825&postcount=8

The Berbster is the resource for most OS and installation problems

Good Luck, :Kaleun_Salute: :Kaleun_Cheers:

MacGregor

Fifi
09-01-20, 01:04 AM
Going through the TDC, I am not finding a stadimeter. Is it there and I'm not seeing it or is not included and all that's available is the RAOBF?

I have read somewhere that the KiUB interface is available through one of the OM versions. Can anyone shed some light on this?

Thanks :Kaleun_Salute:

From memory, you have to lock target to get the stadimeter button highlighted above the periscope reticule...
Anyway there is a stadimeter, and you should find Karamazov (the TDC author) documentation somewhere in some support folder...or click here: https://drive.google.com/file/d/1dxoxn2u5JdOJInvh4W7d_ThlMNVjXfPg/view?usp=sharing
Hope that helps :salute:

clive bradbury
09-01-20, 08:00 AM
Hi everyone,


back after a very long time, and really enjoying Dark Waters - my thanks to everyone involved.


I do have a query, though. I tend to set up single missions rather than play the campaign, and have become semi-competent with the mission editor, setting up multiple objectives and so forth. However, sometimes I get patrol objectives generated by the game in single missions that I have not included in the mission myself.


Not a big issue (I usually ignore them), but I wondered if there is any way to stop this?

Fifi
09-01-20, 08:14 AM
Hi everyone,


back after a very long time, and really enjoying Dark Waters - my thanks to everyone involved.


I do have a query, though. I tend to set up single missions rather than play the campaign, and have become semi-competent with the mission editor, setting up multiple objectives and so forth. However, sometimes I get patrol objectives generated by the game in single missions that I have not included in the mission myself.


Not a big issue (I usually ignore them), but I wondered if there is any way to stop this?

Professor Propbeanie!?? For you :D :haha:

KaleunMarco
09-01-20, 09:35 AM
However, sometimes I get patrol objectives generated by the game in single missions that I have not included in the mission myself.

Not a big issue (I usually ignore them), but I wondered if there is any way to stop this?

Clive, welcome back.
are you using the radio just prior to receiving the additional patrol objectives?

https://i.ibb.co/4gCPK1Y/Picture0057.jpg

Macgregor the Hammer
09-01-20, 09:52 AM
From memory, you have to lock target to get the stadimeter button highlighted above the periscope reticule...
Anyway there is a stadimeter, and you should find Karamazov (the TDC author) documentation somewhere in some support folder...or click here: https://drive.google.com/file/d/1dxoxn2u5JdOJInvh4W7d_ThlMNVjXfPg/view?usp=sharing
Hope that helps :salute:

The stadimeter was exactly where you said it would be. I just had to lock on to a real target and not the local lighthouse. :doh:

I completed the 'Torpedo Exercises' in sub school. The TDC works as advertised. Beautiful smoke, flames and explosions! :yeah:

One item I'm wondering about is the message dialog box disappearing. It wasn't hidden behind anything. It just disappeared when I went to the attack scope. Is this a bug?

Thanks,
MacG

Fifi
09-01-20, 09:58 AM
Dialog box shouldn’t disappear... should be always bottom screen...strange :hmmm:

clive bradbury
09-01-20, 10:06 AM
Clive, welcome back.
are you using the radio just prior to receiving the additional patrol objectives?


Hi Marco, no - but you gave me a clue - I get a new objective if I click on 'send status report'. I tried adding a timed radio message to the mission, and I can read that with no repercussions - it is the status report that is the culprit (logically enough, I suppose).

I therefore assume that as long as I steer clear of the status report button BdU will leave me alone...

KaleunMarco
09-01-20, 12:25 PM
Hi Marco, no - but you gave me a clue - I get a new objective if I click on 'send status report'. I tried adding a timed radio message to the mission, and I can read that with no repercussions - it is the status report that is the culprit (logically enough, I suppose).

I therefore assume that as long as I steer clear of the status report button BdU will leave me alone...

yep.
that is what i meant when i said "radio" but you got there in the end.
:Kaleun_Applaud::Kaleun_Salute:

Boche
09-01-20, 01:17 PM
Great mod! Enjoying it so far. Only thing bothering me is the speeds or the travel distances. I made a quick check traveling 2000km. at aprox 9-10 knots. (Halbe fahrt!) and it took me preety much 10 days to travel. Doing a calculation IRL it should only take me 5 days or less. Its just im finding that my patrols are becoming veeeeeery long and its mostly due to travel.



Apart from that having great fun :Kaleun_Salute:

Boche
09-01-20, 02:02 PM
Another question if I may. Are any of you guys getting torpedoes going totally ofcourse? Im in January 1940 so is this like a way to simulate the dud torpedoes or the ones goign deep?

propbeanie
09-01-20, 02:06 PM
Don't forget, all things Silent Hunter are "flat earthers", literally. Slightly more accurately, you could say that the world is a Mercator Projection, but really, the "globe" is flattened and put on a toilet paper tube... er - paper towel tube... The "sky" is a squished dome, and the stars, sun & moon are "projected on that... somewhat accurate, but not entirely... but your travel distances are distorted by that "tube" of Silent Hunter... :roll: :salute:

KaleunMarco
09-01-20, 04:56 PM
Another question if I may. Are any of you guys getting torpedoes going totally ofcourse? Im in January 1940 so is this like a way to simulate the dud torpedoes or the ones goign deep?

there are duds, which will contact the target and not explode. your crew should inform you when that happens.
there are also

circle-runners
deep-runners
gyro problems where the torpedo does exactly what you described above.

does this help?
:Kaleun_Salute:

Macgregor the Hammer
09-01-20, 10:24 PM
there are duds, which will contact the target and not explode. your crew should inform you when that happens.
there are also

circle-runners
deep-runners
gyro problems where the torpedo does exactly what you described above.

does this help?
:Kaleun_Salute:

I was wondering if Pre-Operation Weserübung was modeled into torpedo behavior. From what KM said, it is. Am I correct in this assumption? :hmmm:

CoachDallas
09-03-20, 12:01 AM
any way to get the realism 0 options to stay on?

Aktungbby
09-03-20, 02:49 AM
CoachDallas!:Kaleun_Salute: nice seven year silent run!:up:

torpedobait
09-03-20, 08:39 AM
any way to get the realism 0 options to stay on?

It depends on where you set therm. For single missions, training, etc. use the Options choice on the main menu. For Career options, you go to the Office and click on the Radio. Those are the career options that will not change unless you do it. Good Hunting!

KaleunMarco
09-03-20, 02:13 PM
It depends on where you set therm. For single missions, training, etc. use the Options choice on the main menu. For Career options, you go to the Office and click on the Radio. Those are the career options that will not change unless you do it. Good Hunting!
CoachDallas,

what TB says above is spot-on to which i will add only one item.
the Career Options will change with each new career based on the Difficulty choice that you make on the very first screen for new careers.
once you create your new career, you can click on the file cabinet near the door on the in-port screen and customize the options of your difficulty setting. the radio-set is used for options with US Pacific careers. The file cabinet is used for German careers.

that is all.
good luck! and good hunting!
:Kaleun_Salute:

Macgregor the Hammer
09-04-20, 08:59 PM
Question regarding ship's draft:
Are all ships displacing the listed draft or do they vary do to cargo? Example: a freighter listed with a draft of 8m always at 8m?

