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KaleunMarco
11-15-20, 10:18 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!

what do you mean it doesn't seem to work?
does your radarman report contacts?
or
you cannot read the CRT for yourself?
or
something else?

Fifi
11-15-20, 10:25 AM
https://www.youtube.com/watch?v=X6-rilBOKUw

Thanks for the video! :up:
...even if you were a bit lost in the commands :D

Boche
11-15-20, 11:07 AM
what do you mean it doesn't seem to work?
does your radarman report contacts?
or
you cannot read the CRT for yourself?
or
something else?


No contacts are reported. I havnt tried reading it myself but theoretically should have to. Even in port nothing comes up. Ive researched and aparently SH4 has some sort of radar bug where it only reports contacts if you are facing north? havnt tried it yet but....still....

VoidsX
11-19-20, 03:57 AM
hi, Id like to report a strange problem.

On my 6th Patrol in a Type IIB u-boat I was given the objective to photograph Fremantle, Australia, from Kiel.... I don't think my fuel will get me even 1/4 of the way, and the strangest thing is the order was completely in French. :doh:

propbeanie
11-19-20, 04:03 AM
The orders in French is not new, and Fifi did a "fix" for a portion of the missions - but the other issues, makes me wonder if you fellows had deleted the Save folder prior to playing DW. Can you both also post your mod list from JSGME "Tasks..." menu? Where were you sailing from with the IIB VoidsX, and what was the date?

succerpunch
11-22-20, 04:48 AM
Is it possible to make it so you can get new uboats as you progress through the war. Like you start with a Type II then upgrade to a Type VII etc...

Fifi
11-22-20, 06:14 AM
Is it possible to make it so you can get new uboats as you progress through the war. Like you start with a Type II then upgrade to a Type VII etc...

No, SH4 (OM based) doesn’t allow that. Or At least it’s bugged.
Works for American side not German side.

But again, German side, commanders didn’t changed U-Boat type that often, not to say never for vast majority.

Mad Mardigan
11-22-20, 07:58 AM
No, SH4 (OM based) doesn’t allow that. Or At least it’s bugged.
Works for American side not German side.

But again, German side, commanders didn’t changed U-Boat type that often, not to say never for vast majority.

What of using the U.S. progression, supplanting the subs from the U.S. side, with u boats instead... and extending the requirements to an increase in what is there to set up for a transfer to another boat... say length of service, rather than tonnage sank..?

Just spit balling here... I seem to recall seeing that some Kaleuns, did go from 1 u boat to another.

M. M.

:Kaleun_Salute:

Fifi
11-22-20, 11:35 AM
We tried the American way of upgrade but didn’t work with OM.

KaleunMarco
11-22-20, 12:01 PM
What of using the U.S. progression, supplanting the subs from the U.S. side, with u boats instead

surprizing as it may seem, there seem to be multiple code sets in SH4, one for the Germans (evolution of SH3) and one the US.

if you play both sides you will notice some fundamental differences.
some things work differently.
Fifi's DW team tried very hard to set-right some of the things that were different between the German side and US side but we could not figure out some things. so, we reached a point where we were satisfied and started playing again (vs modding, fixing, etc).

when i decide to play DW (as i am at the moment), i decide which of the eight theatres i want to play in and/or which boat (8 or 10 boats) i want to drive and go do that.
that's different from the US side but hey, you're looking for diversion, right?:03:

:Kaleun_Salute:

Mad Mardigan
11-22-20, 11:50 PM
We tried the American way of upgrade but didn’t work with OM.

Dang... :/\\!! :hmmm: *sighs*

Ahh well ell... A shame that the dev team, didn't use a set up that was the same for each side but with set parameters as I was thinking of... U.S progression based on tonnage & on the KM side, with length of service instead of tonnage.. or maybe reversed instead... U.S. side, length of service... KM side, tonnage sank/sunk...

Thanks Fifi... was worth a shot... never hurts to ask. :yep:

surprizing as it may seem, there seem to be multiple code sets in SH4, one for the Germans (evolution of SH3) and one the US.

if you play both sides you will notice some fundamental differences.
some things work differently.
Fifi's DW team tried very hard to set-right some of the things that were different between the German side and US side but we could not figure out some things. so, we reached a point where we were satisfied and started playing again (vs modding, fixing, etc).

when i decide to play DW (as i am at the moment), i decide which of the eight theatres i want to play in and/or which boat (8 or 10 boats) i want to drive and go do that.
that's different from the US side but hey, you're looking for diversion, right?:03:

:Kaleun_Salute:

With regards to figuring things out, can understand that.. after a fashion. I used to do some minor coding way... way back in the days of simpler coding, that even back then... if you mis typed any segment of the code.. any # of things could either go wrong or end up with wild, crazy end results... some unexpectedly good or horribly wrong... ending up with having to go back & find where the mess up occurred... usually with hair tearing results... :D

I know that isn't the same, but in a way, it is... a goof up with any of it, invariably ends up with trying to figure out the error & having to repair the damage... the more things change, the more some aspects stay the same.

All in all, I enjoy rolling about as a Uboat skipper, a U.S skipper, a RN one... & added to that list now, a soviet one. Still awaiting the opportunity to do so as a IJN one... when ( & if...) that ever gets to a stage of being released...

Don't misunderstand.. I have a lot of respect for modders... & don't mind being a guinea pig, if it is in the pursuit of helping to further the betterment of SH, be it SH3, SH4 or even SH5... :shucks: :yep:

M. M.

:Kaleun_Salute:

alexsalato
11-27-20, 03:33 PM
Hey there, first at all thanks so much for putting together this megamod, it makes modding SH4 easier than ever.



I do have a few questions, since I use a 21:9 ultrawide monitor running at 2560:1080 the periscope view results in scale with no distortions, but zoomed in. I wanted to know what files I should edit to either scale it back.



I also wanted to know what I should change to have the original stock map markers and indicators, or at least the ones in the original OM without OMEGU.



I also wanted to signal you this mod (U-boat Dynamics for SH4 OM (https://www.subsim.com/radioroom/showthread.php?t=207791)) that fixes the reduced submerged range of the Type XXI and Type XXIII, however it changes other things as well. Might be a nice optional mod in my opinion.

Aktungbby
11-27-20, 07:52 PM
alexsalato!:Kaleun_Salute: on the surface after an 11 year silent run!:yeah:

bluenarwhal
12-06-20, 08:33 AM
Does anyone know if there is a way to change the map zoom levels at which the bearing overlay around the sub is visible (see attached image)? It's a very useful tool and I'd like to have it shown pretty much at every zoom level.

KaleunMarco
12-06-20, 10:52 AM
Does anyone know if there is a way to change the map zoom levels at which the bearing overlay around the sub is visible (see attached image)? It's a very useful tool and I'd like to have it shown pretty much at every zoom level.

the only one i am aware of is the 3000-yard tool. look for one that is compatible with OpMonsun and it should work with DW.
:Kaleun_Salute:

Mad Mardigan
12-06-20, 08:15 PM
Does anyone know if there is a way to change the map zoom levels at which the bearing overlay around the sub is visible (see attached image)? It's a very useful tool and I'd like to have it shown pretty much at every zoom level.

Ahoy, bluenarwhal :Kaleun_Cheers:

Give a look then scroll down & find the native rez you have, then go for either imperial or metric as needed... link as follows:

https://www.subsim.com/radioroom/showpost.php?p=1492335&postcount=1

Hope this helps...

M. M.

:Kaleun_Salute:

John Pancoast
12-07-20, 06:04 PM
Finally going to get around to trying this out. Did a search that turned up nothing but are there wolf packs in the mod ?

KaleunMarco
12-07-20, 06:20 PM
Finally going to get around to trying this out. Did a search that turned up nothing but are there wolf packs in the mod ?

unfortunately, Ubi did not program that into the game.
HOWEVER, there are milch cows.
so, you have that going for you....which is nice.
:Kaleun_Salute:

John Pancoast
12-07-20, 06:23 PM
unfortunately, Ubi did not program that into the game.
HOWEVER, there are milch cows.
so, you have that going for you....which is nice.
:Kaleun_Salute:

Thanks !

propbeanie
12-07-20, 10:11 PM
I think lurker was getting around to doing them, but never actually finished the mod. You can't get them like with Stiebler's or h.sie's, but you can put a submerged AI sub and maybe a surfaced AI sub into convoys, just like in SH3, but you will not get the response that you do with SH3. I think I may have come up with an idea to use in the DynamicMiss file, which SH3 does not have, but I am not certain it will work just yet... Stay tuned FotRSU fans!... lol :salute:

John Pancoast
12-07-20, 10:27 PM
I think lurker was getting around to doing them, but never actually finished the mod. You can't get them like with Stiebler's or h.sie's, but you can put a submerged AI sub and maybe a surfaced AI sub into convoys, just like in SH3, but you will not get the response that you do with SH3. I think I may have come up with an idea to use in the DynamicMiss file, which SH3 does not have, but I am not certain it will work just yet... Stay tuned FotRSU fans!... lol :salute:

Thanks Rick. So putting an AI sub in a convoy won't generate it to attack once the player sub gets in the 3d bubble range ?

propbeanie
12-08-20, 09:49 AM
In OM & DW, the submerged sub does not have the capability to shoot torps, and of course is not fast enough generally to keep up with a convoy, once the player gets within spawn range, but the surfaced ones might have an active deck gun, I just haven't looked at them. However, they are both Type=200 vessels, and as such are not particularly aggressive. It would be easy enough to copy what CapnScurvy and s7rikeback did with the FotRSU torp guns and deck guns from FotRSU and apply that to DW, then you would have a pack of convoy-attacking doberman pinschers whenever the player gets within range... :roll:

John Pancoast
12-08-20, 11:11 AM
In OM & DW, the submerged sub does not have the capability to shoot torps, and of course is not fast enough generally to keep up with a convoy, once the player gets within spawn range, but the surfaced ones might have an active deck gun, I just haven't looked at them. However, they are both Type=200 vessels, and as such are not particularly aggressive. It would be easy enough to copy what CapnScurvy and s7rikeback did with the FotRSU torp guns and deck guns from FotRSU and apply that to DW, then you would have a pack of convoy-attacking doberman pinschers whenever the player gets within range... :roll:

:up:

John Pancoast
12-13-20, 09:44 AM
Really impressive work Fifi ! :up::up:

Fifi
12-13-20, 01:05 PM
Really impressive work Fifi ! :up::up:

Thanks John :up:
It’s still far from perfect, but I’m too lousy to dig it again...and have dived again in SH3 as you know.
But maybe one day I’ll be back to create all my new ideas. Just need some courage. All those files are soooo time eater!

:Kaleun_Salute:

John Pancoast
12-13-20, 01:30 PM
Thanks John :up:
It’s still far from perfect, but I’m too lousy to dig it again...and have dived again in SH3 as you know.
But maybe one day I’ll be back to create all my new ideas. Just need some courage. All those files are soooo time eater!

:Kaleun_Salute:
Yes, very easy to fall into "Just one more thing to try and then I'll quit for now....." trap !
But really really impressive work !

Paroni
12-19-20, 09:27 AM
Hi Fifi!


Can you repair missions your next update?My base is Heligoland and mission is photographing at Perth!(Australian Coast).Ending patrol is not possible after 96hrs recon period.Alias campaign cannot continue!


Regards Paroni

Paroni
12-19-20, 09:35 AM
HI!
Baltic Sea Operation is strange because there are not any ships,except German battle cruiser at Danzig bay.Whole Baltic Sea is totally empty at September 1939.Around Britain Isle there are many ships.They are just fine.


Paroni

Paroni
12-19-20, 09:39 AM
I decreased crew to 25 men for Type II.It is realistic and i have not problems
with that.


Paroni

KaleunMarco
12-19-20, 10:42 AM
Hi Fifi!


Can you repair missions your next update?My base is Heligoland and mission is photographing at Perth!(Australian Coast).Ending patrol is not possible after 96hrs recon period.Alias campaign cannot continue!


Regards Paroni

ahoy paroni!

yes, this is an unintended feature of SH4 that arises from time to time. we have attempted to fix it but the fix causes other problems.
i'll take another look at it.:hmmm:

:Kaleun_Salute:

KaleunMarco
12-19-20, 11:09 AM
Hi Fifi!


Can you repair missions your next update?My base is Heligoland and mission is photographing at Perth!(Australian Coast).Ending patrol is not possible after 96hrs recon period.Alias campaign cannot continue!


Regards Paroni
ahoy paroni!

yes, this is an unintended feature of SH4 that arises from time to time. we have attempted to fix it but the fix causes other problems.
i'll take another look at it.:hmmm:

:Kaleun_Salute:

i took another look at the Patrol Assignments and if you are driving a Type 2C out of Heligoland then you should only be assigned missions along the east coast of England and the west coast of Norway.

you are experiencing an unexpected programing feature of SH4.

unless you know how to edit the CareerTrack.upc save file, there is no solution of which i am aware.
if you do know how to edit that file, then reply back and i will tell you what to change when you get an Australian mission.
:Kaleun_Salute:

Paroni
12-19-20, 01:15 PM
Yes,also Baltic Sea flotilla,later 1.Flotilla equipped Type 2 give same result after 3 or 4 patrol,alias photo recon. mission Australia.

I dont remember was Ops Monsun same thing.At least Vii have not problem those time.

propbeanie
12-19-20, 09:36 PM
After activating the mod, be sure you empty the Save folder, or else you will end up with Stock game assignments.

Randomizer
12-19-20, 11:34 PM
I have started 1944 careers and discovered that aircraft do not show up on the map screen when using a periscope even when No Map Updates is unchecked. This destroys any late war career potential as trying to snorkel means automatic death by invisible aircraft. Have tried two Type-VII late war careers and experienced this in both.

-C

Hjalfnar
12-24-20, 06:33 AM
A while ago I asked here for a tutorial for torpedo calculations for Dark Waters/OM, since I couldn't find one. Sadly never received an answer. Anyone could point me somewhere today probably?

Mad Mardigan
12-24-20, 07:00 AM
A while ago I asked here for a tutorial for torpedo calculations for Dark Waters/OM, since I couldn't find one. Sadly never received an answer. Anyone could point me somewhere today probably?

Found this by doing a simple google search... like so:

https://www.google.com/search?client=opera&q=SH4+calculate+torpedo+solutions+tutorial+youtube&sourceid=opera&ie=UTF-8&oe=UTF-8

youtube calq'ing torp solutions tutorial w/ written notes... found here:

https://www.youtube.com/watch?v=uG85lnyjI3w

Not DW's, but.. if not mistaken, the general principles should still apply... just the same...

Hope this helps...

M. M.

:Kaleun_Salute:

Hjalfnar
12-24-20, 08:01 AM
Thank you! I did in fact find the same video but since I have never used manual calculation I wasn't sure if it would apply. Will try my luck!

alexsanjaya
01-07-21, 02:29 AM
What mods are included in this compilation other than OM? What about U-boot dynamic or sound environment are those have been included in this compilation? :06:



Is there any list of what mods that's have been included in this compilation? What's additional mods I could use to improve historical accuracy / realism that is compatible with this compilation? :06:

Thanks Beforehand

Fifi
01-07-21, 03:17 AM
What mods are included in this compilation other than OM? What about U-boot dynamic or sound environment are those have been included in this compilation? :06:



Is there any list of what mods that's have been included in this compilation? What's additional mods I could use to improve historical accuracy / realism that is compatible with this compilation? :06:

Thanks Beforehand

This mod have its own sounds environment & U-Boat dynamics (adapted from other mods) already.

:Kaleun_Salute:

adrians69
01-09-21, 08:09 AM
Just tried this mod for the first time, loving it so far. Fog effects are probably the best I've seen in any SH ever! Thanks for the mod!:Kaleun_Salute:

alexsanjaya
01-13-21, 08:21 AM
All the dials in periscope are still in English rather than German. As I recall in the old OM + OMEGU compilation those were all in German. Is there any compatible mod to get the German version of all the dials just like in the OM + OMEGU compilation?


Thanks Beforehand

Aktungbby
01-13-21, 02:19 PM
alexanjaya!:Kaleun_Salute:

alexsanjaya
01-16-21, 07:46 PM
How do I hide the 3 big dial gauge in the bottom right corner? I've tried to hide the bar underneath it, but only the bar that get hidden but not the big 3 dial gauge


And all the dials in periscope & TDC are still in English rather than German. As I recall in the old OM + OMEGU compilation those were all in German. Is there any compatible mod to get the German version of all the dials just like in the OM + OMEGU compilation?

KaleunMarco
01-16-21, 08:24 PM
How do I hide the 3 big dial gauge in the bottom right corner? I've tried to hide the bar underneath it, but only the bar that get hidden but not the big 3 dial gauge


And all the dials in periscope & TDC are still in English rather than German. As I recall in the old OM + OMEGU compilation those were all in German. Is there any compatible mod to get the German version of all the dials just like in the OM + OMEGU compilation?

Alex,

welcome to Subsim.:subsim:

i can answer your first question but not the second.
use the Number Pad period-del key to hide the interface icons on the bottom of the screen. it is a toggle, so use the same key to hide and then redisplay.

i cannot answer the german/english question other than to look at your mod list. there MAY be a mod that changes German to English and if that is true you just need to not apply that mod. that is the best i can recommend at this time.

Viel Glück, Herr Kaleun!
:Kaleun_Salute:

alexsanjaya
01-16-21, 10:32 PM
i cannot answer the german/english question other than to look at your mod list. there MAY be a mod that changes German to English and if that is true you just need to not apply that mod. that is the best i can recommend at this time.


The mod in question is called Dark Waters v6 (or something like that). I run the test by running only that particular mod and nothing else. And its still in English. In fact someone in this thread has been posting video that everyone could see that all the labells are in English

alexsanjaya
01-17-21, 01:41 AM
use the Number Pad period-del key to hide the interface icons on the bottom of the screen. it is a toggle, so use the same key to hide and then redisplay.


What does hide those dials called in the command.cfg file? I'm running using laptop here. And I prefer to remap the key binding rather than hooking my laptop to a large USB keyboard that only wasting the already limited workspace I've got.



