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KaleunMarco
04-13-21, 11:07 AM
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.

yeah, know what you mean.:wah:

this is where i learned how to create my own traffic. have you ever used the Mission Editor? do you know about RGGs (Random Generated Groups)? if not, and you are interested, send me a PM and we can talk about it.:up:

propbeanie
04-13-21, 11:09 AM
lurker_hlb3 did a lot of single runs of RGG in the Med, which followed "historical" runs, so most of the traffic is rather sporadic, except in support of other operations. However, there is some random groups that cross the Med and travel along the coasts. None of this was changed for Dark Waters, so as in real life, there will be day upon day of boredom, followed by interminable hours of sheer terror...

https://i.imgur.com/whr80q5.jpg

That is a photo-stitch of three of the layers for the Med, gotten from the Mission Editor.

DeathOrGlory
04-17-21, 12:36 AM
Is it possible to get medals and promotions for yourself in DW? I have sunk 30,0000+ tons in my current career and have completed multiple patrols yet I have not received any medals for myself (or my crew!).

Wondering if it's possible to get promoted to Kapitain Leutnant as well.

KaleunMarco
04-17-21, 09:06 AM
Is it possible to get medals and promotions for yourself in DW? I have sunk 30,0000+ tons in my current career and have completed multiple patrols yet I have not received any medals for myself (or my crew!).

Wondering if it's possible to get promoted to Kapitain Leutnant as well.

if i remember properly, promotions are the result of successful mission objectives and medals are the result of renown from sinking tonnage during any one mission.

there is an algorithm for promotions but i cannot find it at the moment. IIRC (or somewhat correctly) each mission during a career is rated between 3 at the high end and -3 at the low end. you add your mission points and divide by the number of missions and if the average is 2+ basically, you will need 4 or more successful missions to get promoted. there is also a date-lapse factor involved in that you cannot get promoted after consecutive missions. failure early in a career is a career-killer.
edit: found this: After each patrol a calculation takes place: New_Campaign_Rating = Old_Campaign_Rating + Last_Patrol_Rating / 2

medals are awarded after you sink enough tonnage in one mission and not for sinking tonnage consistently over several missions. it is possible during one mission to sink over 100k tons and receive a medal and then get court martialed for sinking one of your ships or too many neutral ships.

and no, you cannot award yourself medals and promotions. (several jokes come to mind here but we will forsake the humor since we do not know each other).

there is neither a display to show you your current renown nor your current promotability score. that's Ubi for you.
:Kaleun_Salute:

DeathOrGlory
04-19-21, 02:01 AM
if i remember properly, promotions are the result of successful mission objectives and medals are the result of renown from sinking tonnage during any one mission.

there is an algorithm for promotions but i cannot find it at the moment. IIRC (or somewhat correctly) each mission during a career is rated between 3 at the high end and -3 at the low end. you add your mission points and divide by the number of missions and if the average is 2+ basically, you will need 4 or more successful missions to get promoted. there is also a date-lapse factor involved in that you cannot get promoted after consecutive missions. failure early in a career is a career-killer.
edit: found this: After each patrol a calculation takes place: New_Campaign_Rating = Old_Campaign_Rating + Last_Patrol_Rating / 2

medals are awarded after you sink enough tonnage in one mission and not for sinking tonnage consistently over several missions. it is possible during one mission to sink over 100k tons and receive a medal and then get court martialed for sinking one of your ships or too many neutral ships.

and no, you cannot award yourself medals and promotions. (several jokes come to mind here but we will forsake the humor since we do not know each other).

there is neither a display to show you your current renown nor your current promotability score. that's Ubi for you.
:Kaleun_Salute:


Thank you for your reply :Kaleun_Salute:

It seems that no medals will be coming, as I have 100% realism settings and levels 2 convoy difficulty making it very hard to get a patrol with super high tonnage. I love it this way though, as even SH3 with GWX was a bit unrealistic with how many tons you could get away with each patrol.

I feel like this mod is the best version of an authentic submarine sim experience out there. Truly wonderful work done by all involved. A few creases here and there but it's a fantastic experiences nonetheless!

Feel free to send through any quips about self-promoting, Kaleun Marco :03:

Lonny007
04-20-21, 03:59 PM
Wow they Did a Awesome Job with this Mod, also seems very stable too!

A few quick questions was following 3 British Steam Trawlers and there was absolutely no sound coming from them or any trace of sound from them on sonar. I would assume a Steam Trawler makes noise correct? Is this a bug not fixed yet?

I had my cannon manned but see no men on deck manning the cannon, should i see men manning the cannon with this Dark Waters Mod.

Thank You for this Awesome SH Mod, Very impressive!

KaleunMarco
04-21-21, 10:05 AM
Wow they Did a Awesome Job with this Mod, also seems very stable too!