The reason I ask is that a number of torpedoes running under the keel and I'm trying to determine whether it's a deep run error with the torpedo or the ship is loaded light. There aren't any load lines or Plimsoll marks to reference.

Thanks,

BTW, I am really getting sucked in to this mod! Kind of hard to break away from

:Kaleun_Thumbs_Up: :Kaleun_Cheers:

Fifi
09-05-20, 01:37 AM
Question regarding ship's draft:
Are all ships displacing the listed draft or do they vary do to cargo? Example: a freighter listed with a draft of 8m always at 8m?

The reason I ask is that a number of torpedoes running under the keel and I'm trying to determine whether it's a deep run error with the torpedo or the ship is loaded light. There aren't any load lines or Plimsoll marks to reference.

Thanks,

BTW, I am really getting sucked in to this mod! Kind of hard to break away from

:Kaleun_Thumbs_Up: :Kaleun_Cheers:

Usually the draft are good, but first war years there are lot of deep run fish (mostly the T1)
Keep in mind the sea state too, very important as ships are following waves height...and not the torpedoes!
So if you have 4 m waves height, It’s possible that The torp cross the ship path 4 m below the draft setting you gave.
What i usually do at war start, is to set the T1 on impact and on 5m depth for a 8m Ship draft (assuming I’m almost on a 90° angle shot)
Less when sea state is bad :yep:

Flinx1971
09-12-20, 03:58 PM
Hi, Fifi

Danke für Deine Arbeit...!
Ohne Dich und die mühe vieler fleissiger Subsim U-Bootfahrer, würde ich auf den trockenen Sitzen.
Wirklich Super hin bekommen was Ubi nicht konnte und das nach fast 15 Jahren.

Danke, auf diesen weg, auch an die Macher von OM, OMEUG, FOTRS, TMO.
Ihr seid alle Grossartig!

Ich finde selbst die kleinen fehler toll, - Französische Befehle nach Konvoi Sichtung- macht die sache persönlicher und man sieht die Internationale Zusammenarbeit.

Bin einfach nur froh, Spielstände Speichern zu können, egal wo und wieviele Schiffe dort sind.

Bis jetzt laüft es Ohne Abstürze mehr als 192 Std Nonstop durch.

Benutze hierbei ein Offline 32Bit XP SP 3.11.5 Recher, 64Bit 3300+ 4 Kern, 8GB RAM, NV 220 GT 2GB, 4GB patch for XP 32, NVdrv. 340.52 1680×1050 60Hz

Es funktioniert hervorragend.
Selbst Zeitsprünge sind nun möglich.😉

Campange Kiel Trainig, Feindfahrt 2 -nach Training- am 14 Feb. 1940 beendet Feind fahrt 3, 31 Dez. 1939 begonnen. Philadelphia Experiment war doch nach Feb. 1940 🤔

Wegen euch habe ich die rote Glühbirne für die Schreibtischlampe heraus geholt und wenn es heist, Schiff- Flugzeug gesichtet, hab ich die richtige Atmosphäre....
So mein Grog wird kalt.

Ahoi und immer zwei Strich Wasser unterm Kiel.

Macgregor the Hammer
09-22-20, 09:40 AM
I'm jammed up with my new Dark Waters install. I had it installed before but took it off because of rampant CTD's. I have installed a number of other SH4 flavors and they are all running fine. I currently have FotRSU, RFB and TMO w/training wheels. I had Op Monsun and it was running quite well.

This how I installed DW and all the other SH4 variants:
1 Clean registry with CC Cleaner.
2 Defrag.
3 Copy and paste the game into the target folder, along with JSGME, LAA, d3d Antilag and Multisim.
4 Run LAA on SH4 with the >2 gb box checked.
5 Install all the other apps.
6 Run the new deployment 1 time.
7 Decompress Dark Waters into the MODS folder, activate it.
After all is said and done, I ran Dark Waters and I'm not getting past the opening splash card. Just sits there and then I get the 'Silent Hunter 4 has stopped working' popup.

The last time I had DW on, everything was running quite well until I upgraded my graphics card. I had a GT710 and I replaced it with a GTX660ti. I wanted more horsepower to run SH5. I had noticed problems with other versions of SH4 and I believe it was due to frame rate. In SH5, with all the sliders maxed out, I was getting 115-120fps I installed d3d antilag and capped the frame rate at 60fps. Problem solved. As for my current problem, I'm at a loss. I disabled my antivirus for both the install and when I run the game.

You guys have any ideas? :doh: :timeout:

propbeanie
09-22-20, 10:27 AM
...
1 Clean registry with CC Cleaner.
2 Defrag.
3 Copy and paste the game into the target folder, along with JSGME, LAA, d3d Antilag and Multisim.
4 Run LAA on SH4 with the >2 gb box checked.
5 Install all the other apps.
6 Run the new deployment 1 time.
7 Decompress Dark Waters into the MODS folder, activate it.
...
1. Do not clean the registry. It is not necessary, and might mess-up other installs of Silent Hunter 4. All SH4 does in the registry upon install is register that first install path and license. Copies made after that are not registered. Another install is not possible (unless of course, you clean the registry).
2. Should not be necessary to Defrag, especially with a 64-bit OS, unless it has been a ~really~ long time since you did.
3. You shouldn't need d3d antilag, it is not recommended for newer OSes. As for "Multisim", do you mean "MultiSH4"?
4. "True" for the 4gig with LAA. You can also use "4Gig Patch" or NTCore 4Gig Patch. All do the same, which is flip a couple of bits in the exe file's header to show that it is written for, and "Large Address Aware" in Windows.
5. JSGME, MultiSH4, LAA, and that should do it.
6. Do NOT run the game prior to enabling Dark Waters, ~unless~ you empty the Save folder prior to running Dard Waters the first time, else you will cross-contaminate your Save, which is what the game runs from.
7. Swap six for seven, and set your User Settings in #7, then add:
8. Run the game again and have fun...
You should make an archive copy of your fresh install there in the middle of #3, and just use that next time you need a "fresh" install. Also, with an nVidia card, you might be able to use the nVidia Profile Inspector to set the framerate if desired. While the game's clock gets out of whack with the system clock if you exceed 30fps, you could try the game's setting for vsync link, but watch for "tearing" and other issues...

The big thing though is the Save folder. When you run the Stock game, activate the mod, then attempt to run the game, you have a mix of Stock and modded files in the Save folder... the other steps are extraneous, but do no real harm to that particular install set-up. :salute:

Macgregor the Hammer
09-22-20, 12:49 PM
Thanks for all the suggestions! I will put them in play and report back.

Question: what is the better choice 4Gig Patch, LAA or NT core?

I've been away from windows for a while now and I'm still getting into the swing of things. I been working in Linux Red Hat and Ubuntu where life is so much easier. Thanks for all your patience! :Kaleun_Salute:

MacG

propbeanie
09-22-20, 01:06 PM
For simplicity, 4Gig Patch. For dot netFramework interface, LAA, but [kurl=https://ntcore.com/?page_id=371]NTCore 4GB Patch[/url] is fine also. All three do the same thing, and flip the bits in an executable file's header. The only differences are in the interface, with LAA winning the race there, with 3 "styles", if you will, of Basic, Intermediate & Advanced Modes. CapnScurvy has a good write-up on LAA in his Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635) TEC tutorial, but I like NTCore's interface also, and you cannot argue with the simplicity of the 4Gig Patch (https://www.subsim.com/radioroom/downloads.php?do=file&id=2889) from Jeff-Groves (Privateer). Your choice.