As I recall this is non issue back in OM + OMEGU compilation. And so does the English labels in periscope & TDC

alexsanjaya
01-17-21, 11:42 AM
Type IXD2 is unplayable. The whole environment (outside the boat) are shaking and engine control also doesn't work. Its only trigger series of crashing sound + animation. So far I haven't notice similar problem in any other boat type

Mad Mardigan
01-17-21, 11:47 AM
Ahoy, alexsanjaya... :Kaleun_Cheers: The mod in question is called Dark Waters v6 (or something like that). I run the test by running only that particular mod and nothing else. And its still in English. In fact someone in this thread has been posting video that everyone could see that all the labels are in English whoa... whoa.. whoa, slow down & hold your horses here a momento... :timeout:

To what video, are you referring to here, if you would... there's like, 54 pages to the thread & give or take like, at minimum.. 15 per page.. that's a lot of posts to go through. You mind in a reply, pointing out the vid in question there, partner :yep: :up:

For all that is known, how do you know that the individual who made the vid... didn't just set up their modded version to run with English for it.? :hmmm:

The last I ran Fifi's OM: DW v6, the dials & all were in the uboat format, NOT in Empirical English... & that's running it straight out of the box, as is... no tinkering with those areas....:yep: That's for starters...


What does hide those dials called in the command.cfg file? I'm running using laptop here. And I prefer to remap the key binding rather than hooking my laptop to a large USB keyboard that only wasting the already limited workspace I've got.

As I recall this is non issue back in OM + OMEGU compilation. And so does the English labels in periscope & TDC

As for remapping keyboard commands, in the command.cfg goes... that's off the top, out of My league... as that goes. If I had another's insight into tinkering with that... then yeah, I can handle that... I'm not ashamed to say... there are some areas in files & such I'm confident to say, ok you do this to this file here or here or you do that in these files here & here... but that 1... nope...

As for the limited workspace... ok, I can relate to that... but... if you can grab a wireless keyboard, then by all means do so.. it doesn't tie you up.. or down as the case would be... :D & when you don't need it, just shut it off & use your lappie's keyboard. Couldn't be any simpler.

Just make sure to stay near by the laptop, heck you can be sitting there in front of it & have it on your lap. They're lightweight nowadays & pretty well dependable. I have 1 that I use as the only keyboard.

That's just thrown out there as a helpful suggestion.

Any who.... hopefully, in the meantime, 1 of the others who frequent the thread, may have a solution to this issue or maybe even Fifi themselves...

But be mindful.. (& respectful as well, doesn't hurt... you catch more flies with honey than vinegar...(or was that sugar... :D the ol' dinged up, dusty & somewhat rusty old HD, commonly referred to as the ol' brain pan aka brain, ain't what it used to be. Got a lot of info, some useful, some so so & some that may be obsolete nowadays... :D floating about in it... :haha:is a wonder it still functions most days. :D) main point being, a bit of humbleness with a pinch of politeness, goes a long way.

Trust Me, I well understand feeling frustrated, which I can sense on your end here... :yep: been there, done that shipmate... :Kaleun_Wink:

Any way, best to ya shipmate...

Gute jagd, ihr Himmelhunde

M. M.

:Kaleun_Salute:

KaleunMarco
01-17-21, 11:54 AM
The mod in question is called Dark Waters v6 (or something like that). I run the test by running only that particular mod and nothing else. And its still in English. In fact someone in this thread has been posting video that everyone could see that all the labells are in English

yes, i was hoping that there was an identifiable mod specifically developed for the change of language, but, alas, there is none.

maybe Fifi can help. he is the fellow who lead the Dark Waters effort.
He is still active on Subsim so he should see our conversation and reply.
:Kaleun_Salute:

KaleunMarco
01-17-21, 12:07 PM
What does hide those dials called in the command.cfg file? I'm running using laptop here. And I prefer to remap the key binding rather than hooking my laptop to a large USB keyboard that only wasting the already limited workspace I've got.

ok, laptops, well, then, using a keypad key will be difficult.
jimimadrid created Keymapper for this occasion.
it is pretty good for re-assigning keys however it has been known to CTD every now-and-again. be patient.
keep in mind, that the changes are made in real-time to the Command.Cfg file, so make a copy of that file before you begin.
https://www.subsim.com/radioroom/downloads.php?do=file&id=4715&act=down

As I recall this is non issue back in OM + OMEGU compilation. And so does the English labels in periscope & TDC
yes, you are correct!
in the old days of OpMonsun, labels were in German and one had to apply a mod to translate into English.
please keep in mind that some of the game labels are "text" files and some of the game labels are graphics, which means that the text files can be translated with a lower degree of difficulty than the graphics which need to be not only translated but re-created with the appropriate graphics tool(s).
Before you yell 'verdamt' on Dark Waters please keep in mind that OpMonsun was quite "buggy" and that the Dark Waters team cleaned up a lot of that as well as added more content.

alexsanjaya
01-19-21, 06:18 PM
ok, laptops, well, then, using a keypad key will be difficult.
jimimadrid created Keymapper for this occasion.
it is pretty good for re-assigning keys however it has been known to CTD every now-and-again. be patient.
keep in mind, that the changes are made in real-time to the Command.Cfg file, so make a copy of that file before you begin.
https://www.subsim.com/radioroom/downloads.php?do=file&id=4715&act=down



It was the first thing I've tried. Unfortunately as it turn out it doesn't work. The Keymapper can't even make the correct selection and the change can't even be save (I did read the readme file and follow the instructions there)



in the old days of OpMonsun, labels were in German and one had to apply a mod to translate into English.
please keep in mind that some of the game labels are "text" files and some of the game labels are graphics, which means that the text files can be translated with a lower degree of difficulty than the graphics which need to be not only translated but re-created with the appropriate graphics tool(s).
Before you yell 'verdamt' on Dark Waters please keep in mind that OpMonsun was quite "buggy" and that the Dark Waters team cleaned up a lot of that as well as added more content.


Stability is the main reason I use Dark Waters in the first place. And I admit I haven't experienced a single CTD so far. Unfortunately it brings new problem that doesn't exist back in the OM + OMEGU, such as the English language labels, unplayable Type IXD2 for example.

propbeanie
01-19-21, 06:56 PM
What's unplayable about the IXD2? Where are you starting, and what date is it?

KaleunMarco
01-19-21, 07:15 PM
It was the first thing I've tried. Unfortunately as it turn out it doesn't work. The Keymapper can't even make the correct selection and the change can't even be save (I did read the readme file and follow the instructions there)

that is very interesting. in my experience, Keymapper saves your changes as you make them. it's given me the odd CTD but i have never experienced what you describe.

are you executing Keymapper from the same folder as SH4.exe? if not, move Keymapper there and try it again.

Stability is the main reason I use Dark Waters in the first place. And I admit I haven't experienced a single CTD so far. Unfortunately it brings new problem that doesn't exist back in the OM + OMEGU, such as the English language labels, unplayable Type IXD2 for example.

i just played a IX-D2. 11 missions.
it sounds like you have an installation issue.
i do not mean to impugn but that is what it sounds like.
can you reply with your JSGME config?

alexsanjaya
01-20-21, 09:46 PM
can you reply with your JSGME config?


You mean this? :


[DEPENDANCIES]
OM_DarkWaters_V6="OM_Pac_Env""OM_FritzFix""OM_Strategic_Map_Symbols""OM_U-Jagd""OM_Stock_RAOFB_UJagd"
OM_U-Jagd="OM_Stock_RAOFB_UJagd"
[MODS]
OM_DarkWaters_V6=1
OM_Pac_Env=2
Webster's Ship Manuvering Fix for v1.4 and v1.5=3
OM_FritzFix=4
SMALLER_SEA_BEAD_ROCKS=5
SMALLER_SEA_PLANTS_20=6
OM_Strategic_Map_Symbols=7
510 Rel_SH4_Trans-Atlantic_Raio=8
NHK Radio Tokyo=9
OM_U-Jagd=10
OM_Stock_RAOFB_UJagd=11

KaleunMarco
01-20-21, 10:00 PM
You mean this? :


[DEPENDANCIES]
OM_DarkWaters_V6="OM_Pac_Env""OM_FritzFix""OM_Strategic_Map_Symbols""OM_U-Jagd""OM_Stock_RAOFB_UJagd"
OM_U-Jagd="OM_Stock_RAOFB_UJagd"
[MODS]
OM_DarkWaters_V6=1
OM_Pac_Env=2
Webster's Ship Manuvering Fix for v1.4 and v1.5=3
OM_FritzFix=4
SMALLER_SEA_BEAD_ROCKS=5
SMALLER_SEA_PLANTS_20=6
OM_Strategic_Map_Symbols=7
510 Rel_SH4_Trans-Atlantic_Raio=8
NHK Radio Tokyo=9
OM_U-Jagd=10
OM_Stock_RAOFB_UJagd=11

alex,

i am unfamiliar with that display.
i was refering to JonesSoft Generic Mod Enabler (JSGME).
it is the tool we use to apply mods to SH3 or SH4 or SH5.
if you are using it, there is a feature to use to publish your mod list: Tasks-Export Activated Mods-To Clipboard.
then post that here.

if you are not using JSGME, you should.... as it is the standard mod application tool for SH4 and Dark Waters.
this could be why things are not working properly for you.
https://www.subsim.com/radioroom/downloads.php?do=file&id=4725 (JSGME Download link at Subsim)

Fifi
01-21-21, 02:20 AM
You mean this? :


[DEPENDANCIES]
OM_DarkWaters_V6="OM_Pac_Env""OM_FritzFix""OM_Strategic_Map_Symbols""OM_U-Jagd""OM_Stock_RAOFB_UJagd"
OM_U-Jagd="OM_Stock_RAOFB_UJagd"
[MODS]
OM_DarkWaters_V6=1
OM_Pac_Env=2
Webster's Ship Manuvering Fix for v1.4 and v1.5=3
OM_FritzFix=4
SMALLER_SEA_BEAD_ROCKS=5
SMALLER_SEA_PLANTS_20=6
OM_Strategic_Map_Symbols=7
510 Rel_SH4_Trans-Atlantic_Raio=8
NHK Radio Tokyo=9
OM_U-Jagd=10
OM_Stock_RAOFB_UJagd=11

Activate via JSGME only the mods provided in Dark Waters and I think you’ll be back with a playable IX D2 … who doesn’t have any issue.

:Kaleun_Salute:

alexsanjaya
01-21-21, 02:58 AM
alex,

i am unfamiliar with that display.
i was refering to JonesSoft Generic Mod Enabler (JSGME).


And now I'm confused as which JGSME config file you were referring to. What is the file name, and in which folder could I find it?


I'm using JGSME version v2.6.157 that I've downloaded from


https://www.subsim.com/radioroom/downloads.php?do=file&id=655

alexsanjaya
01-21-21, 03:04 AM
Activate via JSGME only the mods provided in Dark Waters and I think you’ll be back with a playable IX D2 … who doesn’t have any issue.

:Kaleun_Salute:
How about giving a list of what mods included in Dark Waters v.6. Along with which sub mod that is compatible with?


Moreover, which environment, ship dynamic (all ship), radio, music, authentic German labels that are compatible with?


BTW so far steering all u-boots I've tried in this mod are far more responsive than the actual real life Type-209/1400, to the point it felt like driving a full size SUV rather than steering any ship

Fifi
01-21-21, 04:03 AM
I’m not on SH4 anymore actually, but you still can adjust U-Boats responses to your liking, by opening each data/submarine/.sim via S3D, and adjust the values.

:Kaleun_Salute:

propbeanie
01-21-21, 09:41 AM
... there is a feature to use to publish your mod list: Tasks-Export Activated Mods-To Clipboard.
then post that here...
And now I'm confused as which JGSME config file you were referring to. What is the file name, and in which folder could I find it?
In the center column of JSGME app is "Tasks..." in blue, click that and follow the link:

https://i.imgur.com/wV2jjkk.jpg

In the case of the above picture, which is an old version of DW while work was being done on it. The right-hand column of course, is the activated side, so the output would look like:
Generic Mod Enabler - v2.6.0.157
[C:\Games\OpMonsun\MODS]

OM_DarkWaters_V6
If more mods were activated, they would be in the list under the "OM_DarkWaters_V6" line. Copy to the clipboard, and then insert the text in your next post.

How about giving a list of what mods included in Dark Waters v.6. Along with which sub mod that is compatible with?

Moreover, which environment, ship dynamic (all ship), radio, music, authentic German labels that are compatible with?

BTW so far steering all u-boots I've tried in this mod are far more responsive than the actual real life Type-209/1400, to the point it felt like driving a full size SUV rather than steering any ship
Super mods are generally a collection of mods, known to work together. If you start mixing other mods in on top of a super mod, you will often end up with certain aspects not functioning as expected, maybe to the point of random or constant CTDs. There is usually some measure of tweaking, as Fifi suggests that can be done, and not run into trouble, or "tune" other add-in mods that you might try to use, so they work together with the "base" mod. Fifi took a lot of time to tune the environment in OM Dark Waters, and trying to alter some aspects of it does affect the functionality of the AI response, so look-out for that. :salute:

KaleunMarco
01-21-21, 10:56 AM
How about giving a list of what mods included in Dark Waters v.6. Along with which sub mod that is compatible with?


Moreover, which environment, ship dynamic (all ship), radio, music, authentic German labels that are compatible with?


BTW so far steering all u-boots I've tried in this mod are far more responsive than the actual real life Type-209/1400, to the point it felt like driving a full size SUV rather than steering any ship

alex,

here is the mod list that i use with DW:

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

i added U-Jagd at the end without numbering it.

with regards to shiphandling and ship performance, the various SH modders have spent a lot of time and effort tuning and fine tuning the shiphandling characteristics designed into SH4. As Fifi stated in most recent post, you are free to make any adjustments you wish within your installation. my only caveat to that is for you to mind how you go with making changes. SH4 is a evolution of SH3 and much of the shiphandling characteristics in SH4 come from previous releases of SH.

anyway, i had no problems with a Type 9-D2, as i indicated previously. if you are playing a fresh installation of SH4 with DW modded on top, make sure you also erase the Savefolders in My Documents. we have found that when users switch mod sets that the previous installation leaves files that screw up the new installation. Deleting the save file folders eliminates that. the first time you run SH4 will re-create the save file folders.

good luck!
:Kaleun_Salute:

alexsanjaya
01-21-21, 03:15 PM
In the center column of JSGME app is "Tasks..." in blue, click that and follow the link:

https://i.imgur.com/wV2jjkk.jpg




OIC. Thanks


Like this then ;


Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent Hunter 4 Wolves Of The Pacific\MODS]

OM_DarkWaters_V6
OM_Pac_Env
Webster's Ship Manuvering Fix for v1.4 and v1.5
OM_FritzFix
SMALLER_SEA_BEAD_ROCKS
SMALLER_SEA_PLANTS_20
OM_Strategic_Map_Symbols
510 Rel_SH4_Trans-Atlantic_Raio
NHK Radio Tokyo
OM_U-Jagd
OM_Stock_RAOFB_UJagd



Super mods are generally a collection of mods, known to work together. If you start mixing other mods in on top of a super mod, you will often end up with certain aspects not functioning as expected, maybe to the point of random or constant CTDs. There is usually some measure of tweaking, as Fifi suggests that can be done, and not run into trouble, or "tune" other add-in mods that you might try to use, so they work together with the "base" mod. Fifi took a lot of time to tune the environment in OM Dark Waters, and trying to alter some aspects of it does affect the functionality of the AI response, so look-out for that. :salute:


I need the environment mod for getting rid of those alien looking gigantic undersea sea plant, of which I've never encounter even once in the real world. Although some of my colleague did claim they had seen the Kraken or even Mermaids, but all those sightings also involve too much encounter with Jack Daniel's or similar

alexsanjaya
01-21-21, 03:22 PM
if you are playing a fresh installation of SH4 with DW modded on top, make sure you also erase the Savefolders in My Documents. we have found that when users switch mod sets that the previous installation leaves files that screw up the new installation. Deleting the save file folders eliminates that. the first time you run SH4 will re-create the save file folders.



Deleting the save folder is always the first thing I've done whenever I've change anything with JGSME.



However, the default DW boat u-boot steering felt too much of driving a full size SUV on the road not to mention there isn't any inertia, which is why I need additional ship dynamic add-in mod. And additional mod for getting rid of those alien looking sea plants

propbeanie
01-21-21, 07:18 PM
Try removing Webster's Ship Manuvering Fix for v1.4 and v1.5, and since you have to de-activate them anyway, leave out OMFritzFix (what is that anyway??), SMALLER_SEA_BEAD_ROCKS and SMALLER_SEA_PLANTS_20 and then test. Put the Fritz backin, test, "SMALLER" mods back in, test, etc., and see if you notice a difference in boat handling as you're adding back in. Then you could try Webster's mod again - but that particular mod is for the Stock game, and quite a few of the settings are altered in OM and then DW anyway...

After that, you could try to run the NSS_Uboat9d2.sim file found in Data / Submarine / NSS_Uboat9d2 folder with Silent 3Ditor (http://s3d.skwas.com/). Browse through the various sections and parameters, and tweak away. When you get to the point that you might want to try out what you've altered, use the "File... Save in mod" menu choice, and let S3D create a mini-mod for you. Then activate that, and see what happens. Just remember that most of those settings affect all of the other settings in the file, such that if you change one seemingly unrelated thing, your boat might all of a sudden hit a wave, nose down, and do an uncontrollable dive on you that cannot be stopped :roll: - been there, done that, as they used to say... I don't think they are capable of flying like an airplane, but you never know until you try... lol

Mad Mardigan
01-21-21, 08:17 PM
Try removing Webster's Ship Manuvering Fix for v1.4 and v1.5, and since you have to de-activate them anyway, leave out OMFritzFix (what is that anyway??), SMALLER_SEA_BEAD_ROCKS and SMALLER_SEA_PLANTS_20 and then test. Put the Fritz backin, test, "SMALLER" mods back in, test, etc., and see if you notice a difference in boat handling as you're adding back in. Then you could try Webster's mod again - but that particular mod is for the Stock game, and quite a few of the settings are altered in OM and then DW anyway...