A few quick questions was following 3 British Steam Trawlers and there was absolutely no sound coming from them or any trace of sound from them on sonar. I would assume a Steam Trawler makes noise correct? Is this a bug not fixed yet?

there is a feature of SH4 that certain unit types do not have a sonar signature. if you were playing the US-side in the Pacific, those ships would be fishing vessels, junks, crab boats, etc.

I had my cannon manned but see no men on deck manning the cannon, should i see men manning the cannon with this Dark Waters Mod.

yes, you should see crew manning your deck gun.
reply with your config, boat, flotilla, and base info, and we can try and recreate the situation. your config is available by using JGSME-Tasks-Export-To Clipboard.
:Kaleun_Salute:

qastokes
04-23-21, 01:42 PM
Hi all!
First time back to subsimming in a decade! (extremely excited)
Downloaded SH4 from steam, have the 1.5 uboat version from steam. Running win10 desktop AMD Ryzen 7 with Radeon rx5600xt

SH4 wont load with Dark Waters mod installed from JSGME, with LAA on sh4.exe. Tried with win 7 compatibility (& vista sp2) and no change.


It plays the intro video, runs the loading bar to 100% then sits there indefinitely.

Game works as stock or with GFO and RSRDC. A few bugs but no CTD's so far. Just stalling out on the install with OM;DW.

Will be playing around with FotRSU, but really excited for that global U-boot experience!

If there is anything I can try to get this mod working, i'd really like to know. Thanks!

(This looks really damn cool!)

propbeanie
04-23-21, 01:50 PM
I had a similar post to this:

https://www.subsim.com/radioroom/showthread.php?p=2743026#post2743026

where I had pictures, which make a "description" much easier... but I can't find it... but check the "Properties" and "Compatibility" tab for that full-screen optimization and the Change high DPI behavior stuff...


Edit: Found it

https://www.subsim.com/radioroom/showthread.php?p=2738754#post2738754

qastokes
04-23-21, 05:47 PM
propbenie,
first try with your settings advice blue screened windows, but second try got the game working!

*

On another front, wondering about a few things with the mod as I play with it.
does the gramaphone/radio play into passive detection?
Somehow this is the first and most important detail I'm wondering about for no especially coherent reason. Rigging for silent while blaring some oldies has real montage esque aesthetic appeal to me, but its not the most realistic scenario to follow in a high realism mod. So I want to check in that I can trust it, or not if that is the case.
Next is it seems all new crew members don't cost renown? Men I take off the boat do, but everyone else including officers dont? (else I think they do cost renown, but dont display the cost?)I'm on a type IIb doing the training.
(another minor crew bug is port roster duplicated a crew member i added to my boat named Emil Gustav R Moller. name and stats.)
*
Last thing, how do I find range without a stadimeter? Or how do I access stadimeter/add one? Recognize ship/dial height/stadimeter angle/range is one of the best bits of immersive gameplay. I want to make sure I know how to use this mod properly before messing with a bunch of optics mods etc.

KaleunMarco
04-23-21, 07:10 PM
does the gramaphone/radio play into passive detection?
Somehow this is the first and most important detail I'm wondering about for no especially coherent reason. Rigging for silent while blaring some oldies has real montage esque aesthetic appeal to me, but its not the most realistic scenario to follow in a high realism mod. So I want to check in that I can trust it, or not if that is the case.
no, neither the gramophone nor the cook nor the guys having a conversation have an effect on your boat being detected passively by the enemy. so, rock on, if that's your thing.
Next is it seems all new crew members don't cost renown? Men I take off the boat do, but everyone else including officers dont? (else I think they do cost renown, but dont display the cost?)I'm on a type IIb doing the training.
not sure what you mean. while you are in port, if you see an available human in the left side panel, there will be a cost-in-renown shown, even if it is zero.

(another minor crew bug is port roster duplicated a crew member i added to my boat named Emil Gustav R Moller. name and stats.)
yes, this can happen. it is because the name pool is sort of small. i have edited my version and you can learn that later on. for now, you have to live with crew using the same names.
Last thing, how do I find range without a stadimeter? Or how do I access stadimeter/add one? Recognize ship/dial height/stadimeter angle/range is one of the best bits of immersive gameplay. I want to make sure I know how to use this mod properly before messing with a bunch of optics mods etc.
i cannot help you with this because i use auto-targeting and one of the scopes has a built-in stadimeter. you might want to start out using auto until you learn the ropes and then try your hand at manual targeting.
good luck, Herr Kaleun:Kaleun_Salute:

DeathOrGlory
04-23-21, 10:34 PM
i cannot help you with this because i use auto-targeting :Kaleun_Salute:

:o:o:o:o

I never would've guessed that, herr Kaleun!