You can run SH4 in some flavors of Linux, with some flavors of WINE, though we'd need one of the resident Linux experts to help with anything newer than 3 years ago, which my last foray into Linux Ubuntu Studio. One absolutely ~HUGE~ thing to watch-out for with Linux is "paths". Windows doesn't care if you have an uppercase letter for a folder name, such as "Data" versus "data". In Linux though, those would be two different folders... So all references in cfg, ini, upc, etc. files, such as skin references, conning tower references, as well as all mods would have to be checked for "data" versus "Data"... :salute:

KaleunMarco
09-22-20, 01:35 PM
After all is said and done, I ran Dark Waters and I'm not getting past the opening splash card.


the only time i get this result is when there is an error message box appearing behind the splash screen.

because of the way that Ubi designed SH4, it does not lend itself to alt-tabbing or windowing making it deuce-difficult to detect an error message box.

when you get this result(open screen hangup), try to start the Task Manager and see if there is another window with a message box running.

good luck!

Macgregor the Hammer
09-22-20, 01:46 PM
I'll try the 4Gig Patch. I'm into simplicity.

I have SH4 (the out of the box) version in my Ubuntu partition. It's really stable but like you mentioned, anything more requires WINE. WINE is great - once you get it working. Yes it's not an emulator but an abstraction layer which is really picky with paths and file names. Steam has been invested with Proton. I played Proton games and it works quite well. SH3 and 4 work well with it. Proton has been a side port from Codeweavers, the Cross Over people.

There's a linux project called Danger of the Deep. It's pretty much dead. The last entry in the subversion site is 2011. I had contacted the development team about pitching a hand with development and I didn't hear anything. Too bad, it had a lot of potential.

I think once a program is developed to port Windows games into Linux, we're going to see a mass immigration into linux.

propbeanie
09-22-20, 06:31 PM
Well, as they say, Wine Is Not an Emulator... lol - but yeah, I got tired of having to change just about everything from "data" to "Data" just to get a mod to work in the game, but maybe once we get some "stability" to FotRSU, we'll work on that aspect, along with a German translation...

Macgregor the Hammer
09-22-20, 07:38 PM
VICTORY!!!
I have met the enemy and he is me!! :doh:

I followed the instructions and I'm up and running. I wasn't able to use 4Gig Patch so I used LAA. I was getting an error message I couldn't work past. I've had success with LAA in other deployments.

I found an alternative to d3d Antilag. I used the nVidia control panel and set 50fps for all my older games. I'm cruising in my brand new shiny Type IX looking to rain destruction on the Allied shipping.

Thanks for all the help! This sim is much more fun when it works! :hmmm:

MacGregor sends Bravo Zulu :Kaleun_Salute:

propbeanie
09-22-20, 08:22 PM
VICTORY!!!
I have met the enemy and he is me!! :doh:

I followed the instructions and I'm up and running. I wasn't able to use 4Gig Patch so I used LAA. I was getting an error message I couldn't work past. I've had success with LAA in other deployments.

I found an alternative to d3d Antilag. I used the nVidia control panel and set 50fps for all my older games. I'm cruising in my brand new shiny Type IX looking to rain destruction on the Allied shipping.

Thanks for all the help! This sim is much more fun when it works! :hmmm:

MacGregor sends Bravo Zulu :Kaleun_Salute:
:yeah: - with the Large Address Aware applets, make certain that the SH4.exe is not write-enabled before you try to enable it. Right-click on the file and choose "Properties". On that first "General" tab is the file attributes toward the bottom. :salute:

Macgregor the Hammer
09-22-20, 08:43 PM
Question regarding orders:

The marker on the map doesn't match the written orders. Which one do I follow?

KaleunMarco
09-22-20, 10:02 PM
Question regarding orders:

The marker on the map doesn't match the written orders. Which one do I follow?

the map.

the mission is programmed to follow zones, triggers, and objectives that are contained in the mission file. the orders are just text...either typed or copied.

follow the map. (stay on the path:har:)

glad you got DW working.

one tip: DW does not play like the PTO. you will not experience the upgrades to better, newer boats as your career progresses. just play one boat until you either perish or get retired. then, go skipper another, different boat. or play another theatre. you can play in the Baltic, the Med, the Black Sea, the Arctic, the North Sea, the Western Approaches, or Mid-Atlantic. that should keep you busy for a day or two.

good luck.

km

Macgregor the Hammer
09-22-20, 11:27 PM
follow the map. (stay on the path)

sounds very zen...I like it

glad you got DW working.

one tip: DW does not play like the PTO. you will not experience the upgrades to better, newer boats as your career progresses. just play one boat until you either perish or get retired. then, go skipper another, different boat. or play another theatre. you can play in the Baltic, the Med, the Black Sea, the Arctic, the North Sea, the Western Approaches, or Mid-Atlantic. that should keep you busy for a day or two.

So I can't 'buy' upgrades with renown points? I just have to start with a boat later in the war that's equipped with radar, fat and lut torpedoes, etc.?

Fifi
09-23-20, 12:56 AM
So I can't 'buy' upgrades with renown points? I just have to start with a boat later in the war that's equipped with radar, fat and lut torpedoes, etc.?

Yes you can buy upgrades with renown points such as new equipments for your actual U-Boat.
But game doesn’t allow to upgrade for later U-Boat unfortunately. That’s the bad side of this game I’m afraid.
So if you start with IIB or VIIB, you’ll have to keep it until the end...
Best is to have more than one career, with different U-Boat types :03:

Kapitain Oliver Leinkraunt
09-23-20, 01:15 PM
Hello Gentlemen, sorry for bothering you, and for my bad english, but I have a question:
this mod is great, but some ships' models are, in my opinion, a little bit "old", compared to the submarines, so why don't add any new ships (merchant and warships) and their "mouvments" across the see from other mods? for example various German ships, together with the entire Romanian, Bulgarian, Finnish and Soviet Fleets from "Soviet Waterway" mod, the Italian Fleet from "British Med Campaign" and enlarge the merchant marine with the ships from FotRSUltimate.
I know, for doing this, you have to request them, but why dom't try?

Again: sorry for the bother and my orrible usage of english grammar. :salute: :D

Fifi
09-23-20, 01:39 PM
^^^^ your english is ok, i could understand! :haha:

Well, the mod is open for any new improvement, including ships :D
Any guy with some talent and skills is welcomed!

KaleunMarco
09-23-20, 04:27 PM
follow the map. (stay on the path)

sounds very zen...I like it
it's from a movie...but i cannot remember which one.
it popped into my head as i was replying and it seemed to fit the occasion.



So I can't 'buy' upgrades with renown points? I just have to start with a boat later in the war that's equipped with radar, fat and lut torpedoes, etc.?

what Fifi said. +1

my apologies for the confusion as i have never considered new(er) equipment as an "upgrade". POV i guess.

:Kaleun_Salute:

Macgregor the Hammer
09-24-20, 05:03 PM
It sounds to me like the campaigns are very similar to RFB. You choose a boat and you and the crew grow in experience and talent. That is something I like about RFB.