After that, you could try to run the NSS_Uboat9d2.sim file found in Data / Submarine / NSS_Uboat9d2 folder with Silent 3Ditor (http://s3d.skwas.com/). Browse through the various sections and parameters, and tweak away. When you get to the point that you might want to try out what you've altered, use the "File... Save in mod" menu choice, and let S3D create a mini-mod for you. Then activate that, and see what happens. Just remember that most of those settings affect all of the other settings in the file, such that if you change one seemingly unrelated thing, your boat might all of a sudden hit a wave, nose down, and do an uncontrollable dive on you that cannot be stopped :roll: - been there, done that, as they used to say... I don't think they are capable of flying like an airplane, but you never know until you try... lol



Ahoy, propbeanie... :Kaleun_Cheers:

OMFritzFix, converts the messages from saying Subsowatlflt or how ever you say it, for the U.S. fleet boat command, to where the messages are coming from BdU, instead... as I recall right... including the official stamp of the eagle on it... it's the BdU equivalent of calling in a status & getting new orders to go here or there or to RTB.... after having completed the patrol objective/s you start off with leaving base.

There was also a rudder fix that was done & posted a number of post pages back, as well... for the... hmm... VII-B, I believe or was that the -C... , iirc on that...

M. M.

:Kaleun_Salute:

propbeanie
01-21-21, 08:27 PM
Ahhh... like a "BernardFix"... lol - "Verr eest das dummkopf sprechen zee English!!!!??? Srow zem overboardt at once!" :salute:

Mad Mardigan
01-21-21, 09:05 PM
Ahhh... like a "BernardFix"... lol - "Verr eest das dummkopf sprechen zee English!!!!??? Srow zem overboardt at once!" :salute:

Ahoy, propbeanie...

Ahh-yup... that's be about the long... & short of it... :shucks: :yep:

M. M.

:Kaleun_Salute:

alexsanjaya
01-22-21, 01:34 AM
Try removing Webster's Ship Manuvering Fix for v1.4 and v1.5, and since you have to de-activate them anyway, leave out OMFritzFix (what is that anyway??), SMALLER_SEA_BEAD_ROCKS and SMALLER_SEA_PLANTS_20 and then test. Put the Fritz backin, test, "SMALLER" mods back in, test, etc., and see if you notice a difference in boat handling as you're adding back in. Then you could try Webster's mod again


Thanks, going to give it a try





but that particular mod is for the Stock game, and quite a few of the settings are altered in OM and then DW anyway...


Well what other option do I have? Is there any ship dynamic add-in mod that is compatible with DW?





After that, you could try to run the NSS_Uboat9d2.sim file found in Data / Submarine / NSS_Uboat9d2 folder with Silent 3Ditor (http://s3d.skwas.com/). Browse through the various sections and parameters, and tweak away. When you get to the point that you might want to try out what you've altered, use the "File... Save in mod" menu choice, and let S3D create a mini-mod for you. Then activate that, and see what happens. Just remember that most of those settings affect all of the other settings in the file, such that if you change one seemingly unrelated thing, your boat might all of a sudden hit a wave, nose down, and do an uncontrollable dive on you that cannot be stopped :roll: - been there, done that, as they used to say... I don't think they are capable of flying like an airplane, but you never know until you try... lol


That is why I use add-in mod rather than editing it myself. I don't have the slightest clue in modding this game

alexsanjaya
01-22-21, 01:37 AM
"Verr eest das dummkopf sprechen zee English!!!!??? Srow zem overboardt at once!" :salute:


Das ist ein wenig dramatisch, aber gut gesagt :yep:

propbeanie
01-22-21, 04:29 PM
Subtlety is not my strong suit... :har: :yeah:

alexsanjaya
01-22-21, 10:25 PM
Try removing Webster's Ship Manuvering Fix for v1.4 and v1.5, and since you have to de-activate them anyway, leave out OMFritzFix (what is that anyway??), SMALLER_SEA_BEAD_ROCKS and SMALLER_SEA_PLANTS_20 and then test. Put the Fritz backin, test, "SMALLER" mods back in, test, etc., and see if you notice a difference in boat handling as you're adding back in. Then you could try Webster's mod again - but that particular mod is for the Stock game, and quite a few of the settings are altered in OM and then DW anyway...


Anyway, I just test Type IXD2 with only DW v6 and no others mods. The problem still persist. All outside view is shaking and manoeuvring control doesn't work other than creating crashing sounds & animation

propbeanie
01-22-21, 10:35 PM
Which base are you trying to start from, and what is the date? :salute:

alexsanjaya
01-23-21, 02:17 AM
Which base are you trying to start from, and what is the date? :salute:


August 1943 from Lorient. And starting from inside the base.

propbeanie
01-23-21, 09:22 AM
Thanks. I'll check on my install later today...

blackjpal
01-26-21, 01:36 AM
I use RAOBF measure the distance. It seems inconsistent with the chart measurement and the observer report.
my settings:1920X1080. authentic in the realism settings.

propbeanie
01-26-21, 10:05 PM
August 1943 from Lorient. And starting from inside the base.
Quite the adventure on my first try, which I just got to do, due to time constraints, but the handling of the boat was impossible to tell:

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

I don't know if you see the exhaust flying out of the ports, but I'm at Ahead Flank there, not moving... We are in the first sub pen, first stall (A??)...

Another angle:

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

... and a third:

https://i.imgur.com/kC1CzHw.jpg


So, the IXD2 spawns into the Lorient sub pen in this instance, merged into the back wall of the dock... We'll definitely have to move that spawn-in location... sigh. When we get finished with FotRSU, we'll attempt to send some edits off to Fifi for an update or patch file... In the meantime, I am gong to assume that you did not spawn into that particular location? :O:

John Pancoast
01-26-21, 10:16 PM
Quite the adventure on my first try, which I just got to do, due to time constraints, but the handling of the boat was impossible to tell:



So, the IXD2 spawns into the Lorient sub pen in this instance, merged into the back wall of the dock... We'll definitely have to move that spawn-in location... sigh. When we get finished with FotRSU, we'll attempt to send some edits off to Fifi for an update or patch file... In the meantime, I am gong to assume that you did not spawn into that particular location? :O:

Hey, those pens stood up to massive bombing you think a couple of measly diesel engines are going to stop that concrete's hold on the boat ! :haha: Dammit Hans, I told you to move the boat before they poured that mud !
Hang in there !

Mad Mardigan
01-27-21, 12:12 AM
Quite the adventure on my first try, which I just got to do, due to time constraints, but the handling of the boat was impossible to tell:

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

I don't know if you see the exhaust flying out of the ports, but I'm at Ahead Flank there, not moving... We are in the first sub pen, first stall (A??)...

Another angle:

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

... and a third:

https://i.imgur.com/kC1CzHw.jpg


So, the IXD2 spawns into the Lorient sub pen in this instance, merged into the back wall of the dock... We'll definitely have to move that spawn-in location... sigh. When we get finished with FotRSU, we'll attempt to send some edits off to Fifi for an update or patch file... In the meantime, I am gong to assume that you did not spawn into that particular location? :O:

Ahoy... :Kaleun_Cheers:

I attempted a start in the IX-D2, @ Lorient... inside the pen... & ended up with the same end result... tried to leave & sank the boat... it weren't budging... it tore itself apart.

On the plus side... starting out to sea, allows for the career to start off... without damages to the uboat.

But.. be warned, I got jumped thrice, by aircraft... 2 Sunderlands (if I recall it right, these were known of as... short sunderlands... in SHO I believe it was... or was that SH3... any who...) & a wellington bomber.... 1 Sunderland, right after I spawned... avoided that 1, & managed to NOT take any damage....

cleared that hurdle... just before sunset, got jumped by the Wellington... took a bit of slap & tickle.. managed to get the wee bit o' damages patched up w/o further incident....

That 2nd Sunderland... welp.. it did Me in..... took major damages, despite diving as deep as I was able to & NOT ram the bottom... depth was only like... 75-78 meters.... stopped short of scraping the bottom clean of any barnacles... :haha: took a hard turn to port, to fool the plane into dropping whatever it was they dropped/fired... but took a hit between diesels & electric motors section with 1 of what they drop/fired... an the other hit around the control room area... ended up with 5 dead... an grounded out on the bottom... awaiting to see if the damage repair can get Me fixed up, so as to make a run back to base... shessh... getting out there is a nightmare...

End report...

M. M.

:Kaleun_Salute:

p.s John,

Hanz the guy who poured that concrete needs to be shipped out to zee Ost front... post haste... else that, or a firing squad... or keel hauled... :arrgh!:

alexsanjaya
01-27-21, 05:18 AM
https://i.imgur.com/IMnmCsx.jpg

I don't know if you see the exhaust flying out of the ports, but I'm at Ahead Flank there, not moving... We are in the first sub pen, first stall (A??)...

Another angle:

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

... and a third:

https://i.imgur.com/kC1CzHw.jpg


So, the IXD2 spawns into the Lorient sub pen in this instance, merged into the back wall of the dock... We'll definitely have to move that spawn-in location... sigh. When we get finished with FotRSU, we'll attempt to send some edits off to Fifi for an update or patch file... In the meantime, I am gong to assume that you did not spawn into that particular location? :O:


aach so that is the problem. Thank You for checking that out, hopefully it can be rectified

alexsanjaya
01-27-21, 05:22 AM
Hanz the guy who poured that concrete needs to be shipped out to zee Ost front... post haste... else that, or a firing squad... or keel hauled... :arrgh!:


Hanz klingt wie ein Spionagesaboteur :doh: Now if only I could find grandpa old Karbine (Model 1943 - 1944) to deal with Hanz :arrgh!:

propbeanie
01-27-21, 02:29 PM
Poor Hanz had sneezed, and then fell into the forms, buried in his handiwork... as they say, he really got into his work... In the meantime, foreman Bernard is the one who tried to hide the accident, and should be the one (or a dozen) sent to the eastern front. He cannot be found... Rumor has it though, that he is actually a deep undercover spy / agent, working for MI-666, and is possibly a stowaway on a Type IXD2 boat, somewhere in the Indian Ocean now... :roll:

John Pancoast
01-27-21, 02:44 PM
Poor Hanz had sneezed, and then fell into the forms, buried in his handiwork... as they say, he really got into his work... In the meantime, foreman Bernard is the one who tried to hide the accident, and should be the one (or a dozen) sent to the eastern front. He cannot be found... Rumor has it though, that he is actually a deep undercover spy / agent, working for MI-666, and is possibly a stowaway on a Type IXD2 boat, somewhere in the Indian Ocean now... :roll:

:haha: Should have guessed Bernard was involved:
"I slipped and fell into the wet concrete below
They buried me in that tomb that knows no sound
But I am still around
I'll always be around,…"

RandomSubRat
02-03-21, 10:02 AM
Awesome mod, great work! I encountered a small problem and hopefully someone here will be able to help me. It's 6th june 1940, im in 1st flotilla (hoorah for IIb boats) and the game doesnt let me depart. When im trying to start a new patrol im getting a message "Error: objective not found" and there is no start button. Is there any way to save my career or am i stuck in my room in Kiel forever?

KaleunMarco
02-03-21, 10:54 AM
Awesome mod, great work! I encountered a small problem and hopefully someone here will be able to help me. It's 6th june 1940, im in 1st flotilla (hoorah for IIb boats) and the game doesnt let me depart. When im trying to start a new patrol im getting a message "Error: objective not found" and there is no start button. Is there any way to save my career or am i stuck in my room in Kiel forever?

Ahoy Kaleun Rat,

welcome to Subsim. :subsim:

if you are driving a IIb out of Kiel in June 1940, you should have been given a choice to upgrade of retire out.

let me look a bit deeper at the boat progressions and reply later.

in the meantime, can you send your configuration using JSGME Mod-List?
:Kaleun_Salute:

Sonicfire1981
02-03-21, 11:16 AM
Greetings; if i may, i have a quick question to run by you:
if memory serves right, system limitations of SH4 prevented the snorkel to work as intended. Is this the case (still) ?

KaleunMarco
02-03-21, 11:54 AM
Greetings; if i may, i have a quick question to run by you:
if memory serves right, system limitations of SH4 prevented the snorkel to work as intended. Is this the case (still) ?

i believe the snorkel works...for the engines only.
it will not supply O2 to the crew.
i have not used the snorkel in a very long time so i cannot remember any details.
why do you think it does not work?
:Kaleun_Salute:

KaleunMarco
02-03-21, 11:59 AM
Awesome mod, great work! I encountered a small problem and hopefully someone here will be able to help me. It's 6th june 1940, im in 1st flotilla (hoorah for IIb boats) and the game doesnt let me depart. When im trying to start a new patrol im getting a message "Error: objective not found" and there is no start button. Is there any way to save my career or am i stuck in my room in Kiel forever?

well, i mimiced your career as much as i could and i have a totally different result.
after completing a mission in early June 1940, i was assigned another mission (June 21) but the patrol zone was off the coast of Australia. But on the good side, my base was still Kiel.

we have had other similar reports of far flung patrol zones but i am not familiar with the "objective not found". let me do a bit more checking.

it would still be instructive to know your DW-JSGME config.

propbeanie
02-03-21, 12:06 PM
Awesome mod, great work! I encountered a small problem and hopefully someone here will be able to help me. It's 6th june 1940, im in 1st flotilla (hoorah for IIb boats) and the game doesnt let me depart. When im trying to start a new patrol im getting a message "Error: objective not found" and there is no start button. Is there any way to save my career or am i stuck in my room in Kiel forever?
Two things most likely:
1. Failure to clear the Save folder
2. (most likely) Bad assignment
There are two sets of North Sea assignments. One for the IIB, and one for the IIC. However, as much as the game likes to run over dates, you might have a North Sea assignment that is dated prior to March 31, 1940, and not one you can use in June. To check that, open the Save folder and check the CareerTrack.upc. This is generally found in "C:\Users \UserName \Documents \SH4 \data \cfg \SaveGames \000000xx \CareerTrack.upc", or by use of the "Documents" shortcut in File Explorer, and then the SH4 path. If you have used MultiSH4, that would change the name of the SH4 save folder, of course. You want to find the numbered folder ("000000xx" above) with the latest date. Open the CareerTrack.upc with a plain text editor, such as Notepad, or Nortpad++ (https://notepad-plus-plus.org/), and look for the line "PlayerCurrentObjectiveCode= WhateverTheAssignment", which in your case will either be "NorthSea2" or "T2_Shetlands". Let us know what you do have though, or if you hadn't emptied the Save folder prior to starting Dark Waters. Your sub does pass to Training on June 15, 1940, and in theory, you should be re-assigned to a Type IIC after that date.

Greetings; if i may, i have a quick question to run by you:
if memory serves right, system limitations of SH4 prevented the snorkel to work as intended. Is this the case (still) ?
The snorkel "works", but it doesn't... ie: You will still experience CO2 build-up in the submarine, and will have to surface to clear that...

John Pancoast
02-03-21, 12:15 PM
The snorkel "works", but it doesn't... ie: You will still experience CO2 build-up in the submarine, and will have to surface to clear that...
Sounds more like realistic vs. it not working to me. :)

RandomSubRat
02-03-21, 12:59 PM
Thanks for the suggestions. I checked the savefile, objective code=T2_Shetlands. I reloaded a couple of times and tried to wait and finish patrol in july. Didnt work. I also loaded earlier save and got to Kiel before june and it kinda worked. It's 20th of may, i can start next mission (yay) but they send me and my cute,little boat to scout Perth (boo).Also, the mission briefing is in french. I'm running vanilla DW without any additional mods.

propbeanie
02-03-21, 01:03 PM
Sounds more like realistic vs. it not working to me. :)
"Herr Kaleun! Our snorkel has inhaled sea water, which has caused the port engine to seize!!! The U-Boat is filled with exhaust fumes and half of the crew is in the head, attempting a mass vomitting! Also Herr Kaleun, a little something for the back of your mind (no, it's not Bernard, sir), but airplanes are swarming our area. Were we not told by BdU that our snorkel would be invisible?..."

Thanks for the suggestions. I checked the savefile, objective code=T2_Shetlands. I reloaded a couple of times and tried to wait and finish patrol in july. Didnt work. I also loaded earlier save and got to Kiel before june and it kinda worked. It's 20th of may, i can start next mission (yay) but they send me and my cute,little boat to scout Perth (boo).Also, the mission briefing is in french. I'm running vanilla DW without any additional mods.
You should not have an issue with the Shetlands mission. I'll look through those here in a bit. A South Perth assignment means that the game is "falling through" and not catching an assignment at all, with the Perth assignment being a "fail safe" for the game. If the game does its "logic" correctly, it should assign you a IIC effective June 15, 1940, and then send you out... I'll look at the IIC assignments for May-June, and see what those show. Should be the same basic assignments, other than maybe a Western Approaches assignment for movement to Lorient... :hmmm:

propbeanie
02-03-21, 08:27 PM
Thanks for the suggestions. I checked the savefile, objective code=T2_Shetlands. I reloaded a couple of times and tried to wait and finish patrol in july. Didnt work. I also loaded earlier save and got to Kiel before june and it kinda worked. It's 20th of may, i can start next mission (yay) but they send me and my cute,little boat to scout Perth (boo).Also, the mission briefing is in french. I'm running vanilla DW without any additional mods.
Also, should have had you check the line "PlayerCurrentObjectives=IDxxx" with the "xxx" being a number, whether 1, 2, or 3 digits in length, if you could supply that from the latest Save, going by the date / time stamp, and also the one or two folders prior to that, going by date / time stamp, such that you have two or three Objective IDs that I can possibly trace and look at... :salute:

RandomSubRat
02-04-21, 02:37 AM
Broken Patrol

Patrol Start

PatrolStartDateTime=1940-04-10 14:29:48
CurrentDate=1940-04-10 14:29:48
PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID557

Save at the end of the patrol before docking

PatrolStartDateTime=1940-04-10 14:29:48
CurrentDate=1940-05-28 17:41:43
PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1

"Australian" save (started patrol, moved out of port and saved)

PatrolStartDateTime=1940-06-03 11:41:43
CurrentDate=1940-06-03 11:41:43
PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1

Prievous Patrol

Patrol Start

PatrolStartDateTime=1940-01-29 11:56:56
CurrentDate=1940-01-29 11:56:56
PlayerCurrentObjectiveCode=NorthSea
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID217

Save before docking

PatrolStartDateTime=1940-01-29 11:56:56
CurrentDate=1940-03-29 11:56:56
PlayerCurrentObjectiveCode=NorthSea
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID217

propbeanie
02-04-21, 11:39 AM
Broken Patrol

Patrol Start

PatrolStartDateTime=1940-04-10 14:29:48
CurrentDate=1940-04-10 14:29:48
PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID557

Save at the end of the patrol before docking

PatrolStartDateTime=1940-04-10 14:29:48
CurrentDate=1940-05-28 17:41:43
PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1

"Australian" save (started patrol, moved out of port and saved)

PatrolStartDateTime=1940-06-03 11:41:43
CurrentDate=1940-06-03 11:41:43
PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID1

Prievous Patrol

Patrol Start

PatrolStartDateTime=1940-01-29 11:56:56
CurrentDate=1940-01-29 11:56:56
PlayerCurrentObjectiveCode=NorthSea
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID217

Save before docking

PatrolStartDateTime=1940-01-29 11:56:56
CurrentDate=1940-03-29 11:56:56
PlayerCurrentObjectiveCode=NorthSea
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID217
Notice as you are coming in toward the home port, after your Primary Objective is completed (orange text), that you have an ID1 assigned? That is the default "fail safe" assignment on the German side, much like the US side uses an East China Sea assignment. This points to at least one of the T2_Shetland assignments not being configured correctly, which narrows the realms of possibilities down... I thought sure it would be one of the North Sea assignments... lol - if you feel adventurous, you could make a back-up of the entire Save folder, and put it somewhere outside of the Users / UserName folder for safe-keeping, a just-in-case scenario, and then edit a couple of the Saves, those being the two with the erroneous "ID1" in them, and change that number to something "T2_Shetland" related, but not something you have already done... but which is the bad one?... I'll get back with you shortly, if I find which one. :salute:

RandomSubRat
02-04-21, 12:40 PM
Fixed it!!