BTW, just got my first kill off the coast of Ireland. A 6000 ton freighter with a 2200 meter shot. I like the RAOBF. Or as a friend of mine calls it Kaleun Krunch's geheimes Decoderrad

MacG

Macgregor the Hammer
09-28-20, 09:40 AM
I found a pair of eyes floating in the command room. I put them in the Lucky Bag. No one has claimed them :doh:

Do I have something corrupted?

facupa
09-28-20, 03:07 PM
I am on a type viib in April 1941 and I did not receive any tower or torpedo upgrade, I started in September 1939, is it normal ???

KaleunMarco
09-28-20, 04:14 PM
I am on a type viib in April 1941 and I did not receive any tower or torpedo upgrade, I started in September 1939, is it normal ???

yes, kinda sorta.

unlike previous versions of SH, SH4 does not make a big deal when you receive a Turm upgrade. in fact, under many situations, a Kaleun will not receive the upgrade even if a new one is due. i have had that happen to me many times. it is difficult to understand the conditions under which an upgrade will or won't happen because it is locked up in the SH4 and therefore not open to interpretation....or modification.

there is a hack available if you are interested. you need to be able to use Notepad and copy-paste between ActiveUserPlayerUnits.UPC files. let me know either here or in a PM


:Kaleun_Salute:

facupa
09-28-20, 04:46 PM
yes, kinda sorta.

unlike previous versions of SH, SH4 does not make a big deal when you receive a Turm upgrade. in fact, under many situations, a Kaleun will not receive the upgrade even if a new one is due. i have had that happen to me many times. it is difficult to understand the conditions under which an upgrade will or won't happen because it is locked up in the SH4 and therefore not open to interpretation....or modification.

there is a hack available if you are interested. you need to be able to use Notepad and copy-paste between ActiveUserPlayerUnits.UPC files. let me know either here or in a PM


:Kaleun_Salute:

So I understand that I must continue like this until 1945, I have a lot of renown points and I can only spend it on the crew

KaleunMarco
09-28-20, 10:19 PM
So I understand that I must continue like this until 1945, I have a lot of renown points and I can only spend it on the crew

probably. if the Brits or the Yanks don't get you first. Wait until May 1943.

seriously, even if the Turm upgrade were working, it wouldn't cost you points....it would just happen. but that is an SH3 thing, not SH4.

Boche
09-29-20, 03:36 PM
yes, kinda sorta.

unlike previous versions of SH, SH4 does not make a big deal when you receive a Turm upgrade. in fact, under many situations, a Kaleun will not receive the upgrade even if a new one is due. i have had that happen to me many times. it is difficult to understand the conditions under which an upgrade will or won't happen because it is locked up in the SH4 and therefore not open to interpretation....or modification.

there is a hack available if you are interested. you need to be able to use Notepad and copy-paste between ActiveUserPlayerUnits.UPC files. let me know either here or in a PM


:Kaleun_Salute:
Im interested in that hack...if available please :) thank you!

KaleunMarco
09-29-20, 05:06 PM
Im interested in that hack...if available please :) thank you!

check your private messages.:Kaleun_Salute:

lederhosen
09-30-20, 09:55 AM
me too pls.

KaleunMarco
09-30-20, 02:53 PM
me too pls.

check your private messages.
:Kaleun_Salute:

facupa
10-04-20, 10:26 AM
check your private messages.:Kaleun_Salute:

Sendo me please

Aktungbby
10-04-20, 12:42 PM
facupa!:Kaleun_Salute:belatedly after your long 9yr. silent run! Forgive our poor manners.:yep:

frigokar
10-13-20, 07:26 PM
Love the work,(especially those waves crashing on ships and subs at heavy seas).The campaign is also ruining smooth,without any hickups.I just cant enter the museum,i get a CTD when loading finishes.Not a big problem but im curios is it even still possible to enter it (given how many ships are added)?.I have the LAA patch installed.

propbeanie
10-14-20, 07:55 AM
Right-click on the SH4.exe and choose "Properties" from the context menu. See if in the "Attributes" section on that first "General" tab, if the "Read-only" box is ticked. If it is, clear it, then activate LAA again. I'll try to get the mod running on my machine later, and see if I can get into the Museum. I was almost like 99.9% certain we could enter the museum, but not 100%, of course...

In the meantime, what OS are you using, is it 32-bit or 64-bit, how much RAM do you have in the machine, and where (which folder, or "path") do you have the modded game installed? :salute:

propbeanie
10-16-20, 11:21 AM
OK, finally got a chance to try the Museum in Dark Waters v6 (which does show as v5 on the splash screen). For whatever reason, when I attempt to capture the "splash" screen going into the Museum, no matter what mod or Stock, this is all I ever get:

https://i.imgur.com/ACcLHI9.jpg?1


However, going in with DW, you should see the "Stock" image of the IJN BB Yamato bow-on shot as a splash screen. Once in the Museum (roughly 2-4 minutes, computer dependent), you should see the US BB Iowa Class. I clicked on several ships, and grabbed the Casablanca:

https://i.imgur.com/IQt4sdS.jpg


Anyway, I was reasonably certain that the Museum does indeed function in Dark Waters, because that is the "gold standard" if you will, that all of the ships will display correctly in the game, if they display in the Museum. If they crash the Museum, they will likely crash the game. Now, one thing to remember about using the Museum, is that you cannot use any other aspect of the game if you use the Museum. In other words, start the game and start the Museum. When finished with the Museum, close the game. Re-start the game and then play which other aspect you want to use (Quick Mission, Patrol, Multi-Player, School, or Career). If you run a career, and then want to use the Museum, exit the game, then re-start it and ~then~ go into the Museum. The game apparently does not clear its cache between the different segments, such that even going from a Quick Mission to the Career can be problematic... :salute:

Captain Prise
10-30-20, 03:17 PM
Ahoy captains! I love this mod and I have been playing it for some time now however I find it quite annoying that it does not support my computer's resolution(1366x7768) as some things are out of place and hard to access. So I was wondering if it would be possible for me to be able to move things in a way that would support my resolution. I just need someone to point me in the right direction and I'll be on my merry way.

Fifi
10-30-20, 04:45 PM
Ahoy captains! I love this mod and I have been playing it for some time now however I find it quite annoying that it does not support my computer's resolution(1366x7768) as some things are out of place and hard to access. So I was wondering if it would be possible for me to be able to move things in a way that would support my resolution. I just need someone to point me in the right direction and I'll be on my merry way.

Hi, glad you like it! :yeah:

It was made for 1920x1080 resolution.
If you need to move gui items, better be familiar with the menu ini file, wich is a nightmare to handle (at least for me).
But maybe some one else here on forum could help you tweaking it :yep:
Other than that, only solution i could see is to choose 1920x1080...

Captain Prise
10-30-20, 09:21 PM
Hi fifi first of all I'd like to say thanks for this hard work of yours. I've been to tough search into making my sh4 install about uboats. I played ksd2 and it was really great but there was a lot of bugs so I switched to something more stable. But yeah it is bothering me that I can't play it in my resolution. I have no option to switch to your suggested resolution in my setting. Is there anyway i can make it go 1920x1080? I checked my laptops resolution and it's 1360 but if I'd costumize it to 1920,would that break anything? Cause it did say it might break my laptop lol. The laptop is not built for gaming but it can handle sh4 pretty fine.

propbeanie
10-30-20, 10:13 PM
That 1366x768 was an interim resolution for early "wide" screen laptops. Trying to stay compatible with XGA, they called it WXGA, and kept the 768 of the 4:3 1024x768 resolution. 768 is not easily divisible for a 16:9 ratio (as you know), but they got close with 1366x768. Some display cards work better with an 8x divisor though, so you should see a "1360x768 85:48 40Hz" and "60Hz" setting. It will be slightly "off", but not by much. If you are concerned about it though. Match the Hz to what your card's "native" refresh rate is. You could add the "Windowed Mode", which would be mostly full-screened, if you are concerned about being off a pixel or two... That resolution will "crowd" things together on the screen though, and some aspects of it might be off the screen display. You cannot overdrive your display to 1920x1080, but could use an external 1920x1080 display maybe...

Captain Prise
10-31-20, 12:31 AM
Okay so to make it clear, my options are only editing the mod itself to make it work with my resolution or get myself an external monitor?

If that is the case, then I would probably edit the mod as I do not have any extra monitors at home. With that said, maybe you could tell me what exact file/files I need to edit so I could start learning how to edit them. Hopefully, it's just one file xD

Gray Lensman
10-31-20, 12:47 AM
Okay so to make it clear, my options are only editing the mod itself to make it work with my resolution or get myself an external monitor?

If that is the case, then I would probably edit the mod as I do not have any extra monitors at home. With that said, maybe you could tell me what exact file/files I need to edit so I could start learning how to edit them. Hopefully, it's just one file xD


Even though I have a 1920 x 1080 monitor (16:9), I run SH4 in the highest 4:3 choice (1280 X 960) @ 60Hz. The stock game instruments were designed with the 4:3 ratio and I spent hours trying to make circular instruments look round instead of oblong. Finally gave up and just picked this highest 4:3 ratio resolution. Aside from the "sides" being somewhat unused, it's not really that bad to play it this way. Better than banging your head against the wall trying to make it conform "perfectly" to your monitor.

mazzi
10-31-20, 09:07 AM
Ahoy captains! I love this mod and I have been playing it for some time now however I find it quite annoying that it does not support my computer's resolution(1366x768) as some things are out of place and hard to access. So I was wondering if it would be possible for me to be able to move things in a way that would support my resolution. I just need someone to point me in the right direction and I'll be on my merry way.
http://yadi.sk/d/cYEaq5fKL5BSPQ

Captain Prise
10-31-20, 09:56 AM
http://yadi.sk/d/cYEaq5fKL5BSPQ

Hi friend! I assume this is something to helo me so
thanks a lot!! Mind telling me what it is exactly?

Captain Prise
10-31-20, 10:34 AM
HOLY... HE ACTUALLY HAS WHAT I WAS LOOKING FOR!!!

Thanks a lot, mate, you just made a full-grown man very happy. I can't thank you enough. I'm probably not sleeping tonight. Thanks man

Fifi
10-31-20, 11:53 AM
HOLY... HE ACTUALLY HAS WHAT I WAS LOOKING FOR!!!

Thanks a lot, mate, you just made a full-grown man very happy. I can't thank you enough. I'm probably not sleeping tonight. Thanks man

I’m afraid if it is an OM menu ini, it will brake plenty things in DW ... because DW has not same menu ini as OM at all.
DW menu ini is VERY tweaked :yep:

mazzi
10-31-20, 01:56 PM
I’m afraid if it is an OM menu ini, it will brake plenty things in DW ... because DW has not same menu ini as OM at all.
DW menu ini is VERY tweaked :yep:
This is a modification of menu.ini from DW_v2 or DW_v3, there is no U-Jagd here and the OM_U-Jagd mod is not compatible.

Captain Prise
10-31-20, 11:29 PM
I’m afraid if it is an OM menu ini, it will brake plenty things in DW ... because DW has not same menu ini as OM at all.
DW menu ini is VERY tweaked :yep:

It's a series of files based on what I can see and it makes things work for my resolution plus adds some UI stuff from KSDII. I checked to see if there's any difference between your mod alone and with this mod and it seems like there is nothing but fixes for my resolution and that KSD UI thing.

Played for some hours last night and everything seems fine actually. I only have limited knowledge about modding but based on my observation, nothing really seems broken. The extra U jagd mod is probably not compatible though. But I guess It's ok for me.

Captain Prise
11-03-20, 12:53 PM
Hi it's me again:haha: and I got some questions. Ever since I started playing, I have been unlucky enough to not find anything aside from those 300 ton small ships. In my hours of gameplay so far I have only encountered 2 convoys and the rest are those small ships I stated. I never found any other ship not even one which leads me to suspect something might be wrong. What do you guys think?

Fifi
11-03-20, 01:14 PM
. What do you guys think?

They are there for sure! Up to you to find them...

Captain Prise
11-03-20, 02:57 PM
Huh, so they are just really hard to find eh? I was certainly about to pull all my hair out of frustration lol. I probably just need to git gud. Does time compression affect the rate at which the ships spawn?

Fifi
11-03-20, 04:42 PM
Does time compression affect the rate at which the ships spawn?

No, only for planes

KaleunMarco
11-03-20, 05:30 PM
Hi it's me again:haha: and I got some questions. Ever since I started playing, I have been unlucky enough to not find anything aside from those 300 ton small ships. In my hours of gameplay so far I have only encountered 2 convoys and the rest are those small ships I stated. I never found any other ship not even one which leads me to suspect something might be wrong. What do you guys think?

ok....provide some details....
date/time period?
which base?
which boat?
where are you patrolling?
it is always a good idea to also include your mod set from JSGME with your initial question. Task-Export-Mods-To Clipboard and then paste that into your post.
i cannot make bricks without clay. :up:

:Kaleun_Salute:

Captain Prise
11-03-20, 10:51 PM
No, only for planes

Hmm thanks!

ok....provide some details....
date/time period?
which base?
which boat?
where are you patrolling?
it is always a good idea to also include your mod set from JSGME with your initial question. Task-Export-Mods-To Clipboard and then paste that into your post.
i cannot make bricks without clay. :up:

:Kaleun_Salute:

Oh right.. Sorry bout that. I tried 1939, 1942,1944 on different flotillas. I just roamed around in high time to compression to see if i would encounter ships which i didn't. I tried roaming around those high naval traffic areas seen on the map. As for mods, I only have dark waters and the extra mods that came with it. Also, I have the menu mod that mazzi gave to make Dark Waters compatible to my computer resolution (at least, that's what i could see it does) . As for exact extra mods from Dark waters, I can't access it right now as I am not at home but I do remember that I don't have harder escorts.

Oh and i tried multiple types of boats on these runs ao i really couldn't remember but majority was type 9.

Gray Lensman
11-03-20, 11:46 PM
Huh, so they are just really hard to find eh? I was certainly about to pull all my hair out of frustration lol. I probably just need to git gud. Does time compression affect the rate at which the ships spawn?

I don't ever use time compression greater than 1024 and that's just to get close to my patrol area. Once there, I hardly ever exceed time compression of 32 or 64 and when I locate something I keep it at 8 or below when closing.