Thanks for all the help, you are my heroes!

So, i made a back up copy of the save folder, launched the game, loaded the last working save (before docking and getting the Australia assignment) and continued the patrol untill 17.06.1940. Then i saved again before docking and this time the game actually gave me a choice to retire or get IIC. I took the boat and was given again Perth assignment. I began the patrol, saved, quit the game, went to the save folder, deleted everything but the last 4 saves (save before docking, both autosaves and the australian one). In all of those saves default objective and current objective were ID1. I edited each of the saves to the following:

PlayerCurrentObjectiveCode=T2_Shetlands
PlayerDefaultObjectives=ID1
PlayerCurrentObjectives=ID557

and this time i finally got the regular assignment to patrol north of Isles. Seems like everything is working as intended now. Once again, thanks for all the help i got from you and, most importantly, for saving brave, little U-9 and her crew.

PS. I also spent some time trying to get the "Error: objective not found" again but with no success. I have no idea how i got this one.

Sonicfire1981
02-04-21, 02:17 PM
i believe the snorkel works...for the engines only.
it will not supply O2 to the crew.
i have not used the snorkel in a very long time so i cannot remember any details.
why do you think it does not work?
:Kaleun_Salute:

I recalled something along these lines from the first time I played SH4 (back when lurker released the first version of Ops Monsoon). I thought maybe someone found a workaround for the crew-O2 maybe.

KaleunMarco
02-04-21, 03:39 PM
I recalled something along these lines from the first time I played SH4 (back when lurker released the first version of Ops Monsoon). I thought maybe someone found a workaround for the crew-O2 maybe.

we wish.:har:

that is buried...somewhere deep in an ACT or possibly in a DLL.

it's possible that someone in the community knows where that O2 code resides but there are still NDA's involved and, while we can and have modified the .MIS and .UPC et.al., modifying the other files is strictly forbidden.

what can one do?
:Kaleun_Salute:

Sonicfire1981
02-05-21, 12:23 PM
we wish.:har:

that is buried...somewhere deep in an ACT or possibly in a DLL.

it's possible that someone in the community knows where that O2 code resides but there are still NDA's involved and, while we can and have modified the .MIS and .UPC et.al., modifying the other files is strictly forbidden.

what can one do?
:Kaleun_Salute:

So much only, ofc. so Ubi still won't give it away... Listen, I was trying on a synopsis of various ways to play a uboat (here: https://www.subsim.com/radioroom/showthread.php?p=2727604#post2727604).
It came up that Dark Waters had issues with progressing through boats? i.e. start in Type II, stick with Type II - basically?

KaleunMarco
02-05-21, 01:10 PM
Listen, I was trying on a synopsis of various ways to play a uboat (here: https://www.subsim.com/radioroom/showthread.php?p=2727604#post2727604).
It came up that Dark Waters had issues with progressing through boats? i.e. start in Type II, stick with Type II - basically?

DW does not follow the same career model as does the US Career.
the DW model is to play as Kaleun of a particular Type of Uboat until you are killed or your boat is retired. then you are expected to start another career with a different boat type.

Now....having said that, it IS possible for a Kaleun to offered an upgrade from one boat to another, especially late in the was when the newer-Type Uboats become available. Take care though, migrating from a Type 9 to a Type 21 is a huge change from an ocean-going marauder to a boat with two torpedos.:D

and that is how it works, more-or-less.
when i want to drive a German Uboat, i play DW and no longer play German Stock or Op Monsun or even SH3.

good luck, Herr Kaleun!

:Kaleun_Salute:

Sonicfire1981
02-05-21, 01:22 PM
DW does not follow the same career model as does the US Career.
the DW model is to play as Kaleun of a particular Type of Uboat until you are killed or your boat is retired. then you are expected to start another career with a different boat type.

Now....having said that, it IS possible for a Kaleun to offered an upgrade from one boat to another, especially late in the was when the newer-Type Uboats become available. Take care though, migrating from a Type 9 to a Type 21 is a huge change from an ocean-going marauder to a boat with two torpedos.:D

and that is how it works, more-or-less.
when i want to drive a German Uboat, i play DW and no longer play German Stock or Op Monsun or even SH3.

good luck, Herr Kaleun!

:Kaleun_Salute:

Thanks for clearing that up. Contrary to SH5 you have the option to chose your boat - I can live with that, although I personally always liked to start in Type II, get promoted to 7, rebase to Pengnang (Type 9) etc.

Tucker
02-09-21, 10:35 PM
Hey yall, this is probably really dumb but is there a tutorial, either something written or a video I could get my hands on to explain the updated TDC for the Uboats? The original OM mod used the base German TDC where you could take the range, determine AOB, and speed which once input would get you a firing solution. This seems to have disappeared, which is ok, but now I am lost with how to even get the range let alone input it into the solution. It might be I am just too dumb to figure it out but if anyone has some tips or better yet a tutorial of some kind I would greatly appreciate it.

Thanks yall :salute:

propbeanie
02-10-21, 11:09 PM
I thought we had put a pdf in the files for Fifi, but I don't see one in my install, so... there is an "OM Plot V410 Readme.doc" file in the Support folder that should help somewhat. Not a video, but... :salute:

RussianDude
02-11-21, 03:04 AM
Hey, so when I report about a convoy, the responce from BDU is on French. Even though, i kinda understand what it says, it's still not very comfortable for me. Can this be fixed, or maybe it's a game issue?

KaleunMarco
02-11-21, 10:04 AM
Hey, so when I report about a convoy, the responce from BDU is on French. Even though, i kinda understand what it says, it's still not very comfortable for me. Can this be fixed, or maybe it's a game issue?

Hello RussianDude,

What is your mod list? if you are using JSGME (and i hope you are), please send the Task-Export Mod List-To Clipboard.

:Kaleun_Salute:

Tucker
02-11-21, 12:07 PM
I thought we had put a pdf in the files for Fifi, but I don't see one in my install, so... there is an "OM Plot V410 Readme.doc" file in the Support folder that should help somewhat. Not a video, but... :salute:

Thanks for the response, the OM Plot V410 Readme.doc will hopefully work. I will read it ASAP, and I guess if I have any further questions I will let yall know. Haha

rschilla
02-12-21, 06:32 PM
Recently downloaded file - installed via JMSGE - (Only version 6, no other mods as yet) and it plays the movie and then crashes. Not so much a CTD as it locks up my machine and I have to sign out of Windows and sign back in.


The mod activation screen looks exactly as it did on page 1 of this thread except I have yet to delete the OM downloads.


I did change the preferences file to match the suggested settings on page 1.


Any ideas.?




And figuring it would help, I have an AMD Rizen 5 2600X six core processor 3.6Ghz with 8 gigs of RAM and a 64 bit operating system and 64 based processor with a Radeon RX 580 graphics card.

KaleunMarco
02-12-21, 08:00 PM
Recently downloaded file - installed via JMSGE - (Only version 6, no other mods as yet) and it plays the movie and then crashes. Not so much a CTD as it locks up my machine and I have to sign out of Windows and sign back in.


The mod activation screen looks exactly as it did on page 1 of this thread except I have yet to delete the OM downloads.


I did change the preferences file to match the suggested settings on page 1.


Any ideas.?




And figuring it would help, I have an AMD Rizen 5 2600X six core processor 3.6Ghz with 8 gigs of RAM and a 64 bit operating system and 64 based processor with a Radeon RX 580 graphics card.

activate Large Address Aware or similar 4 meg tool.
https://www.subsim.com/radioroom/downloads.php?do=file&id=3634

:Kaleun_Salute:

rschilla
02-12-21, 08:23 PM
Well, it still crashed on the movie but at least this time I got an error message.


https://i.imgur.com/AEe6PbU.png
And it is correct. That file is not there.

Aktungbby
02-12-21, 09:09 PM
rschilla!:Kaleun_Salute:

rschilla
02-13-21, 01:03 AM
Well, it must have been a bad download because I ripped it out reinstalled SH4 Uboat Missions and reactivated Dark Waters. This time it got past the load and allowed me to select a mission, man a boat, fill in torpedoes.... and then it crashed when it tried to leave port.


The first error said "Data/Shaders/volumetricfogps.fx" That file was there.



The next error said Depth Render VS Unknown error. I could find no such file.



It's too late to worry about this thing right now. Manana.

Mad Mardigan
02-13-21, 03:33 AM
Well, it must have been a bad download because I ripped it out reinstalled SH4 Uboat Missions and reactivated Dark Waters. This time it got past the load and allowed me to select a mission, man a boat, fill in torpedoes.... and then it crashed when it tried to leave port.


The first error said "Data/Shaders/volumetricfogps.fx" That file was there.



The next error said Depth Render VS Unknown error. I could find no such file.



It's too late to worry about this thing right now. Manana.

Ahoy, rschilla... :Kaleun_Cheers:

Ok, a couple of questions, come to mind here...

Just out of dumb curiosity...

1. What is the source of your copy of SH4.? :hmmm:

2. What is the version of it, that you have...? :hmmm:

3. Where is the copy of it, installed, exactly...? :hmmm:

Some things that come to mind, even without knowing off hand, what version it is, much less where exactly you have it installed, is this...

For Op. Monsun: Dark v6, to work, requires version 1.5, with Ubisoft as a source (provided this is where you acquired it from,,, that is..) They only provide SH4+UBM (Silent Hunter IV: The wolves of the Pacific + Uboat Missions (esentially, what amounts to a DLC being added to their original release of SH4, that was nothing more than the U.S fleetboat side of WW2... & the original release was tagged, as I know of that, as v1.4, originally...

Am gonna go out on a limb here... & take a wild guess that the version you have... is likely v1.4 & NOT v1.5, which is what the mod calls for... :shucks:

Secondly, where you have any game, for that matter, much less SH4, is better to NOT install it in either:

C:\Prgram files

or..

C:\Prgram files (x86)

Windows, their UAC program/app... security system, as it is.. does NOT like for things inside of their 'protected system, being tampered with.. and OM: Dark v6, does that, with replacing original files in the stock SH4 with those that have been edited. So... UAC, is NOT going to accept that & will at least, cause CTD's.. as I understand it... :yep: at the worst, at the least.. the game will still run, but.. only in the stock sense of it all.. at the worst of that... with glitches that given enough time, will end up with a CTD occurring...

So... game placement is of utmost importance here..

Myself, having My games instead, go to a folder I created in C:\ labeled as ''Games'', & then creating sub folders on an as needed basis, in that folder.

As I have Steam, I have their games library inside of ''Games'' & follow this same principle inside of their folder set up, in \common which is where they send games from them to.

Hopefully, I haven't lost you or left you confused... & that this info is of help... :yep:

M. M.

:Kaleun_Salute:

rschilla
02-13-21, 10:17 AM
#1: Steam download of Wolves of the Pacific and then U Boat Missions.


#2 I assume that it is 1.5 because Steam usually updates everything, however, even though I have looked I never have found a version #. I just uninstalled and reinstalled U Boat Missions last night. Curiously, even though the download link for Dark Waters said Version 6, when the opening screen finally appeared in said Dark Waters V 5. I don't know if that means anything, though.


#3: C: Program Files (86) Steam/Steamapps/Common/Silent Hunters Wolves of the Pacific




Interesting idea about the mod folders, though. But it is also true that OM was buggy as hell.


Right now, the OM files have been deleted from JSGME and only Dark Waters 6 is enabled. I haven't even done any of the 11 or 12 associated mods that it empowers.


Obviously, plenty of others have gotten it to work.



I just realized that I had better check the LAA again as I had enabled it prior to uninstalling/reinstalling SH4.


I'll keep the tips in mind. Thank you. And if you know how or where to find the version number I will check it out.

KaleunMarco
02-13-21, 11:26 AM
#1: Steam download of Wolves of the Pacific and then U Boat Missions.


#2 I assume that it is 1.5 because Steam usually updates everything, however, even though I have looked I never have found a version #. I just uninstalled and reinstalled U Boat Missions last night. Curiously, even though the download link for Dark Waters said Version 6, when the opening screen finally appeared in said Dark Waters V 5. I don't know if that means anything, though.


#3: C: Program Files (86) Steam/Steamapps/Common/Silent Hunters Wolves of the Pacific




Interesting idea about the mod folders, though. But it is also true that OM was buggy as hell.


Right now, the OM files have been deleted from JSGME and only Dark Waters 6 is enabled. I haven't even done any of the 11 or 12 associated mods that it empowers.


Obviously, plenty of others have gotten it to work.



I just realized that I had better check the LAA again as I had enabled it prior to uninstalling/reinstalling SH4.


I'll keep the tips in mind. Thank you. And if you know how or where to find the version number I will check it out.
Great, one more item, if one of us did not mention it yet: delete your save folder, from this level. SH4/DW will replace it the first time you enter and change your Options.
C:\Users\YourUserNameHere\Documents\DW\data\cfg

:Kaleun_Salute:

rschilla
02-13-21, 12:07 PM
Thanks, Marco. I did know about dumping the SH4 file from documents and, when I went back and reactivated the LAA all of a sudden almost everything was working.


Funny you should mention "options." No matter what I do I can't get the Gameplay options to change from the default setting. I'm looking for a "Low Realism" cruise to get the feel of it and it won't allow any changes.


I just changed that manually in the gameplay settings file. I'll see if that works.

rschilla
02-13-21, 12:56 PM
And, that did not work. Keeps changing back to the default settings no matter what I say.


Also, too many radio messages. Do I really care if some ******* got Oak Leaves on his Knight's Cross? And every radio message has you banging away on the TC to get back up to speed on a long sail.


This thing is quirky.

propbeanie
02-13-21, 02:40 PM
There are two sets of Options in the game. The "Main Menu" controls the Single (Quick) Missions, Quick Patrols, Multi-Player, Sub School, while clicking on the file cabinet near the exit door in the Captain's Office (while in port) on the German side will bring up one for the Campaign / Career. :salute:

rschilla
02-13-21, 02:55 PM
That's new.


But I shall give it a try, sir.

Mad Mardigan
02-13-21, 03:13 PM
My replies, in orange.. or as subsim calls it, sandy brown...

#1: Steam download of Wolves of the Pacific and then U Boat Missions.

Ok, I use Steam as My go to source.. as with using them for such, can then make copies of the original install & leave that 1 alone as My go to GOLD standard pristine copy.

As it is, Steam has 2.. count them... 2 different versions of SH4... the 1st being v1.4, the other of course being SH4 v1.5, which it is that 1 you need... at the loading screen you should see Silent Hunter 4 wolves of the Pacific Uboat Stories/missions... has been a bit since I even thought to really pay attention to the load up screen... *chuckles* I usually just pay a small bit of attention, just to know it loaded up as it should.. not really pay attention to that slogan, as it were.., when you run it for the 1st time... this allows it to finalize & do what is needed for it to run properly. This is an important step & the game is NOT going to run until you do so.

I did check Steam & the correct version on the pic of it after doing a search for Silent Hunter... does indeed show as Silent Hunter: Wolves of the Pacific Uboat Missions. If you on doing a search in your 'Library' & don't see that, then you definitely have the v1.4, & will need to grab the correct version.


#2 I assume that it is 1.5 because Steam usually updates everything, however, even though I have looked I never have found a version #. I just uninstalled and reinstalled U Boat Missions last night. Curiously, even though the download link for Dark Waters said Version 6, when the opening screen finally appeared in said Dark Waters V 5. I don't know if that means anything, though.

Never assume.. always ensure this is the case, BUT.. can tell you from experience... NO.. Steam is NOT going to update v1.4 to v1.5, that is something that YOU have to do... and as I mentioned, from what you've described with some of the issues.. the version you have is indeed... 1.4 & NOT 1.5, which this mod set calls for.. pure & simple.

As it was, I grabbed SH3, SH4 (which when I grabbed this bundle set, it included both v1.4 & 1.5, took Me a bit to realize that fact... ) & SH5 in a 3 in 1 package deal. I paid like $21-22 bucks for it (U.S. $'s...) at the time... & have never regretted doing so...


#3: C: Program Files (86) Steam/Steamapps/Common/Silent Hunters Wolves of the Pacific

Herein, lies 1 of your problems.. As it is, I use a 2 HD st up on My computer & have Steam with their launcher, relegated to the 2nd drive & the library for them, on the main 1...

As it is, I don't know how you have yours set up.. but.. if you're running a single HD set up.. then am thinking you will probably need to do a complete reinstall of Steam... moving them into a complete folder outside of Program files or Program files (x86) & then reinstall SH4 after doing that.

If you have a 2 HD set up, then I could put together a road map on how you can set up yours & have it work without issues..


Interesting idea about the mod folders, though. But it is also true that OM was buggy as hell.


Right now, the OM files have been deleted from JSGME and only Dark Waters 6 is enabled. I haven't even done any of the 11 or 12 associated mods that it empowers.


Obviously, plenty of others have gotten it to work.



I just realized that I had better check the LAA again as I had enabled it prior to uninstalling/reinstalling SH4.


I'll keep the tips in mind. Thank you. And if you know how or where to find the version number I will check it out.

Hopefully this helps...

M. M.

:Kaleun_Salute:

rschilla
02-13-21, 08:48 PM
Not sure what you mean by "library" but when I consult the Control Panel for Programs it lists Silent Hunter: Wolves of the Pacific Uboat Missions right down to the punctuation. Is it just me or does it seem strange that they wouldn't put the version number somewhere fairly prominent?

Mad Mardigan
02-14-21, 12:44 AM
Not sure what you mean by "library" but when I consult the Control Panel for Programs it lists Silent Hunter: Wolves of the Pacific Uboat Missions right down to the punctuation. Is it just me or does it seem strange that they wouldn't put the version number somewhere fairly prominent?


When you are logged into 'Steam's' game launcher... at the very top of the menu box that opens up... Library is like... the 2nd in the list from left to right... 3rd, if you count the 'back/forward arrows. (See attached snap shot w/ Library, circled in red...)

http://snipboard.io/lovKCL.jpg

While in the launcher.. clicking on the top tab at the very tip top of the launcher tagged 'Steam', will open up a sub-menu & in it.. is the choice of selecting 'Settings'... in choosing that, opens up another sub-menu, & in that 1, is the option of choosing 'Downloads'.

Upon opening that up, is the sub-menu, yet again & from there, can select 'Contents ''Library'' ', which is where you can then select, just where Steam installs any & all games through them, to a spot in your C:\ Drive, (or other drive, for that matter... :yep:) & you can tell it to set up 'that' library any where... but NOT in \Program files or \Program files (x86) avoiding them, like the plague... :yep:

This was what I meant, when I was referencing Library & that you could then direct it out from & away from \Program files or \Program files (x86)

Hopefully, this has helped... clear up your not being sure of what was meant by 'Library'...

As for seeing which version it is you have installed as to it being v1.4 or v1.5, perhaps propbeanie or Fifi.. or KaleunMarco, can inform you on that.. as for Me.. am drawing a blank on that aspect. :oops:

Other than knowing that 'Steam' does have both of those versions & that others can make the mistake of thinking they have v1.5, when instead that have v1.4 installed.

M. M.

:Kaleun_Salute:

rschilla
02-14-21, 10:44 AM
Understood, M/M. There is a library directory in data and that is what I thought you meant. I'll check it out!



I will say that I have implemented the suggestions on the options and other things that people have suggested and late last night I was able to start a simple career with the realism options turned down and sail around for a while.


In April of 1940, sent my boat through the English Channel from Wilhelmshaven towards Dover and only ran across one small warship and one Blenheim light bomber. Fairly light activity considering they had been at war for 9 months by then!


I'll see what today brings but I do want to express my appreciation to everyone who has been so helpful to a Newbie!

KaleunMarco
02-14-21, 11:55 AM
Understood, M/M. There is a library directory in data and that is what I thought you meant. I'll check it out!



I will say that I have implemented the suggestions on the options and other things that people have suggested and late last night I was able to start a simple career with the realism options turned down and sail around for a while.


In April of 1940, sent my boat through the English Channel from Wilhelmshaven towards Dover and only ran across one small warship and one Blenheim light bomber. Fairly light activity considering they had been at war for 9 months by then!


I'll see what today brings but I do want to express my appreciation to everyone who has been so helpful to a Newbie!

you are welcome!

word of advice: stay out of the English Channel, if you value your boat and crew.
:Kaleun_Salute:

Mad Mardigan
02-14-21, 01:21 PM
Understood, M/M. There is a library directory in data and that is what I thought you meant. I'll check it out!



I will say that I have implemented the suggestions on the options and other things that people have suggested and late last night I was able to start a simple career with the realism options turned down and sail around for a while.


In April of 1940, sent my boat through the English Channel from Wilhelmshaven towards Dover and only ran across one small warship and one Blenheim light bomber. Fairly light activity considering they had been at war for 9 months by then!


I'll see what today brings but I do want to express my appreciation to everyone who has been so helpful to a Newbie!

Ahoy, rschilla... :Kaleun_Cheers:

No sweat & hopefully with all that info, were successful in getting rolling on skippering a uboat... :hmmm:

From your last post, am going to say that would be a yes... :yeah: :yep:

Yeah, am gonna go with KaleunMarco on the suggestion of avoidance of travel through the English channel.

In the 1st... preceding 3-4 months... can skirt through there... but after that.. I would NOT recommend further travel through there. Not sure of the exact timing of it, but... between the English & the French.. before they were blitzkreiged into the Reichmarche (think I got that spelled right... basically, swallowed up by Germany, so as to make it where they had more access to the Atlantic & not have to sail 1/2 way round to engage in the war.. :yep:) the channel got mined & with them knowing just where they had them placed. When France got swallowed up, by Germany.. the Brits, planted a ton of them further out to replace what the French had dropped prior to their 'capture' as it were, by Germany.

Any way, main point is.. forgo travel through the channel.. if you want to keep your uboat & not end up a casualty early on in the war... :yep:

As always...

Gute jagd, ihr Himmelhunde

M. M.

:Kaleun_Salute:

rschilla
02-15-21, 01:16 AM
Success, gentlemen.


Nice target selections when you find a convoy and it runs fairly smoothly. Some nice explosions when you hit a ship, too. Map is different but I'll adjust to it.


I did find the messageGE file and delete most of the dumbass historical messages which simply interrupt the flow of the game to no apparent point. I also turned off the voice chatter since I don't speak German and it was just an annoyance. The convoy intercept radiograms in French are easier to decipher!


Again, my sincere appreciation to everyone who offered advice. This thing looks like it will be a lot of fun.


:Kaleun_Applaud:

sisifos
02-15-21, 12:57 PM
Hello guys! I recently downloaded and installed Dark Waters mod v6. All seems to work ok except I cant display the RAOFB disc in the attack periscope.
I click on the icon at the top of the periscope (right side of the bearing) but nothing happen. In contrary the stadimeter icon works fine when I have a ship locked.
I have activated in JSME the OM_UJagd mod and the OM_Stock_RAOFB_UJagd as last one.

Any help?

KaleunMarco
02-15-21, 07:16 PM
Hello guys! I recently downloaded and installed Dark Waters mod v6. All seems to work ok except I cant display the RAOFB disc in the attack periscope.
I click on the icon at the top of the periscope (right side of the bearing) but nothing happen. In contrary the stadimeter icon works fine when I have a ship locked.
I have activated in JSME the OM_UJagd mod and the OM_Stock_RAOFB_UJagd as last one.

Any help?
welcome, sisfos. :subsim:

send your JSGME config anyway. Tasks-Export List-To Clipboard

also, are you using Manual Targeting or Auto Targeting?
:Kaleun_Salute:

sisifos
02-16-21, 09:27 AM
welcome, sisfos. :subsim:

send your JSGME config anyway. Tasks-Export List-To Clipboard

also, are you using Manual Targeting or Auto Targeting?
:Kaleun_Salute:

The Targeting mode thing did the trick! I always activated the manual targeting mode from the main menu options but I missed to check the gameplay options from the cabinet when I started a new campaign. When I checked from there, the manual targeting was unchecked although I have it checked from the main menu options. Activated from there, solve the problem with RAOBF.

Thanks you very much KaleunMarco!!

:Kaleun_Salute:

rschilla
02-18-21, 11:11 PM
Anyone know how to say "passing thermal layer" in German?

KaleunMarco
02-19-21, 10:35 AM
Anyone know how to say "passing thermal layer" in German?

LOL. i had the same question years ago.
i resolved the issue by replacing the German speech clip with the English speech clip from SH4 Stock version.

e' voila.

:Kaleun_Salute:

rschilla
02-19-21, 12:17 PM
I had to shut off a lot of the Voice stuff because there are only so many times I can hear "Jawohl Herr Kaleun" in one patrol!


I'll look around for that speech clip.

propbeanie
02-19-21, 03:31 PM
That particular phrase, like "Sir, yes sir!" on the English language side are ogg vorbis files in the Data / Sound / Speech folders - nine of them - with potentially 3 or more crewmen saying it, in several iterations of whisper, normal and shout... quite an undertaking. What CaptScurvy did in FotRSU was he "padded" those particular files with several seconds of blank audio file to either end of the phrase, and that eliminated the constant repeating. Now, usually speaking (sorry, bad pun), we only hear the one statement. But sometimes, we hear none... it all depends upon how "busy" the audio background is... As for "Passing thermal layer", that is a wav file in the root sound folder. One voice. The guy is up 24 hours a day, seven days a week, 365 days a year, except leap year, when it is 366 days. He never sleeps, and is always at the ready... so long as you are at 1x TC... :roll:

KaleunMarco
02-19-21, 05:19 PM
I had to shut off a lot of the Voice stuff because there are only so many times I can hear "Jawohl Herr Kaleun" in one patrol!


I'll look around for that speech clip.

it's in the Stock installation that you overwrote with DW via JSGME.
browse to your counterpart folder:

C:\Ubisoft\OpMonsun\MODS\!BACKUP\Data\Sound\

look for Submarine_passing_thermal_layer_INT.wav.1 Dark Waters V6
COPY it to a temporary folder.
Rename it by deleting all of the characters after .wav
This will return it to its rightful name as a WAV.
then copy or move it to the game location:

C:\Ubisoft\OpMonsun\Data\Sound

e' voila.
:Kaleun_Salute:

RandomSubRat
02-22-21, 11:30 AM
Hello commanders! Once again i need your advice. It's 21 april 1941, me and my IID Uboot are stationed in Bergen (1st flotilla). After returning from the patrol i was given new conning tower and now i dont have the radio room (it's displayed above the damage control in crew screen but i can't place any crew there) and hydrophone (literally no hydrophone on upgrades screen). Additionally when i load next patrol i cannot move (i can set speed but my crew say that they "Cannot comply!") At the moment i'm totally stuck just outside Bergen waiting for a Sunderland to send me to the bottom. I'm running basic Dark Waters without any additional mods. Is there any way to fix it?

Aktungbby
02-22-21, 12:32 PM
RandomSubRat!:Kaleun_Salute: & RussianDude!:Kaleun_Salute:

KaleunMarco
02-22-21, 02:23 PM
Hello commanders! Once again i need your advice. It's 21 april 1941, me and my IID Uboot are stationed in Bergen (1st flotilla). After returning from the patrol i was given new conning tower and now i dont have the radio room (it's displayed above the damage control in crew screen but i can't place any crew there) and hydrophone (literally no hydrophone on upgrades screen). Additionally when i load next patrol i cannot move (i can set speed but my crew say that they "Cannot comply!") At the moment i'm totally stuck just outside Bergen waiting for a Sunderland to send me to the bottom. I'm running basic Dark Waters without any additional mods. Is there any way to fix it?

welcome Randomsubrat. :subsim:
it looks/sounds/feels like a configuration issue.
please send your mod list from JSGME (Tasks-Export-To Clipboard).
:Kaleun_Salute:

RandomSubRat
02-22-21, 03:06 PM
Avaliable mods:
OM_Harder_Escort_L1
OM_Harder_Escort_L2
OM_Med_Env
OM_Pac_Env
OM_Stock_RAOFB_UJagd
OM_Strategic_Map_Symbols
OM_SubFlag_When_Snorkel
OM_UJagd
OM_UMark
OM_Warm_Clothes
WIP_U-Flak_Career

No activated mods

Mad Mardigan
02-22-21, 04:16 PM
Avaliable mods:
OM_Harder_Escort_L1
OM_Harder_Escort_L2
OM_Med_Env
OM_Pac_Env
OM_Stock_RAOFB_UJagd
OM_Strategic_Map_Symbols
OM_SubFlag_When_Snorkel
OM_UJagd
OM_UMark
OM_Warm_Clothes
WIP_U-Flak_Career

No activated mods

Hmm... the only thing thus far I see.. is only needing to activate either harder escorts 1 or 2.. not both of those. same with the env mods.. 1 or the other, not both... :yep:

As for the exact order of activation.. will let others comment about that aspect... :shucks:

M. M.

:Kaleun_Salute:

propbeanie
02-22-21, 09:41 PM
Hello commanders! Once again i need your advice. It's 21 april 1941, me and my IID Uboot are stationed in Bergen (1st flotilla). After returning from the patrol i was given new conning tower and now i dont have the radio room (it's displayed above the damage control in crew screen but i can't place any crew there) and hydrophone (literally no hydrophone on upgrades screen). Additionally when i load next patrol i cannot move (i can set speed but my crew say that they "Cannot comply!") At the moment i'm totally stuck just outside Bergen waiting for a Sunderland to send me to the bottom. I'm running basic Dark Waters without any additional mods. Is there any way to fix it?
As has been mentioned countless times, the OM / Dark Waters does not do upgrades, and this does include the turms (boats and turms are basically one in the same, as far as the SH4 game is concerned). Once you get a new turm, you have to do the fancy dance and do a new career, as close to the date and location you are at, with the same boat, then copy the player info from the last Save over, so that you have all of your career stats, but without most of the other recent awards, etc... There is mention of that somewhere in the thread here, and also quite a few in the original OM thread. Someone had the "repair" down to an art form, and could do it lickety split... Myself? I always manage to crash the game with the edits. If I can find the posts, I'll edit / update this, or do a new post here... :salute:

RandomSubRat
02-23-21, 03:35 AM
One more question. Is it possible to skip this troublesome upgrade by staying on patrol till i get next boat? If i understand correctly i should be given VIIB in june/july 1941, so its only couple of months away.Will it work if i refit and just keep hunting till july 1941?

rschilla
02-23-21, 12:46 PM
So I see that the US Harbor glitch from OM has not been fixed - fully.


For some reason, ships in US ports are duplicated as in this example.


https://i.imgur.com/ba4KPLb.png




In OM, most of the time, the second ship was superimposed on an angle which made them easier to see but also did not automatically sink the second ship. In the instance above one torpedo gave me credit for sinking both ships which is a) nice, but b) probably not historically accurate.


It is something about the harbor. British ships in US ports have the same problem. It does not seem to matter if they are warships or merchants. But I have looked at the harbor files and I'll be damned if I can find any obvious difference between US and other ports.


Anyone else ever have this issue?

propbeanie
02-23-21, 01:55 PM
The double-plus "spawns" like that are the nature of the beast, unfortunately. Random Generated Groups (RGG) are used, set to a certain percentage chance of "spawning", such that there is variety in the game. Docked ships are especially susceptible to this self-induced "glitch" that the stock game has also. The problem lies in the handling of the files, in that once spawned, a ship does not disappear until either sunk or "terminated" by reaching its final destination. Neither happens in most harbors, since in order to have a ship "show" in the game as "docked", one has to remove the option to "terminate" at final destination... Therefore, a ship set to spawn at a 50% rate, every 500 hours (20.8333 days) would then generate a "new" ship every 41.666 days, or roughly one every month and a half... The ships pile on top of each other, and the "collision detection" is only good for front-end collisions, so they "merge" together just fine, until a "breeze" comes along to move one or the other, which is when you'll see them "fan" out at the angles you are already familiar with. The only resolution is to do what we did with several files in FotRSU, and that is to separate the HarbourTraffic and other like files into "layers", such as seen with 41a_, 42a_, 42b_ (etc) files. There is a plan to do that for Fifi, and a few other "fixes" for him to incorporate at a later date, but it will be a while before we are able to do that. From the looks of things, the original devs did not mean for a person to give much more than a cursory glance to any given harbor, and certainly they did not intend a person to go harbor raiding, apparently... :roll: - though, in my thoughts, if they're there, why not?... lol :arrgh!:

rschilla
02-23-21, 02:54 PM
One of my missions was to sail into Port of Spain harbor and sink some tankers. Those ships - and all the others that were there - were fine but that was not a US harbor.


I'll wait for the fix... not that big a deal.


Thanks for taking the time to reply.

rschilla
02-24-21, 02:10 PM
So I made a big mistake.


I decided to try moving the game to a separate folder on my D Drive and that did not work at all.


So I stripped everything out, reinstalled WOTP and Uboat Missions and then redownloaded DW6 and activated it via JSGME and - the mod is ignored.


The game opens Uboat Missions just fine but only for the Indian Ocean campaign.


LAA is activated. Read only is checked. the SH4 documents folder was deleted and re-established but even though DW6 is allegedly enabled, along with the 4 sub mods that I used before, the game simply refuses to recognize the mod.


I don't recall having to use any special launch instructions on Steam before and it worked fine.


I see the campaignGE and UPCGE files in the root folder but it goes straight to the the original intro movie instead of the DW movie.


I re downloaded the file from Fifi's original post and followed the original instructions from JSGME to unzip it to the MODS folder but still, the mod is not registering.


I'm stumped.


Is there another place to try to download the DW-6 zip file?

KaleunMarco
02-24-21, 07:26 PM
So I made a big mistake.


I decided to try moving the game to a separate folder on my D Drive and that did not work at all.


So I stripped everything out, reinstalled WOTP and Uboat Missions and then redownloaded DW6 and activated it via JSGME and - the mod is ignored.


The game opens Uboat Missions just fine but only for the Indian Ocean campaign.


LAA is activated. Read only is checked. the SH4 documents folder was deleted and re-established but even though DW6 is allegedly enabled, along with the 4 sub mods that I used before, the game simply refuses to recognize the mod.


I don't recall having to use any special launch instructions on Steam before and it worked fine.


I see the campaignGE and UPCGE files in the root folder but it goes straight to the the original intro movie instead of the DW movie.


I re downloaded the file from Fifi's original post and followed the original instructions from JSGME to unzip it to the MODS folder but still, the mod is not registering.


I'm stumped.


Is there another place to try to download the DW-6 zip file?

no.
stop.
take a breath.
-----------
your folder structure should look similar to this (below).
C:\Ubisoft\OpMonsun\MODS\OM Dark Waters V6

Please post your JSGME config: Task-Export-To Clipboard.

that post should tell us enough to answer your question.

:Kaleun_Salute:

rschilla
02-24-21, 08:11 PM
Nothing happens when I select Clipboard. This is what shows on the text file option.






Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\JSGME\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_U-Jagd
OM_UMark
OM_Stock_RAOFB_UJagd

rschilla
02-24-21, 08:20 PM
I was able to get a screen shot of the JSGME file




https://i.imgur.com/WnN8vKh.png

rschilla
02-24-21, 08:39 PM
Is there any significance to the fact that some of the mods are bolded and some are not?