Not sure about Dark Waters, but depending on the mod, for instance with TMO, I'll run about 2/3 or Standard speeds at 64 or 32 time compression and once an hour, usually at the top of the hour, I'll drop the time compression down to 1 and submerge down below 40 feet maybe even to periscope and check the sonar ring... Kinda like a radar in a sense. Below 40 feet depth, you'll pick things up (10 to 15 miles away that you won't pick up on the surface so you can head towards them (lots of times before even a sonar track appears on the map). You don't have to submerge with the FotRSU mod... the sonar works on the surface. Not sure if this is realistic or not since surface noise probably seriously inhibited sonar capabilities on the surface in WW2. I use this technique quite a bit on the first patrol or two and even use it later in lieu of too much radar usage since the enemy can home in on your radar in latter years of the war.

Hope this helps.

Regards and Good Hunting!

Captain Prise
11-05-20, 12:01 AM
I don't ever use time compression greater than 1024 and that's just to get close to my patrol area. Once there, I hardly ever exceed time compression of 32 or 64 and when I locate something I keep it at 8 or below when closing.

Not sure about Dark Waters, but depending on the mod, for instance with TMO, I'll run about 2/3 or Standard speeds at 64 or 32 time compression and once an hour, usually at the top of the hour, I'll drop the time compression down to 1 and submerge down below 40 feet maybe even to periscope and check the sonar ring... Kinda like a radar in a sense. Below 40 feet depth, you'll pick things up (10 to 15 miles away that you won't pick up on the surface so you can head towards them (lots of times before even a sonar track appears on the map). You don't have to submerge with the FotRSU mod... the sonar works on the surface. Not sure if this is realistic or not since surface noise probably seriously inhibited sonar capabilities on the surface in WW2. I use this technique quite a bit on the first patrol or two and even use it later in lieu of too much radar usage since the enemy can home in on your radar in latter years of the war.

Hope this helps.

Regards and Good Hunting!

Thanks this would help me big time:yeah:. I'm going to have to adjust my play style :Kaleun_Salute:

Gray Lensman
11-05-20, 01:47 AM
Thanks this would help me big time:yeah:. I'm going to have to adjust my play style :Kaleun_Salute:
I'll add a little more here...

When I find one of these "far away" contacts, I'll note the bearing of the "center" of the signal, go to the nav screen, zoom in until you see the bearing ring around the sub. Grab the ruler and draw a quick line from the center of the sub position outwards to the bearing of the "far away" contact. Now you have a "visual" cue on the Nav screen when you zoom out for a larger mileage area view. Come to the heading of the "ruled" line you just made and you're on your way.

I usually close at "Full" speed, especially if I don't have a sonar track showing on the Nav map and I'll close at that speed for 15 to 20 minutes. At that point, if I don't have a sonar track yet, I'll drop back down to periscope depth if necessary to reaquire his more than likely changed bearing. This also gives you a clue which way he may be heading and you might lead him somewhat using your intuition on your next closing leg. At some point, you should acquire a sonar track and you can then close continuously (or lead) on the track itself as you normally would.

I acquire 90% or more of my targets in this manner. Watch your time compression though (keep it low) ... You could be closing on an unidentified warship before you acquire an actual track and/or hear the fast screw noises in the sonar room and your sonar man may not tell you soon enough.

Mad Mardigan
11-05-20, 03:05 AM
Thanks this would help me big time:yeah:. I'm going to have to adjust my play style :Kaleun_Salute:

That, would be advisable... :Kaleun_Salute:

I'll add a little more here...

When I find one of these "far away" contacts, I'll note the bearing of the "center" of the signal, go to the nav screen, zoom in until you see the bearing ring around the sub. Grab the ruler and draw a quick line from the center of the sub position outwards to the bearing of the "far away" contact. Now you have a "visual" cue on the Nav screen when you zoom out for a larger mileage area view. Come to the heading of the "ruled" line you just made and you're on your way.

I usually close at "Full" speed, especially if I don't have a sonar track showing on the Nav map and I'll close at that speed for 15 to 20 minutes. At that point, if I don't have a sonar track yet, I'll drop back down to periscope depth if necessary to reaquire his more than likely changed bearing. This also gives you a clue which way he may be heading and you might lead him somewhat using your intuition on your next closing leg. At some point, you should acquire a sonar track and you can then close continuously (or lead) on the track itself as you normally would.

I acquire 90% or more of my targets in this manner. Watch your time compression though (keep it low) ... You could be closing on an unidentified warship before you acquire an actual track and/or hear the fast screw noises in the sonar room and your sonar man may not tell you soon enough.

I too, follow that same strategy... :yep:

+ 1 :yeah: :up: :shucks:

M. M.

:Kaleun_Salute:

Captain Prise
11-06-20, 12:18 AM
So I've been following your guide strategies and I can say that I have been really successful. Started this campaign last night then started to find and sink ships left and right! So big thanks yall:Kaleun_Cheers::Kaleun_Thumbs_Up:

Do you guys play on the Pacific or the Atlantic?

Mad Mardigan
11-06-20, 04:19 AM
So I've been following your guide strategies and I can say that I have been really successful. Started this campaign last night then started to find and sink ships left and right! So big thanks yall:Kaleun_Cheers::Kaleun_Thumbs_Up:

Do you guys play on the Pacific or the Atlantic?

Can only say this pertains to Me, as I can't speak for any 1 else than that.... but...

Thus far, all of the patrol orders I have gotten, have had Me out on patrol in the Atlantic so far... Not sure just how the campaign files are set up, if they are so that you get orders to say... patrol the Med, or to plot a course for being in the Pacific.

Fifi would be the 1, to give a definitive answer on that aspect...

I do know that near the end of the war, uboats were sent to the Pacific.. where by that time, the U.S. pretty much had that area in lock down. Leigh lights, radar, sonar that was dependable in finding & sinking them along with any subs that the IJN had left.

In short, the Pacific was a death trap by that time. Not that the Atlantic was a picnic, by any stretch of the imagination, either.

M. M.

:Kaleun_Salute:

Fifi
11-06-20, 06:01 AM
Fifi would be the 1, to give a definitive answer on that aspect...


Lurker would be the one, as all DW campaign files are from original OM mod :03:

KaleunMarco
11-06-20, 10:37 AM
Do you guys play on the Pacific or the Atlantic?

DW was designed for Kaleuns to enjoy playing in and around Europe and the East Coast of the US. Actually there are several theatres of operation available depending on the Start Date of your career and the Base you choose to start at. you can play in the Black Sea, the Med, the Atlantic, the Baltic, the North Sea, and the Arctic. Some of the missions for the Atlantic will take you to the East coast of the US and sunny Caribbean and Gulf of Mexico.
DW is the next generation of Operation Monson (OpM).
Fifi and some others fixed many of the unexpected features of OpM and added a lot of additional functionality and eye candy.
As originally designed into OpM, playing DW was very different than playing PTO in that you should expect to play your entire career in one boat. there are only a few upgrade opportunities.
Yes, there is path that can get you transferred to either Panang or Djkarta late in the war.
Most probably you should take advantage of the situation and enjoy the European side of the sea war.:timeout::up:
:Kaleun_Salute:

Fifi
11-06-20, 11:33 AM
As side note, About turm upgrade Currently not working correctly, We have to keep in mind vast majority of real U-Boats never upgraded turms!
Plenty went through whole war with turm 1.
I could add some VIIB made it through the war without any changes...
Side note closed :D

KaleunMarco
11-06-20, 04:26 PM
Hey Fifi,

something unexpected occurred.
i am driving a 9-D2 out of Penang February 1944. Flotilla 1.
at the end of a very good mission i was offered a new boat.
that should not have happened because there are only two boats available for Penang: the 9C40 and the 9D2.

what's going on?:timeout::hmmm:
:Kaleun_Salute:

Fifi
11-06-20, 04:44 PM
Hey Fifi,

something unexpected occurred.
i am driving a 9-D2 out of Penang February 1944. Flotilla 1.
at the end of a very good mission i was offered a new boat.
that should not have happened because there are only two boats available for Penang: the 9C40 and the 9D2.

what's going on?:timeout::hmmm:
:Kaleun_Salute:

What new boat type?