KaleunMarco
02-24-21, 09:52 PM
Nothing happens when I select Clipboard. This is what shows on the text file option.






Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\JSGME\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_U-Jagd
OM_UMark
OM_Stock_RAOFB_UJagd
this is exactly what is needed.:up:

what is in the last mod: Stock_RAOFB_Ujagd?

KaleunMarco
02-24-21, 09:53 PM
Is there any significance to the fact that some of the mods are bolded and some are not?

yes. i believe it shows which mods have files in previously-applied mods.

rschilla
02-24-21, 09:58 PM
I'm not sure what it does... but I did have these activated before when it was working.




This is what it says when you put the cursor over it.




https://i.imgur.com/S6IHYqC.png

propbeanie
02-25-21, 08:42 PM
JSGME says you have the game installed in "C:\Program Files (x86) \Steam..." etc. Anything installed in a Windows Program Files folder is "protected" and will not take modding. Any mod applied will have all of its cfg and other "system" files rolled back to their previous state. You need to move Silent Hunter out of the program files folder. Consult "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" on the Steam Support site for some guidance. You can use another hard drive to put a 2nd Steam Library on, or re-install Steam to another folder, and all of the games along with it, or move things "manually", but dependent upon computer system and configuration, it might take a while to accomplish, no matter which way you go.

rschilla
02-25-21, 09:34 PM
The only problem with that is that it was in Steam/steamaps/common etc before and was working fine. Also I have Rome II, Rome I, Empire TW in the same "common" directory and they have all been modded.


I was trying to move it to the D Drive after I found that I had to re-install the WOTP mod to get the English voice clip and figured I may as well do it all at once. I followed instructions I found in Subsim but it failed.



That's when I said screw it, uninstalled and reinstalled and now everything is where it was but the mod simply will not activate even though JSGME claims it is enabled.

Mad Mardigan
02-25-21, 09:48 PM
The only problem with that is that it was in Steam/steamaps/common etc before and was working fine. Also I have Rome II, Rome I, Empire TW in the same "common" directory and they have all been modded.


I was trying to move it to the D Drive after I found that I had to re-install the WOTP mod to get the English voice clip and figured I may as well do it all at once. I followed instructions I found in Subsim but it failed.



That's when I said screw it, uninstalled and reinstalled and now everything is where it was but the mod simply will not activate even though JSGME claims it is enabled.

In uninstalling, before reinstalling, did that include ensuring the game saves folder was also deleted.?

M. M.

:Kaleun_Salute:

rschilla
02-25-21, 09:59 PM
I think I took out the whole SH4 file in documents and recreated it later.



Also, when I got fed up with the messages constantly interrupting me I did mod my original DW_6 game to knock out most of the messagesGE file and Windows had no problem with that little atrocity.

propbeanie
02-26-21, 02:23 PM
SH4 and JSGME are both old Windows XP apps, NOT authorized by the post-Vista 'modern' Windows OS. As such, when you attempt to apply a modification to anything in the Program Files folders, which are "protected" by Windows, Windows itself will see the changes as "un-authorized" and roll them back. The other games you mention might well be considered 'modern' and be "authorized" to make changes. Most everything DirectX v9.0c, which includes the Silent Hunter series, is NOT. The mod is "activated", but the altered by Windows, and disabled, oftentimes to the point on now causing CTDs. There is nothing you can do about this, other than install Silent Hunter into a non-protected folder that Windows will not interfere with.

rschilla
02-26-21, 02:35 PM
Propbeanie, I am ready to go with that.



I have used the instructions you sent to alter my Steam default to my D drive and a file called D: Steam Games


I have the English speech file saved to the D Drive as well although to a separate directory I use to store original and modded files... along with the cut down messageGE file.


I was just waiting to see if Marco or M/M came up with any other ideas before ripping the whole thing out.


I have decided not to try to move the current steam files to the new drive. I'll uninstall/reinstall to D:


I have a new download of DW_6 standing by and all I need to do is make sure that JSGME is still in my downloads folder since at this point I can't be sure if that is functioning properly.

Texas Red
02-27-21, 12:06 AM
Propbeanie, I am ready to go with that.



I have used the instructions you sent to alter my Steam default to my D drive and a file called D: Steam Games


I have the English speech file saved to the D Drive as well although to a separate directory I use to store original and modded files... along with the cut down messageGE file.


I was just waiting to see if Marco or M/M came up with any other ideas before ripping the whole thing out.


I have decided not to try to move the current steam files to the new drive. I'll uninstall/reinstall to D:


I have a new download of DW_6 standing by and all I need to do is make sure that JSGME is still in my downloads folder since at this point I can't be sure if that is functioning properly.


https://www.subsim.com/radioroom/showthread.php?t=245407

Maybe try my own thread on how to make a copy, maybe you will see something in there that you can use as a guide.

You did make another steam library folder using the link propbeanie gave you? I am sorry if I missed that, it is late and I am trying to get two copies of SH4 working and my brain is kaput.

rschilla
02-27-21, 11:55 PM
So here is what happened. Nothing I tried worked. Moving files to a D: drive did nothing. In fact, that was worse. It would not even load the original game.


Which got me to thinking that something was critically wrong. In spite of having the mods activated when I did a local file validation scan on Uboat Missions it told me that precisely 1 file had failed to validate.


I went looking in the file and found that the intro movie was the old one. Then I looked in the DW_6 file which was still in my unzipped file and found that the movie was the new one.


Thus, it seemed to me that the problem was either that something was wrong with the DW download file OR something was wrong with my JGSME file. Tired of taking chances I reinstalled both files and Voila. It is running.
I suppose I'll never really know what the problem was but at this point I don't much care.


Once again,l sincerely appreciate all the suggestions but it really looks like I had at least one corrupted file and nothing was going to fix it.

KaleunMarco
02-28-21, 07:05 PM
Once again,l sincerely appreciate all the suggestions but it really looks like I had at least one corrupted file and nothing was going to fix it.

i hate living in a corrupted environment, but then, i live in Crook County, IL, so what should i expect!

Glad you figured it out!
:Kaleun_Salute:

Texas Red
02-28-21, 07:23 PM
[COLOR="Orange"]i hate living in a corrupted environment, but then, i live in Crook County, IL, so what should i expect

:haha::up:

Cook County is pretty far down the rabbit hole. I live in NWI Indiana and so I go up there every once in a while. Pretty messed-up place.

propbeanie
02-28-21, 10:25 PM
Hey now! What about St Clair County?... That's another one on the up-and-up... :roll: - I used to work in that county. 'Course, now that I think about it... Crook County wins, hands-down... :doh:

Texas Red
02-28-21, 10:30 PM
Hey now! What about St Clair County?... That's another one on the up-and-up... :roll: - I used to work in that county. 'Course, now that I think about it... Crook County wins, hands-down... :doh:

:har: Crook county lol. Much, much more worse than just crooks. Last time we went up there had to be at least a year and a half ago. COVID has kept us out and plus it’s not a very safe place to be. The looting and rioting that happened back in May and June is proof of that enough.

KaleunMarco
03-01-21, 09:58 AM
:har: Crook county lol. Much, much more worse than just crooks. Last time we went up there had to be at least a year and a half ago. COVID has kept us out and plus it’s not a very safe place to be. The looting and rioting that happened back in May and June is proof of that enough.

hey now! hey how! watch your language, son!!!!
what went on last year was peaceful but fiery protests.
don't impugn us, boy, with that incendiary language of looting and rioting.
:wah::oops::03:

themrwho
03-01-21, 12:47 PM
Hi all,

Fifi & the team - thanks for this great mod.

Just set up a new sh4 for this mod, everything is working great except the radio.
It could be me missing something basic but I have been troubleshooting for a while with zero success so I thought I should ask for assistance.

Radio is not working in the sense that by hitting the hotkey or clicking on the GUI button, I get the radio GUI popup (radio on the left flag pop-up window in the middle).
Then I click on next channel/previous channel expecting to hear some radio broadcast but it doesn't play anything.
This is happening in a new career on type IIB and type VIIB while on the surface.
I tried it with the mod list below and also with zero mods (just clean sh1.5 + DW) made no difference.
<own tweaks to commands file>
OM_Harder_Escort_L1
OM_Strategic_Map_Symbols
OM_U-Jagd
OM_Warm_Clothes

I searched in this thread, there are 2 pages of mention of 'radio' but didn't see anyone experiencing this exact issue. Any ideas?

propbeanie
03-01-21, 01:12 PM
Do you have anything added to the Data / Sound / Radio folder, or is just the "Washington" radio in there? You do have to "tune" the radio to the particular "channel" you want your radio station on, so Washington is Freq 22, but the game should "default" to it. There are "events" in the folder, and you have to be listening at the time the events occur, to be able to hear something (besides the "static" sound). The radio is a bit buggy, in that if you have it active, when you first Load a Saved game, you will hear at least one old event, if not more, dependent upon the Save, until the "clock" catches up with the current situation. If you are wanting to hear music, use the gramophone instead, and put wav, mp3 or ogg vorbis files in the Data / Sound / Gramophone folder, and play away on them. There are radio station mods though, which can be very cool to listen to. Fred8615 and CaptainCox are two big names in the radio station mods, and then digital trucker has a Radio Station Manager mod, which can help "fix" broken radio mods if their "event dates" are out of sequence, of which one of the Captain Midnight mods has. The RSM mod can be a bit finicky, since it was written for Windows XP...

themrwho
03-01-21, 01:51 PM
Do you have anything added to the Data / Sound / Radio folder, or is just the "Washington" radio in there? You do have to "tune" the radio to the particular "channel" you want your radio station on, so Washington is Freq 22, but the game should "default" to it.<snip>

Thank you for your quick response.

No there is nothing else other than the defaults which appears to be the content from DW.

Here is a full list of what's in there:
https://pastebin.com/g3aRzk2d



EDIT: I just had more time on my hand and I added a second radio channel as a mod to try whether multi-channel makes a difference. Found an old one sitting on my nas called 'Radio Paris French Music Full Version 1.2'. I added it in, discovered Previous/Next Channel button is not doing its job.
Closed the game down, modified the .ini file and changed the channels around so Paris became 1st frequency and top-of-file radio channel. Washington became 2nd (and last) channel.
Radio now starts with Paris (mouse hover on radio logo at top left corner of radio icon) shows it is the "Paris channel" that's supposed to be playing but as usual there is no sound coming out of it.
I checked my settings, radio is checked (as in enabled) and its volume is set to max (most right). I will do further testing as radio channels is a big part of immersion for me. Hopefully will get to the bottom of this.

Test #1: I started from scratch with sh4 (Stock_game_installation_patched_with_U-Boat_Missions_Addon).
Result #1: American side radio OK & German side radio OK (OK means radio channel 'Washington' is playing music fine) -- confirms my starting point is not faulty/broken.

Test #2: Then I copied in Dark Waters v.6.7 (file hash values below) but this time rather than copy-in-everything as one would normally do, I excluded 'OM_DarkWaters_V6\Data\Sound\Radio' directory (and its children) completely.
Result #2: I still got the DW's modified-radio-icon and it didn't play anything.

Test #3: Copied in remaining Radio directory (and its children) making this a proper DW v.6.7 installation [which is what I was asking about in my original post].
Result #3: As expected, same input thus same output - DW's modified-radio-icon is there but default radio Washington is not playing anything (I was just triple checking a new DW-mod-install here in case I had a corrupt one etc.)

Test #4: Started again from scratch with sh4 (Stock_game_installation_patched_with_U-Boat_Missions_Addon) and copied in & activated OM with: OpsMonsun_V705 + OMv705_to_V720 + OMv720_Patch5.
Result #4: Test Result: Radio icon is back to default and radio Washington is playing fine.

This is the mod file I am using:
File: OM_DarkWaters_V6.7z
CRC-32: 27b0367b
MD5: ba9db5cebd5cd03801dfc8e0b62232b8
SHA-1: a2b1095bd0c3ed74ec2c6cf7a40f238a71731aab
SHA-256: 4c5b09d786bad0a5c26ac19284b28513ed2eb28a5597ac6e66 3c6002df66ab00
SHA-512: 9023fc615f5deb87371d7adb235f2c9e53ad3e614f2ebab57e 3e690683c6e9923c78cf5f709fc0cba6f81dae0e7598e3ef33 262f8a5071ed1e96ec011c751906


edit1: clarify quoted post is snipped.
edit2: add 'paris radio' notes.
edit3: typo fix
edit4: test conditions & results added.

rschilla
03-01-21, 05:35 PM
with that incendiary language of looting and rioting.




Yeah - that's strictly for the US Capitol!

themrwho
03-01-21, 05:46 PM
First, this is not a stab at DW as I think you did an amazing job here and this mod is really great and I love it!

That being said all indicators about my radio-not-playing issue was pointing at DW as the culprit. It is important for me as it is a huge part of immersion for my taste (I am aware of gramophone and using it extensively in addition to the radio; my radio+gramophone mod dir size is 15 GB+) but I needed both.

Acting on this assumption that a DW modification broke it I reverted the radio back to OM and as I had hoped, radio started working fine instantly. Sharing this here in case someone else experiences the same problem - I have had to spend a few hours on it...

Radio is either one subcomponent that got lost on the way somehow or an alternative theory is maybe it is somehow broken on my end although I can't quite fathom how that can be the case as I was simply restoring a pre-existing (years old) 7zip archive which contains basegame-patched-with-ubm. Taking that as base,
-If you put OM on top of that base archive, it works fine (although buggy).
-If you put DW on top, everything is better but radio stops working.

Anyhow, my problem is now solved and I am a very happy DW player again. Thanks to propbeanie for quick assistance offer earlier.

For me, it's hunting time! :Kaleun_Salute:

Texas Red
03-02-21, 05:23 AM
hey now! hey how! watch your language, son!!!!
what went on last year was peaceful but fiery protests.
don't impugn us, boy, with that incendiary language of looting and rioting.
:wah::oops::03:

:haha: ok, i won’t impugn y’all. :yep:

themrwho
03-02-21, 09:41 AM
Hi all,

I noticed the loading screen image for the version 6.7 still says "V5". I changed it to "6.7" & dropped the letter 'V' as per embedded screenshot below.

If anybody wants it, DDS Image file dowload link: https://hostr.co/XjJLsBp92HRn
Place it in your "Data\Menu\Loading" directory using the original name (i.e.: overwrite the existing file 'Intro_logo_bkg.dds').
Needless to say credits to the original owners fifi & DW team.

If you wish to preview the file without firing up Silent Hunter 4, you can use the free Nvidia > Developer Tools > Windows Texture Viewer utility.
Nvidia Windows Texture Viewer Download link is at the bottom of the page here: https://developer.nvidia.com/legacy-texture-tools

As the Nvidia utility is provided a RAR (archive) file you will need 7zip or similar utility to unarchive (unrar/unzip) it, you can get free 7zip from here: https://www.7-zip.org

Version number bumped to 6.7 preview picture:
https://i.imgur.com/Qrkn8iR.png

Thanks for this great mod.


Edit: Adding file checksum values for below verification purposes (in case hosting provider injects something).
If you have never used this before, you can get a free utility such as this one and then right click on a file in Windows Explorer to get its checksum values https://github.com/gurnec/HashCheck
File: Intro_logo_bkg.dds
CRC-32: 88bc132e
MD5: fe57bfcf23cea75254589a5294d55c23
SHA-1: 12df62a9d5ea09029ac92995895aac5cf813c7bf
SHA-256: 76d67c5fae8cffa94efefb382f277127637f236fa54b0f3ba6 c0b477743f151d
SHA-512: a1f5744c51af2955531b559677fba84c876685adde22b78c76 51e3527444a80b07f3f45ac5121f5a244a1797a350bd62cbfd 1c181214655152dab91639e78f16

DeathOrGlory
03-03-21, 08:47 AM
Hi, just wondering if it's possible to fix the ship recognition manual? In my game it seems that half the ships in it are greyed out when I want to look at 20, 45 degree view of merchant shipping for example.

Thank you!

rschilla
03-03-21, 10:44 AM
I can't wait until Germany declares war on the US so I don't have to worry about those damned "neutrals."

murat124
03-03-21, 04:57 PM
@themrwho (https://www.subsim.com/radioroom/member.php?u=267007) the latest version is V6. I think you are confused with the 7zip archive.

themrwho
03-03-21, 09:58 PM
@themrwho (https://www.subsim.com/radioroom/member.php?u=267007) the latest version is V6. I think you are confused with the 7zip archive.

Unlikely. What's more likely is either you are confused or didn't read my message properly :03:

I am saying that I already downloaded that v.6 archive and noticed that the Loading Screen image contained therein reads "V5" (rather than V6).
Are you saying that you downloaded the same file and have a V6 Loading Screen in it?

Mad Mardigan
03-04-21, 06:40 AM
Unlikely. What's more likely is either you are confused or didn't read my message properly :03:

I am saying that I already downloaded that v.6 archive and noticed that the Loading Screen image contained therein reads "V5" (rather than V6).
Are you saying that you downloaded the same file and have a V6 Loading Screen in it?

No, what they are saying is... that Op. Monsun: Dark Waters is 'v6' ONLY... it is NOT v6.7, as you have it in that screen shot.

Fifi, did acknowledge that they erred when they released the last version of tagging the load screen with it saying v5, they forgot to bump up the version # by 1 digit.

So, again, there is NO .7 at the end of the version #, it is just flat out 6 only.

Hope this helps clarify that point... :yep:

M. M.

:Kaleun_Salute:

Fifi
03-04-21, 07:20 AM
No, what they are saying is... that Op. Monsun: Dark Waters is 'v6' ONLY... it is NOT v6.7, as you have it in that screen shot.

Fifi, did acknowledge that they erred when they released the last version of tagging the load screen with it saying v5, they forgot to bump up the version # by 1 digit.

So, again, there is NO .7 at the end of the version #, it is just flat out 6 only.

Hope this helps clarify that point... :yep:

M. M.

:Kaleun_Salute:

It was my own fault, i forgot to change the V5 on the loading screen.
Even saying V5 on loading screen, it is the V6 version :yep:
I admit it could be confusing but not game breaker.

themrwho
03-04-21, 07:50 AM
No, what they are saying is... that Op. Monsun: Dark Waters is 'v6' ONLY... it is NOT v6.7, as you have it in that screen shot.

Yes, Fifi uses "V" prefix for version, then a single digit to indicate the major version as in 5 or 6 - that is clear to me. No need for an explanation on that as it's a simple observation - I do appreciate your effort though.

In the post I replied to, they were claiming I was confused so what I am saying is "I am not _confused_ by/with the 7zip archive"; really there is nothing to be confused about a forgotten version bump, obviously not a "critical bug" just a visual thing which should cause zero gameplay issues. I fixed it for me and posted the fix in case somebody else wants it. Confusion meter is zero.

The reason I changed that loading screen image locally in my installation is because personally I prefer to see what I'm loading (just a personal taste) so again I fixed it *just for me* and since it's already done, shared the outcome, in case somebody else wants to drop the updated file into their installation to address this trivial cosmetic issue, until an update is out...

Fifi, did acknowledge that they erred when they released the last version of tagging the load screen with it saying v5, they forgot to bump up the version # by 1 digit.
Cool, I read past posts in this thread but there is a lot of backlog, progressing slowly from oldest to newest and I did not see that message from Fifi prior to my post - thanks for confirming dev has already acknowledged in the past. I see that Fifi also posted just today on the matter.

So, again, there is NO .7 at the end of the version #, it is just flat out 6 only.
With regards to the version convention in my edit not matching Fifi's original one: Yes, I am well aware. My file is my own edit -primarily- for my own taste so I wanted to be specific with my minor version even though I realise it is a discrepancy with the official convention used by Fifi.

It was my own fault, i forgot to change the V5 on the loading screen.
Even saying V5 on loading screen, it is the V6 version :yep:
I admit it could be confusing but not game breaker.
Indeed not too important, certainly not a game breaker, thanks for all you've done - it is great and I am enjoying it immensely.

VDraculaV
03-06-21, 07:52 AM
Started Dark Waters for the first time yesterday and.... WOW!!! :o
I was speachless how incredible this mod is. Its truly a gamechanger!

Just want to say THANK YOU to all the guys who made this awesome mod. :Kaleun_Applaud:

Can i buy you a coffee or beer somehow? :salute:

Fifi
03-06-21, 09:12 AM
Started Dark Waters for the first time yesterday and.... WOW!!! :o
I was speachless how incredible this mod is. Its truly a gamechanger!

Just want to say THANK YOU to all the guys who made this awesome mod. :Kaleun_Applaud:

Can i buy you a coffee or beer somehow? :salute:

Thank you, glad people still enjoying it :yeah:

Ok for a beer :Kaleun_Cheers:

Mad Mardigan
03-06-21, 05:00 PM
Ahoy, themrwho... :Kaleun_Cheers:

No worries. :yep:

Thought there may have been some confusion with that on the loading screen & that got crossed over when you did your load screen.

Now that I have a clearer understanding of things.. acknowledge that... :shucks: :yep: :salute:

Main thing is, that you have it up & running with no issues.

Of which I am glad.. :yep:

With that...

Gute jagd, ihr Himmelhunde

M. M.

:Kaleun_Salute:

Sniper450
03-07-21, 09:46 PM
Is there an external camera key? I just finally got sh4 reinstalled after a time away and found Dark Waters. Love what I see so far.

Mad Mardigan
03-07-21, 09:55 PM
Is there an external camera key? I just finally got sh4 reinstalled after a time away and found Dark Waters. Love what I see so far.

Yeah... F12 key.. I believe... there is also the old fashioned studio movie cam icon, on the HUD while in the command room, as well.. clicking on that icon will show a free cam, and next & previous cam options, as well... :yep:

M. M.

:Kaleun_Salute:

Sniper450
03-07-21, 10:02 PM
:Kaleun_Salute:
Thank you sir!

Fifi
03-08-21, 04:03 AM
Will probably release new version with new better waves, volumetric clouds and further few adjustments one of these days :up:

Have to test all this yet...

themrwho
03-08-21, 06:12 AM
Will probably release new version with new better waves, volumetric clouds and further few adjustments one of these days :up:

Have to test all this yet...

Best news for a Monday! :D

VDraculaV
03-08-21, 06:17 AM
can someone explain how to use Stadimeter in Dark Waters? I mean, i know how to use Stadimeter in general, but in Dark Waters it does not change the range dial for some reason :hmmm:

and another question: there is a "AP_Night_Filter.tga" texture in "Karamazov" folder, is there some button that i'm missing to switch the attack periscope night filter on/off, or is it applied automaticaly?

themrwho
03-08-21, 06:59 AM
and another question: there is a "AP_Night_Filter.tga" texture in "Karamazov" folder, is there some button that i'm missing to switch the attack periscope night filter on/off, or is it applied automaticaly?
Sorry, I don't know about that one.

can someone explain how to use Stadimeter in Dark Waters? I mean, i know how to use Stadimeter in general, but in Dark Waters it does not change the range dial for some reason :hmmm:
It's not a Dark Waters thing, it's an OM thing (technically a KiUB thing but it was integrated into the OM so it's an OM thing). It's explained in a document - do you have "KiUB User Guide.doc"? (I believe it comes with one of the OM patches and sadly missing from Dark Waters installation).

EDIT: @VDraculaV I've uploaded the file, available in original DOC format as well as PDF format, here: https://gitlab.com/themrwho/stuff

@Fifi, another improvement for the next version perhaps - could you leave the "KiUB User Guide.doc" file in the Support folder please?

Fifi
03-08-21, 07:28 AM
Will probably release new version with new better waves, volumetric clouds and further few adjustments one of these days :up:

Have to test all this yet...

For volumetric clouds, there is a known issue in SH4 where the clouds appear only at launch, but after some moving and some TC they just disappear and never come back!

I have found a turn around to always keep them even when moving or TC :up:
But the only way to get them, will be through a little mod for each submarine type...

So i will release volumetric clouds as add-on mod for each submarine you are playing, and will have to be activated on top of my mod.

:Kaleun_Salute:

VDraculaV
03-08-21, 08:17 AM
Sorry, I don't know about that one.


It's not a Dark Waters thing, it's an OM thing (technically a KiUB thing but it was integrated into the OM so it's an OM thing). It's explained in a document - do you have "KiUB User Guide.doc"? (I believe it comes with one of the OM patches and sadly missing from Dark Waters installation).

EDIT: @VDraculaV I've uploaded the file, available in original DOC format as well as PDF format, here: https://gitlab.com/themrwho/stuff

@Fifi, another improvement for the next version perhaps - could you leave the "KiUB User Guide.doc" file in the Support folder please?

Thanks a lot! :Kaleun_Cheers:

Fifi
03-08-21, 08:26 AM
What it could looks like, as going toward sunset:

https://i.goopics.net/10kkO.jpg

https://i.goopics.net/joDDj.jpg

https://i.goopics.net/m0DDV.jpg

https://i.goopics.net/K2331.jpg

https://i.goopics.net/QZwwx.jpg

https://i.goopics.net/lODDw.jpg

https://i.goopics.net/EXZZK.jpg

I love the changing colors in clouds :up:

themrwho
03-08-21, 09:34 AM
What it could looks like, as going toward sunset:
<screenshots omitted>
I love the changing colors in clouds :up:
wow that looks great. when is the new version ETA? 2 hours? 1 hour? :D:03:

Fifi
03-08-21, 10:26 AM
Problem is at night, they remain too much white for my taste, and have great trouble to decrease that...

Stay tune, it’s not even for this week. It can take some time :03:

VDraculaV
03-08-21, 11:29 AM
What it could looks like, as going toward sunset:

https://i.goopics.net/10kkO.jpg

https://i.goopics.net/joDDj.jpg

https://i.goopics.net/m0DDV.jpg

https://i.goopics.net/K2331.jpg

https://i.goopics.net/QZwwx.jpg

https://i.goopics.net/lODDw.jpg

https://i.goopics.net/EXZZK.jpg

I love the changing colors in clouds :up:

Just awesome! :yeah:

Paroni
03-08-21, 01:23 PM
Absolutely fantastic job!Clouds and atmosphere are much more beautiful than other mods.


By the way...Once you tune Dark Waters ,may be add traffic at Baltic Sea?

Totally empty this moment.




Regards,Paroni:Kaleun_Salute:

Texas Red
03-08-21, 06:55 PM
Will probably release new version with new better waves, volumetric clouds and further few adjustments one of these days :up:

Have to test all this yet...

Let's hope I can play a career with this new update!!!

VDraculaV
03-09-21, 06:57 AM
How to make custom conning tower emblems work?
I have edited custom emblem texture (in TNormal and TLowRes folders) for Type IX in photoshop. Saved it with same settings like the original textures (RGB/8bit+alpha), but when i select it in bunker on career start there is no emblem on conning tower at all :hmmm:

any ideas what i could have made wrong?

rschilla
03-09-21, 11:59 AM
So I've been playing pretty steadily for two weeks and find DW_6 a marked improvement over OM.


It is far more stable. CTDs are rare as opposed to OM where they were constant. I think I have had one and that could have been the computer doing something in the background that had nothing to do with DW.


The ship explosions are quite impressive. Burning tankers are great.


I've bumped the TC up to max 4096 just to see what happens. Long boring sails across the Atlantic to the US East Coast were a tad too tedious at 1024. So far, not bad but I have a pretty hot computer so maybe it can handle it. For the hell of it I may try putting it up to 8k plus just to see what happens. I can always lower it if it doesn't work.


The stability is the big advantage thus far.




Cons:


Not many.



The constant radio interruptions were ended by editing the MessagesGE file to get rid of the more useless ones so that is no longer a problem.


I was able to fix most of the voice problems by substituting the Speech Clips. At least now I know when the Thermal Layer has been passed.


The messages from the High Command in French are not a problem. I can decipher enough French to know what they want me to do... and when they tell me to break off and RTB I habitually ignore that anyway if I have any torpedoes left.


Is the weather ALWAYS bad off the US East Coast? Seems like a constant hurricane for all of 1942! I lived in New York for 55 years and it wasn't that bad!


There is something about the resolution for the Attack periscope and the Observation Periscope and TBT. The attack periscope gives an identification of the target vessel which is nice if you want to be lazy. The other two seem to extend off the bottom of the screen and not show that ID window. That seems like an odd thing to mess with intentionally but in OM all three showed the target vessel.


Beyond that, I'm hard pressed to find anything to quibble about. DW is a fine piece of work.


Well done.

VDraculaV
03-09-21, 03:27 PM
I was able to fix most of the voice problems by substituting the Speech Clips. At least now I know when the Thermal Layer has been passed.

can you please explain how to do that? I was wondering all the time why my crew is never telling a word about thermal layer.

rschilla
03-09-21, 03:52 PM
Oh, they are telling you.... it's just in German which did me no good at all.


KaleunMarco explained the procedure to me in Post #882.


https://www.subsim.com/radioroom/showpost.php?p=2731295&postcount=882

KaleunMarco
03-09-21, 04:05 PM
The messages from the High Command in French are not a problem. I can decipher enough French to know what they want me to do... and when they tell me to break off and RTB I habitually ignore that anyway if I have any torpedoes left.
when i reached my threshold, i went and translated the messages from French to English. :D

Is the weather ALWAYS bad off the US East Coast? Seems like a constant hurricane for all of 1942! I lived in New York for 55 years and it wasn't that bad!
when you feel that you have endured your share, remember to use the "weather normalizer".

There is something about the resolution for the Attack periscope and the Observation Periscope and TBT. The attack periscope gives an identification of the target vessel which is nice if you want to be lazy. The other two seem to extend off the bottom of the screen and not show that ID window. That seems like an odd thing to mess with intentionally but in OM all three showed the target vessel.[/QUOTE]
yes, i found this to be annoying, myself. i began using the periscope that identified the target, whichever one that is, because i could not figure out how to change the other one. what can one do, eh?

VDraculaV
03-09-21, 04:23 PM
Oh, they are telling you.... it's just in German which did me no good at all.


KaleunMarco explained the procedure to me in Post #882.


https://www.subsim.com/radioroom/showpost.php?p=2731295&postcount=882

Thanks :up:

ps: i speak german, but i never heard them telling that

[EDIT] ok, i found that .wav file. Now i know why i never heard the crew telling "passing thermal layer" in german. In that file he says "check board locks" in german (Bordverschlüsse überprüfen) :D

themrwho
03-09-21, 04:38 PM
can you please explain how to do that? I was wondering all the time why my crew is never telling a word about thermal layer.

Oh, they are telling you.... it's just in German which did me no good at all. KaleunMarco explained the procedure to me in Post #882. https://www.subsim.com/radioroom/showpost.php?p=2731295&postcount=882

<snip>original fix<snip>

Easy to fix, once you know what to do! Just a quick note to thank you all three for (re-)mentioning this - it's 'fixed' here now and every future thermal layer pass will be a thank you to all you three. :Kaleun_Salute:

rschilla
03-09-21, 05:23 PM
Thanks :up:

ps: i speak german, but i never heard them telling that

[EDIT] ok, i found that .wav file. Now i know why i never heard the crew telling "passing thermal layer" in german. In that file he says "check board locks" in german (Bordverschlüsse überprüfen) :D








I told you I didn't speak German!


Herr Kaleun. The "Weather normalizer?"

VDraculaV
03-09-21, 05:41 PM
I told you I didn't speak German!

Ok, how is that related to what i have said? :hmmm: I didn't mention you in any way, so chill out

rschilla
03-09-21, 05:59 PM
You said that the "passing thermal layer" .wav did not mention the "thermal layer."


That does explain why you didn't hear it, though.




I'm about as chill as anyone can get.

KaleunMarco
03-09-21, 06:38 PM
Thanks :up:

ps: i speak german, but i never heard them telling that

[EDIT] ok, i found that .wav file. Now i know why i never heard the crew telling "passing thermal layer" in german. In that file he says "check board locks" in german (Bordverschlüsse überprüfen) :D

vielen dank.
i could never figure out what that wav file said because my pigeon-german is terrible and, no matter what i thought i heard, i could never get a proper translation.
so, here is an opportunity for you: create a wav with the proper words and then upload it. that way there is proper german command for those who want to hear german.:Kaleun_Thumbs_Up:

:Kaleun_Salute:

VDraculaV
03-10-21, 08:40 AM
I ran into an airstike on the way to my patrol grid yesterday, took some good hits so 3/4 of my crew was injured and one officer dead. Now i loaded the savegame today and whole crew is at health 100/100, even the dead officer is alive again.
Do the health state of the crew not get saved in SH4 or is it a DW related issue? :hmmm:

Fifi
03-10-21, 09:08 AM
I ran into an airstike on the way to my patrol grid yesterday, took some good hits so 3/4 of my crew was injured and one officer dead. Now i loaded the savegame today and whole crew is at health 100/100, even the dead officer is alive again.
Do the health state of the crew not get saved in SH4 or is it a DW related issue? :hmmm:

It’s a know issue related to all the SH series.
Each time you save/reload, crew is ok again...

Mad Mardigan
03-10-21, 04:21 PM
I ran into an airstike on the way to my patrol grid yesterday, took some good hits so 3/4 of my crew was injured and one officer dead. Now i loaded the savegame today and whole crew is at health 100/100, even the dead officer is alive again.
Do the health state of the crew not get saved in SH4 or is it a DW related issue? :hmmm:

Have on occasion, ran into the exact opposite... No damages being recorded, then go & load up a save made after an attack and all sorts of damages & crew injuries/deaths.. that weren't there before I made the save.. crop up like a bad nightmare, as well.

All I can say is... go figure... :yep: games are funky thataway, sometimes... :D

M. M.

:Kaleun_Salute:

themrwho
03-10-21, 06:52 PM
Have on occasion, ran into the exact opposite... No damages being recorded, then go & load up a save made after an attack and all sorts of damages & crew injuries/deaths.. that weren't there before I made the save.. crop up like a bad nightmare, as well.

All I can say is... go figure... :yep: games are funky thataway, sometimes... :D

M. M.

:Kaleun_Salute:
I am guessing this is simply because devs didn't care about the damage/injuries enough to make saves reliable on that aspect. Community made this game less arcadish.

KaleunMarco
03-10-21, 11:16 PM
I am guessing this is simply because devs didn't care about the damage/injuries enough to make saves reliable on that aspect. Community made this game less arcadish.

please, do not start in on the poor design of this game. it is shameful.
i have to stop now, before i am banned.
:yep:

VDraculaV
03-11-21, 08:14 AM
noticed today that map grids that are shown on map do not match game's and real map grids.
I was given a task to patrol at grid BF24 and stay on station for 96 hours. After entering that grid i send a status report, and it stated that i am in grid BF16 instead.

https://i.imgur.com/QmMJHp4.jpg

then i sailed further to the east until my status report noted that i am in grid BF24. The game is counting a grid that i marked pink on the screenshot as BF24. Wich, according to "waterengland.jpg" (found in "\Support\OM_Intel_files"), is in fact the real grid BF24.

is there any fix for that out there already?

dex
03-11-21, 04:16 PM
some update DW is it solve something about turm upgrade

propbeanie
03-12-21, 11:35 AM
@ VDraculaV - that was a problem in OM, maybe in stock, as well as SH3, and I am not aware of a "fix". One of these days, given time constraints of all parties involved with DW, we might get time to look at the issue. One idea is for the player to ignore the grid assignment, and to zoom in on the location of the "Star" icon for the mission assignment, and draw a circle of the given dimensions in the orders you receive (75km, 100km, whatever), and stay within that circle, whether or not it is close to the grid assignment. The "Star" on the NavMap is where the boundaries of that particular mission is located. It is extremely difficult to match the grid to the actual assignment in some areas.

@ dex - No, the issue will remain for now. There might actually be more involved in "fixing" that than there is for what VDraculaV has found with the grid not matching the assignment. It may well be that both are impossible to deal with because of the game itself. The turms are done like a boat upgrade, but since there are very few upgrades available to the boat you start with, the turm upgrades can happen more often. However, with the plethora of possible attached equipment having to match the turm, which has to match the boat, the possibilities of getting it all correct are enormous. Given the amount of boats, turms & equipment in the original OM, in which the turm upgrades did not function correctly, it will take quite a while of sifting through the files to find all of the pieces for each boat and its possible turms. If time ever permits, between all involved with DW, someone of us might get a chance to catalog all of the parts and begin the necessary changes, but in the meantime, the use of OM technique, of which I cannot find any reference to right now, would be only course of action for the player. It involves making a copy of the Save folder information, then starting a new career as close to the same date as possible, then adding the saved career's data into the new career. Most previous information is loast, but the commander's rank and a few other bits of information are retained... KaleunMarco might recall the technique, or if I can find it later, I'll update here.