KaleunMarco
11-06-20, 04:49 PM
What new boat type?

my apologies for not including more info.

Type 23. Still based in Penang but with options to transfer to either 12Flot in Bordeaux (very tempting. then i can accept a transfer to 12Flot staff. :up:)
or 13Flot up in Trondheim. (no, thank you, very much)

The Type 23 is an interesting choice for an "upgrade" because it's range is a fraction of the range of the 9D2.

Fifi
11-07-20, 01:09 AM
my apologies for not including more info.

Type 23. Still based in Penang but with options to transfer to either 12Flot in Bordeaux (very tempting. then i can accept a transfer to 12Flot staff. :up:)
or 13Flot up in Trondheim. (no, thank you, very much)

The Type 23 is an interesting choice for an "upgrade" because it's range is a fraction of the range of the 9D2.

So it seems logical upgrade option and new bases :yep:
Only bad side is...type 23 is still old looking submarine, i couldn’t import new 3D model because it doesn’t exist with TKSS standards (of what i know)

VoidsX
11-07-20, 03:34 AM
Hi,

I just started playing Dark Waters. In the attack periscope there is a circular wheel which I assume is for range finding but have no experience with, just wondering if there is a tutorial for it? I also cant seem to find the stadimeter or was it purposely removed?

BezimiennyPL
11-07-20, 04:11 AM
Witam to mój pierwszy post na tym forum więc przepraszam z góry za złe jego umieszczenie jeśli tak się stało. Mam pytanie czy Dark Waters Mod nie będzie działał na zwykłym 720 p czyli zwykłym HD, jestem małym YoyTuberem który do tej pory zajmował się ogrywaniem modyfikacji do STALKERA ale teraz jako że ciekawość bierze górę jak i słabość do Ubotów chciałbym się nauczyć grać i instalować mody do Silent Hunter 4 i Silent Hunter 5. Z góry dziękuję i pozdrawiam serdecznie. Na koniec dodam że jestem z Polski.: 03:

Fifi
11-07-20, 06:43 AM
Hi,

I just started playing Dark Waters. In the attack periscope there is a circular wheel which I assume is for range finding but have no experience with, just wondering if there is a tutorial for it? I also cant seem to find the stadimeter or was it purposely removed?

The circular wheel is called RAOFB, and was not used in WW2 U-Boats (but it was there, i left it as it was)
Nevertheless you can find tutorials on forum (with a little search :D )

Stadimeter is there and working, you just have to lock target first, and you will see the button for it becoming red (top periscope window)

VoidsX
11-07-20, 08:26 AM
The circular wheel is called RAOFB, and was not used in WW2 U-Boats (but it was there, i left it as it was)
Nevertheless you can find tutorials on forum (with a little search :D )

Stadimeter is there and working, you just have to lock target first, and you will see the button for it becoming red (top periscope window)

Thanks, and sorry for the noob questions. When I try to enable the older version of RAOBF the game stops loading near the end and I get a message: "File not found: data/menu/ksd_main_interface/chronometer/chronometer.tga." I click ok a few times and then it finishes loading.

KaleunMarco
11-07-20, 12:04 PM
So it seems logical upgrade option and new bases :yep:


however...........i am still based in Penang. My first mission in the IO exceeds the range of the Type 23 and there is no forward base or milch cow to replenish. And we are armed with just TWO torpedoes. all we will do with two fish is piss off somebody and get stranded in our escape. :har:

a less-experienced Kaleun might think this is an upgrade but it is not. The 23 is a regional boat and probably should only be assigned to an area that has regional patrol areas: meaning closer to the European network of bases. you may want to put this on the list of things to look at when you decide to update DW.

for the record...i am keeping my 9D2. :D

:Kaleun_Salute:

Fifi
11-07-20, 01:20 PM
Yes best is to keep the IXD2, nothing has been done for those type XXIII

KaleunMarco
11-08-20, 01:17 AM
fifi,

i encountered this CTD twice using the same technique. i am hoping you can point me in the right direction to fix it.

it's March-April 1944. I am driving a Type 9D2 out of Penang.
the mission is four days off the southeast coast of Africa. i believe it is Africa-South-Sink-03.
on/about april 1, a three ship TF is heading approx 075 just south of the Mozambique channel. 2 escorts and the Richelieu.
i torpedo the BB and she sinks and then very shortly thereafter, Bang, CTD. it happened twice so at least there is some consistency. the CTD happened just after the ship went down because the event viewer popped up and then went away and then came the CTD.

what do you think went awry?

km

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\OpMonsun\MODS]

1 Dark Waters V6
2a OM_Harder_Escort_L2
2b OM_Strategic_Map_Symbols
2c OM_SubFlag_When_Snorkel
2d OM_UMark
2e OM_Pac_Env
OM_U-Jagd

WH4K
11-08-20, 08:27 AM
Yes best is to keep the IXD2, nothing has been done for those type XXIII Unfortunate fact. Last time I played DW I was "awarded" a XXIII. And told to do Atlantic convoy patrols with it. There's just enough Diesel aboard to get stranded on the way to Iceland.

Mad Mardigan
11-08-20, 09:53 PM
:Kaleun_Cheers:

:hmmm:

Don't know the stats on the Type XXIII, right off the top of My head... but... with Type II-D, I extended the fuel by running submerged for as long as I could.. then would do a check of the are by sonar, then periscope.. once determined all clear, I'd surface.

After that, would run the diesels to do a recharge of batteries until daylight...

& rinse and repeat...

Dunno if that'll help with the XXIII... but.. is something to consider... that & avoid going all out balls to the wall surfaced... only thing I can think of as a suggestion...

M. M.

:Kaleun_Salute:

WH4K
11-09-20, 12:02 AM
No, the XXIII simply is too small for Atlantic patrols. There's no way to "stretch" the fuel supply.


It's a very small boat. Should only be sent on coastal patrols.


If you're managing to extend your boat's range by using the batteries, then the game's modeling is broken. You should use up extra fuel by recharging the batteries.

Mad Mardigan
11-09-20, 12:17 AM
No, the XXIII simply is too small for Atlantic patrols. There's no way to "stretch" the fuel supply.

It's a very small boat. Should only be sent on coastal patrols.

If you're managing to extend your boat's range by using the batteries, then the game's modeling is broken. You should use up extra fuel by recharging the batteries.

Running diesels, just idling... Yes, idling will use fuel.. yet, don't use diesel fuel as prodigiously as engaging them for speed... again, as far as I know of.

If the tanks on the Type XXIII are indeed smaller than those on the Type II-D, then all bets are off.

M. M.

:Kaleun_Salute:

Ok, just found some info on both subs...