:salute:

KaleunMarco
03-12-21, 12:23 PM
some update DW is it solve something about turm upgrade


@ dex - No, the issue will remain for now. There might actually be more involved in "fixing" that than there is for what VDraculaV has found with the grid not matching the assignment. It may well be that both are impossible to deal with because of the game itself. The turms are done like a boat upgrade, but since there are very few upgrades available to the boat you start with, the turm upgrades can happen more often. However, with the plethora of possible attached equipment having to match the turm, which has to match the boat, the possibilities of getting it all correct are enormous. Given the amount of boats, turms & equipment in the original OM, in which the turm upgrades did not function correctly, it will take quite a while of sifting through the files to find all of the pieces for each boat and its possible turms. If time ever permits, between all involved with DW, someone of us might get a chance to catalog all of the parts and begin the necessary changes, but in the meantime, the use of OM technique, of which I cannot find any reference to right now, would be only course of action for the player. It involves making a copy of the Save folder information, then starting a new career as close to the same date as possible, then adding the saved career's data into the new career. Most previous information is loast, but the commander's rank and a few other bits of information are retained... KaleunMarco might recall the technique, or if I can find it later, I'll update here.

:salute:
Turm upgrades, at least the automatically offered upgrades, are offered/applied inconsistently in both the Atlantic and Pacific SH4 modules (yes, there are two code sets).

you can apply turm upgrades manually if you can perform text editing using Notepad or some similar text-only app. Download this set of directions, perform the edits, and you should get your turm.
send me a PM (private message) if you run into a snag.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5726
:Kaleun_Salute:

km

propbeanie
03-12-21, 12:26 PM
Hah! The man of ACTION!!! :haha:

rschilla
03-12-21, 12:26 PM
You know what would help most of all? On the screen that says, "your boat is eligible for a Turm upgrade. OK?"


There should be a second choice that says "NO!!!! IT IS NOT OKAY!"


Problem solved.


One choice is not a good answer.

KaleunMarco
03-12-21, 12:33 PM
You know what would help most of all? On the screen that says, "your boat is eligible for a Turm upgrade. OK?"


There should be a second choice that says "NO!!!! IT IS NOT OKAY!"


Problem solved.


One choice is not a good answer.

yes, it would.
however, the code design does not allow for that type of user-based change like so many of the features that we mod.
if you play the ATO-side, sometimes....you will have a new turm offered, but it is inconsistent.
i have never been offered a conning tower upgrade playing the PTO. never. in thousands of career missions.

KaleunMarco
03-12-21, 12:35 PM
Hah! The man of ACTION!!! :haha:

RL has been busy lately. sometimes i have time to browse and answer posts and sometimes i only have time to browse.:doh:

dex
03-12-21, 02:06 PM
@ VDraculaV - that was a problem in OM, maybe in stock, as well as SH3, and I am not aware of a "fix". One of these days, given time constraints of all parties involved with DW, we might get time to look at the issue. One idea is for the player to ignore the grid assignment, and to zoom in on the location of the "Star" icon for the mission assignment, and draw a circle of the given dimensions in the orders you receive (75km, 100km, whatever), and stay within that circle, whether or not it is close to the grid assignment. The "Star" on the NavMap is where the boundaries of that particular mission is located. It is extremely difficult to match the grid to the actual assignment in some areas.

@ dex - No, the issue will remain for now. There might actually be more involved in "fixing" that than there is for what VDraculaV has found with the grid not matching the assignment. It may well be that both are impossible to deal with because of the game itself. The turms are done like a boat upgrade, but since there are very few upgrades available to the boat you start with, the turm upgrades can happen more often. However, with the plethora of possible attached equipment having to match the turm, which has to match the boat, the possibilities of getting it all correct are enormous. Given the amount of boats, turms & equipment in the original OM, in which the turm upgrades did not function correctly, it will take quite a while of sifting through the files to find all of the pieces for each boat and its possible turms. If time ever permits, between all involved with DW, someone of us might get a chance to catalog all of the parts and begin the necessary changes, but in the meantime, the use of OM technique, of which I cannot find any reference to right now, would be only course of action for the player. It involves making a copy of the Save folder information, then starting a new career as close to the same date as possible, then adding the saved career's data into the new career. Most previous information is loast, but the commander's rank and a few other bits of information are retained... KaleunMarco might recall the technique, or if I can find it later, I'll update here.

:salute: it's to complicated for me really

Turm upgrades, at least the automatically offered upgrades, are offered/applied inconsistently in both the Atlantic and Pacific SH4 modules (yes, there are two code sets).

you can apply turm upgrades manually if you can perform text editing using Notepad or some similar text-only app. Download this set of directions, perform the edits, and you should get your turm.
send me a PM (private message) if you run into a snag.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5726
:Kaleun_Salute:

km

themrwho
03-12-21, 06:47 PM
noticed today that map grids that are shown on map do not match game's and real map grids.
I was given a task to patrol at grid BF24 and stay on station for 96 hours. After entering that grid i send a status report, and it stated that i am in grid BF16 instead.<snip>

You have already received detailed answers above from mod devs. As a user of the mod, I just would like to add another confirmation that I have been doing exactly what's been suggested above:

1. Draw a 200 km circle around the "map marker",
(side note: I don't get a star on my map - I get an arrow-styled marker as I've enabled the Dark Waters module that changes campaign map icons).
2. I patrol within the circle and never had any issues with the above.

In summary: Simply ignoring grid coordinates and going off of visual marker plus the "n kilometers range" value in mission text works great.

KaleunMarco
03-12-21, 08:13 PM
You have already received detailed answers above from mod devs. As a user of the mod, I just would like to add another confirmation that I have been doing exactly what's been suggested above:

1. Draw a 200 km circle around the "map marker",
(side note: I don't get a star on my map - I get an arrow-styled marker as I've enabled the Dark Waters module that changes campaign map icons).
2. I patrol within the circle and never had any issues with the above.

In summary: Simply ignoring grid coordinates and going off of visual marker plus the "n kilometers range" value in mission text works great.

Finally, someone who reads posts.
i think i may stroke-out from the shock!
:har::har:
:Kaleun_Salute:

propbeanie
03-12-21, 08:53 PM
You have already received detailed answers above from mod devs. As a user of the mod, I just would like to add another confirmation that I have been doing exactly what's been suggested above:

1. Draw a 200 km circle around the "map marker",
(side note: I don't get a star on my map - I get an arrow-styled marker as I've enabled the Dark Waters module that changes campaign map icons).
2. I patrol within the circle and never had any issues with the above.

In summary: Simply ignoring grid coordinates and going off of visual marker plus the "n kilometers range" value in mission text works great.
I forgot about that little detail... lol - but it is supposed to actually be a 3rd Reich Eagle statue... lol - It did not translate too well in the "shrinking" process... :oops: :O:


Finally, someone who reads posts.
i think i may stroke-out from the shock!
:har::har:
:Kaleun_Salute:
I did a double-take also... lol

themrwho
03-13-21, 12:06 AM
[COLOR="DarkOrange"]Finally, someone who reads posts.<snip>
:salute:

I forgot about that little detail... lol - but it is supposed to actually be a 3rd Reich Eagle statue... lol - It did not translate too well in the "shrinking" process... :oops: :O:
Is it this arrow+textbox that had a 3RE statue?
I'm curious where was the eagle, at the bottom of the text (above the arrow's base)?
https://i.imgur.com/ll9A7KS.png

Aktungbby
03-13-21, 02:27 AM
some update DW is it solve something about turm upgradeDex!:Kaleun_Salute: after a nice 7 year silent run!:up:

propbeanie
03-13-21, 11:03 AM
... Is it this arrow+textbox that had a 3RE statue?
I'm curious where was the eagle, at the bottom of the text (above the arrow's base)?
[pic]
To quote Fifi from Page One of the thread: "- OM Strategic Map Symbols will bring more accurate map symbols for mission objectives. Can be activated anytime in bunker.", which my oldmanitis-infested brain forgot about when you mentioned "arrow", so you have the map symbols activated in your mod. However, that does not change the fact that the default SH4 mission icon marker is rather klunky... lol, but also shows-out an old and tired brain. :O:

dex
03-16-21, 11:57 AM
Dex!:Kaleun_Salute: after a nice 7 year silent run!:up:

yes sir,torpedoes are ready,waiting your command sir :Kaleun_Salute:

wolfbaron
03-18-21, 12:46 AM
Hello guys, i have been playing DW for a while and i enjoy it

i have 2 questions i hope i can get answers to them

1- how to change all map contact colors to neutral grey/black i want to use recognition manual rather than just see colors Green/blue/red

2- is there specific ships that do not have lifeboat modelled so we do not see any when we sink those ships?

Thanks for this awesome Mode building on the great OM by lurker

propbeanie
03-18-21, 11:07 PM
I cannot remember the answer to your #1... a mind is a terrible thing to let get old...

#2, you'll find the crew complement, survivor rate and survivor percentage in each ship's Sea folder cfg file. Set the percentage to zero. Use a Search & Replace in Notepad++ (https://notepad-plus-plus.org) can get them all in one pass. Just about any plain text editor can do. If you like scripting, purchase 010 Editor.

Mad Mardigan
03-19-21, 09:46 AM
I cannot remember the answer to your #1... a mind is a terrible thing to let get old...

#2, you'll find the crew complement, survivor rate and survivor percentage in each ship's Sea folder cfg file. Set the percentage to zero. Use a Search & Replace in Notepad++ (https://notepad-plus-plus.org) can get them all in one pass. Just about any plain text editor can do. If you like scripting, purchase 010 Editor.

Try here... This is in answer to #1... :yep: just fyi... I found it doing a simple google search, using black contacts SH4 subsim, as the search parameters.. :yep: :o

https://www.subsim.com/radioroom/downloads.php?do=file&id=2998

makes all contacts on maps black, even the sonar lines... so best be sure of your targets before ya let loose with the eels...

M. M.

:Kaleun_Salute:

Mad Mardigan
03-19-21, 09:48 AM
Hello guys, i have been playing DW for a while and i enjoy it

i have 2 questions i hope i can get answers to them

1- how to change all map contact colors to neutral grey/black i want to use recognition manual rather than just see colors Green/blue/red

2- is there specific ships that do not have lifeboat modelled so we do not see any when we sink those ships?

Thanks for this awesome Mode building on the great OM by lurker

Ahoy, WolfBaron... :Kaleun_Cheers:

There ya go... both questions answered.... Enjoy. :shucks: :yep: :arrgh!: :D :up:

M. M.

:Kaleun_Salute:

wolfbaron
03-20-21, 08:59 PM
You guys are awesome

DeathOrGlory
03-21-21, 08:49 AM
Hi, just wondering how to transfer crew in and out of the sub? I wanted to get someone new on board but it keeps saying "too many officers" or "too many petty officers". I understand I need to do something in my silent hunter 4/data/cfg/ folder somewhere?

propbeanie
03-21-21, 10:01 AM
It would actually apply to each submarine's UPCGE (plain UPC for Allied subs) file, found in "Data / Submarine / SubName / Subname.upc". If you have a Type VIIC, you'll find in the "NSS_Uboat7c" folder, "NSS_Uboat7c.upcge" files lines like:
MaxPettyOfficers=15 ; max number of crewmembers over rank 4
MaxOfficers=8 ; max number of crewmembers over rank 7
Change those figures to like 30 and 16 or whatever. Not "historic", but neither are the original figures...

DeathOrGlory
03-28-21, 12:40 AM
It would actually apply to each submarine's UPCGE (plain UPC for Allied subs) file, found in "Data / Submarine / SubName / Subname.upc". If you have a Type VIIC, you'll find in the "NSS_Uboat7c" folder, "NSS_Uboat7c.upcge" files lines like:
MaxPettyOfficers=15 ; max number of crewmembers over rank 4
MaxOfficers=8 ; max number of crewmembers over rank 7
Change those figures to like 30 and 16 or whatever. Not "historic", but neither are the original figures...

Cheers mate, appreciate the reply. It worked for me!

Another quick question, I'm wondering how to change the weather in game? I find that the seas are often as flat as a billiards table, and it is hardly ever rainy or heavy waves, even when out in the North Atlantic! It is possible to change some stuff around so you can get more heavy weather?

Thank you!

Aktungbby
03-28-21, 12:58 AM
DeathorGlory!:Kaleun_Salute:

KaleunMarco
03-28-21, 10:07 AM
Cheers mate, appreciate the reply. It worked for me!

Another quick question, I'm wondering how to change the weather in game? I find that the seas are often as flat as a billiards table, and it is hardly ever rainy or heavy waves, even when out in the North Atlantic! It is possible to change some stuff around so you can get more heavy weather?

Thank you!

two places: scenes.dat or the actual mission (dotMIS).

:Kaleun_Salute:

rschilla
03-29-21, 11:20 AM
Anybody know how to get rid of those damned Steam Trawlers that the Limeys have sailing all over the map of the UK?

KaleunMarco
03-29-21, 12:41 PM
Anybody know how to get rid of those damned Steam Trawlers that the Limeys have sailing all over the map of the UK?

those are counterparts to the Junks, Fishing Boats, and Crab Boats in the US module.

i am certain that you can edit a dotMIS file in the Campaigns folder and either reduce the number or eliminate them altogether.

:Kaleun_Salute:

DeathOrGlory
03-31-21, 09:34 PM
Anybody know how to get rid of those damned Steam Trawlers that the Limeys have sailing all over the map of the UK?

Yep, I've had a look through the folder KaleunMarco mentioned and can't find it.

If anyone else knows, I'd like to know the answer as well :Kaleun_Salute:

rschilla
03-31-21, 10:02 PM
I tried, too. No luck. I found a lot of those "armed trawlers" but they are no where near as annoying.

KaleunMarco
03-31-21, 11:32 PM
I tried, too. No luck. I found a lot of those "armed trawlers" but they are no where near as annoying.

Yep, I've had a look through the folder KaleunMarco mentioned and can't find it.

If anyone else knows, I'd like to know the answer as well :Kaleun_Salute:

what ship type are you looking for?
Steam Trawlers are referred to as Class=F03B and F04B and also as just Unittype=104.

did you look in folder C:\Ubisoft\OpMonsun\Data\Campaigns\CampaignGE\Camp aignData\Allies_HarbourTraffic.mis?
how about UK_Coastal.mis?
and
UK_Coastal_late.mis?
:hmmm:

rschilla
04-01-21, 12:17 AM
I was looking for steam trawler and then just trawler.


Had no idea about those other designations. I'll give that a shot tomorrow.




I did check out the coastal.mis file but I was looking for the wrong ship.

rschilla
04-03-21, 08:45 PM
Thanks for the tip on the steam trawlers unittype. That helped.


One new question. I activated the Med mod but I can't find anyway to get myself transferred to or assigned to the Med. Is there a trick to that?

KaleunMarco
04-04-21, 12:26 AM
Thanks for the tip on the steam trawlers unittype. That helped.


One new question. I activated the Med mod but I can't find anyway to get myself transferred to or assigned to the Med. Is there a trick to that?

look in the documentation.
C:\Ubisoft\OpMonsun\OM_DarkWaters_V6\Support

you have to choose a particular flotilla at the start of a career. also, if memory serves properly, the Med ports were only open for a limited period of time.

KaleunMarco
04-06-21, 04:24 PM
Hi! Nice job with the mod for dark waters but the only problem i got is with the museum; i don't know if all those who has downloaded the mod got the same problem but when i enter the museum it loads then the game crash.
Is there a fix for it? Because i wanna know what ships have been added to the mod

yep. the fix is...when you enter the museum and then want to play the game, you need to exit out of SH4 and relaunch it to play.
i believe there is a list of ships in the mod documentation of which there is a great deal. check there.
:Kaleun_Salute:

rschilla
04-06-21, 05:16 PM
Well I got to the Mediterranean.... sailed all over...ran into a couple of British destroyers but there weren't a lot of merchant targets.



I guess all those convoys that spawn in the Atlantic near Gibraltar never sail through the Med to get there? :)


Or maybe a big ship was stuck in Suez?




Anyway, back to the Atlantic for me!

KaleunMarco
04-07-21, 03:28 PM
Well I got to the Mediterranean.... sailed all over...ran into a couple of British destroyers but there weren't a lot of merchant targets.



I guess all those convoys that spawn in the Atlantic near Gibraltar never sail through the Med to get there? :)


Or maybe a big ship was stuck in Suez?




Anyway, back to the Atlantic for me!

there is traffic but you have to find the lanes, and that can be time consuming.

IIRC, across the northern rim of africa is one lane.
along the southern rim of france.
in/out of gibraltar is another.

a lot of one ship contacts.

i think i created my own traffic the last time i played DW. it's been a year since...that's a lot of water under the keel.

there is definitely more traffic in the Atlantic but there are also more threats, especially the verdammt RAF/USAAF.
good luck, Herr Kaleun
:Kaleun_Salute:

FireDragon76
04-13-21, 01:26 AM
I tried out the mod, playing one of the early war missions for the mod (the one where you have to sink the HMS Glorious- I tried using a Type II pigboat for laughs). The lighting and sound are amazing. The intreface is also well put together and stylish.




I usually play Silent Hunter at 1360x768, using Reshade with SMAA, TAA, and Adaptive Sharpen, just because my eyes don't see so good, and 1920x1080 has tiny text (with tweaked Reshade settings, 1320 looks almost as good as 1280, but the text and interface are bigger). It still worked OK, and since I use auto-aim, it's not a big deal to not have perfect aspect ratio.


However, I am having trouble finding the orders window. I don't understand alot of German so that makes it a bit confusing.

rschilla
04-13-21, 09:46 AM
there is traffic but you have to find the lanes, and that can be time consuming.





There is one obvious choke point - throughout history - which is between Tunisia and Sicily. I doubt that the British sent many ships through the straits of Messina so anything that comes through Suez pretty much has to end up heading for Gibraltar which means running the gauntlet between Axis air bases on either side of the choke point.


I put my uboat there for 10 days and slowly circled but in all that time encountered only a single merchant.