Range:

IID :

5,650 nmi (10,460 km; 6,500 mi) at 8 knots (15 km/h; 9.2 mph) surfaced

56 nmi (104 km; 64 mi) at 4 knots (7.4 km/h; 4.6 mph) submerged

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

Type XXIII :

2,600 nmi (4,800 km; 3,000 mi) at 8 knots (15 km/h; 9.2 mph) surfaced

194 nmi (359 km; 223 mi) at 4 knots (7.4 km/h; 4.6 mph) submerged

The Type II-D, outclassed the Type XXII, when it came to surfaced range.. where as the Type XXIII, outclassed the Type II-D, when it came to submerged range. Around 3.5 times the range submerged...

All I know is.. I was able to do the run submerged, surface & recharge & was able to make it out to the mid Atlantic, do the mission objective, & start back for base... & make it back to base, with around 1/4 or less of the tanks loaded with fuel.

The area in question, was just off to the SW of England... rough guess.. it was some time back... what I do know & recall was.. that was the means I used to achieve the objective.

WH4K
11-09-20, 08:20 AM
When idling the diesels, you aren't moving. No free lunch (increase in range).



Yes, Type XXIII range is sufficient to technically touch the Atlantic. It's not enough to do a Mid-Atlantic patrol, trolling for convoys, which is what I was assigned. I ran completely out of fuel somewhere past Iceland. That should be fixed if anyone's doing an update to DW.

KaleunMarco
11-09-20, 11:28 AM
Unfortunate fact. Last time I played DW I was "awarded" a XXIII. And told to do Atlantic convoy patrols with it. There's just enough Diesel aboard to get stranded on the way to Iceland.

yes, i understand.

i was playing DW in the Far East where the distances to patrol are great.
the XXIII is definitely a regional boat, great for the Med, or the Baltic or possibly even the Arctic. the fact that is carries only two torpedoes is another reason to use it close to some kind of support-base in order to re-arm.

When idling the diesels, you aren't moving. No free lunch (increase in range).
Yes, Type XXIII range is sufficient to technically touch the Atlantic. It's not enough to do a Mid-Atlantic patrol, trolling for convoys, which is what I was assigned. I ran completely out of fuel somewhere past Iceland. That should be fixed if anyone's doing an update to DW.


well, you can update/mod the range to whatever you like but that takes the "realistic fun" out of the game. if one mods the range to make the XXIII be more like the range of Type 7 then why not increase the torpedo load-out to 10 or 12 or even 16 torpedoes? i am being facetious here.

the point is that we (modders) have misunderstood something about the boat-upgrade-process and that it why we have fleet subs being "upgraded" to regional subs simply because they are newer, but not more capable, boats. i might take a look at this when i finish my current career.
:Kaleun_Salute:

Mad Mardigan
11-09-20, 03:31 PM
When idling the diesels, you aren't moving. No free lunch (increase in range).



Yes, Type XXIII range is sufficient to technically touch the Atlantic. It's not enough to do a Mid-Atlantic patrol, trolling for convoys, which is what I was assigned. I ran completely out of fuel somewhere past Iceland. That should be fixed if anyone's doing an update to DW.

:Kaleun_Cheers:WH4K,

Ouch... :o

Ok, now I have a clearer understanding of the orders you received. :hmmm:

You got orders it sounds like for way further out into the mid Atlantic, than I got.

with that being the case, then the mission is untenable...

With regards to idling, I never attributed doing so, to any range addition.. it was with regards to only doing so, to recharge the batteries, so I could continue My own foray into the objective area, so as to attempt to complete it.

In that, I was modestly successful in accomplishing that, but.. it was a near thing in doing so. I could have easily ran into trouble that damaged the diesel reserves I had, then I'd of been in a extremely tight pickle, as it were.

Needless to say, I then did a faux transfer to a Type VII, by creating a new career, aptly named with the same Kaleun, but in a VII & continuing on.. minus the tonnage I had achieved in the II-D, I did however, keep a running tally on My tonnage in a note pad I kept handy. (for My own records, for posterity)

A shame that the ability to go from 1 u boat to another, is not fully available in DW's.. but that aside.. it can be done, as I did... just not officially by the games 'score keeping', if you will. The only 1 that knows, is but your own self... which speaking just for Myself, I can live with that.

Hopefully, it can be explored to be able to do so, in game... at some point in time.

Yes, I know that some Kaleun's did not make it due to being sunk & died as an end result (or by other ways, such as being killed by an attacking aircraft while surprised on the surface or by deck gun fire... but.. I seem to recall that a very small few, did. Looks like I might go digging through info & history to check on that...

:hmmm:

It may be possible, to go back to a save prior to being awarded or accepting the Type XXII & just staying on with the Uboat you had at that time... I leave that up to you to do or not do... that is , provided you do have a save just before docking.

I do wish you success, Herr Kaleun WH4K...

Fair winds, smooth seas & plentiful targets.

M. M.

:Kaleun_Salute:

WH4K
11-09-20, 06:00 PM
Right, what I meant by "fixed" is to not assign a tiny coastal-range boat to intercept Atlantic-crossing convoys.


That's just gonna end in tears.


It would be neat if bombers with Leigh lights were simulated. Beyond SH4's ability I am given to understand, although the ships do have trainable searchlights.

Mad Mardigan
11-09-20, 06:37 PM
Right, what I meant by "fixed" is to not assign a tiny coastal-range boat to intercept Atlantic-crossing convoys.


That's just gonna end in tears.


It would be neat if bombers with Leigh lights were simulated. Beyond SH4's ability I am given to understand, although the ships do have trainable searchlights.

Would be understandable, if you were in a Type II, to get upgraded to a Type XXIII.

In that light... it would be understandable to get that, as an upgrade.... not getting it as an upgrade from say... a Type VII or Type IX.

M. M.

:Kaleun_Salute:

KaleunMarco
11-09-20, 09:43 PM
Would be understandable, if you were in a Type II, to get upgraded to a Type XXIII.

In that light... it would be understandable to get that, as an upgrade.... not getting it as an upgrade from say... a Type VII or Type IX.

M. M.

:Kaleun_Salute:

that's what i had in mind.
:Kaleun_Salute:

macanudo
11-12-20, 07:12 AM
Danke Her Kaleun

KaleunMarco
11-14-20, 06:12 PM
so, here i am in Penang. driving a Type 9D2. Seven missions completed.
It's September 1, 1944 when i enter port after my last mission.
as i submit my gripe list to the base repair officer, i sneak a peek at my next mission. check this out. (rather than insert a graphic that would be hard to read, i am inserting the text from the Careertrack.upc)

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1944-09-01 20:59:49
...
PatrolStartDateTime=1944-08-30 00:00:00

Now that is really tough on the time schedules and deadlines.
i wonder what the repair officer will say when i tell him he has to be finished with my repairs three days ago so that i can leave on patrol 2 days ago.:wah::har:

and i am not going to predict what my valiant crew will say when i tell them not only will they NOT get leave but that we have to sail two days ago while we are still on our last mission.:har:

seig heil and all of that.:doh:
:Kaleun_Salute:

Captain Reyes
11-15-20, 06:37 AM
https://www.youtube.com/watch?v=X6-rilBOKUw

Boche
11-15-20, 07:18 AM
Hello there fellow Kaleuns, ive got a question. im in a VIIC date May 1943 and ive got a FuMo 30 radar onboard but it doesnt seem to work. Anyone know whats up with the radar?


Thank you!