qastokes
04-23-21, 10:43 PM
third mission of a IIc training campaign (after leaving objectives incomplete in mission 2) was a mission statement in French to do reconnaissance of perth/fremantle leaving from Kiel!
... Yes, in a IIc
After a good laugh at the irony I and loaded the end of mission one save point and continued on my merry way replaying mission two, getting all the kills needed with an IIc's only 5 torpedos, duds and no deck gun is proving impossible so far. Mission three has repeated after returning to port without completing mission two, the mission three is the same bugged one to Perth Australia.
Spamming resaves I managed it and the third mission was still to perth, instead of the convoy hunt training promised by the mission radio broadcast!
EDIT update: Tried the IID 27th training flotilla 4/41 and encountered the same third mission bug to PerthxFreemantle. So the bug wasn't unique to that save/campaign run.
EDIT2: Played the early training mission type IIB and had a "No primary objectives found" error. I'm assuming all the training missions are therefore bugged in the campaign scripting in one way or another. (Transferring base doesn't seem to help)

so TL;DR
1)Training mission 2 in a IIC is a bit on the perfectionistic side, 3 kills needed with 5 torps is tricky. Adding an intentional resupply/refit to restore torps might make this mission more fun and informative on an IIC, along with easier. (being the by design training boat, IIC is the natural day one for a fully immersive campaign.)
2)Bug with IIC training campaign mission 3 prevents advancement & completion. Pretty sure I started training flotilla 4/40.

KaleunMarco
04-23-21, 10:54 PM
[/U][/I][/B]

:o:o:o:o

I never would've guessed that, herr Kaleun!

i train my crew...and they execute my orders with that training.
it is the way.
:Kaleun_Salute:

qastokes
04-24-21, 01:17 AM
i cannot help you with this because i use auto-targeting and one of the scopes has a built-in stadimeter. you might want to start out using auto until you learn the ropes and then try your hand at manual targeting.


I played manual with a stadimeter ages ago, I'm rusty as hell but have the jist of the technique. The attack periscope on the IIC/D I'm playing has a angle measure for vertical, so I can in theory range calculate the stadimeter math by hand, but thats no fun. Playing around I think there's a button for it, but it doesn't work? > only works when looking at a target. And the way the stadimeter works is different from what I'm used to. :/
Cant figure out how to use all the tools in the mod yet.
Once I really get it dialed in I may write a manual targeting guide, as none of the guides I've ever read teach it in the way I think it should be understood. I want a manual targeting theory guide, not a manual targeting workflow. :03:
Until then il I'll need to play with KiUB, & hopefully find a guide written to this toolset specifically.


i train my crew...and they execute my orders with that training.
it is the way.

I could never trust my crew with such important duties as sending death into the water, moreover I've never gotten good at training them up to do it right!
:k_confused:

Aktungbby
04-24-21, 03:19 AM
qastokes!:Kaleun_Salute:

snak3gam3r!
04-28-21, 03:42 PM
Is it possible to get medals and promotions for yourself in DW? I have sunk 30,0000+ tons in my current career and have completed multiple patrols yet I have not received any medals for myself (or my crew!).

Wondering if it's possible to get promoted to Kapitain Leutnant as well.

Yes, you can. However, yu definitely have to play really good and make a huge effort. So, it's not exactly an easy task.

Lonny007
04-28-21, 04:48 PM
Thank you for the speedy reply KaleunMarco, I thought the man deck gun button was all I needed to do to crew the deck gun, (been awhile since playing SH3 and SH4) I forgot to actual fill up the slots with men first.

Does this Mod have thermal layers like Vanilla SH4?

Very impressed with Dark Waters, this is how I always wanted SH3 to be. Also No CTD with Dark Waters Mod & also loads fast too compared with the latest SH3 Mods and the CTDs I experienced 1st day with all the latest SH3 Super Mods. I hate CTDs!

Dark Waters is a Definite Keeper Outstanding Mod!

KaleunMarco
04-28-21, 06:57 PM
Does this Mod have thermal layers like Vanilla SH4?



Yes. Thermals are part of the SH4 design.

Fifi
04-29-21, 12:44 AM
A big thank you to Kaleun Marco for keeping answering questions in this thread
(Not forgetting our « professor » Propbeanie!) :yeah:

And thank you guys for your kind words about this mod, but lets not forget master Lurker did the hardest part with Operation Monsun!

:Kaleun_Salute:

DeathOrGlory
04-29-21, 06:28 AM
Just wondering how to get toggle off the dials so I can get access to the secondary flak gun in the crew management page?

I know that it said a while back to "just hit NumPad + Del (suppr) to hide the HUD." but I'm not sure exactly which keys this is referring to! I'm pretty bad at this stuff, thanks for your patience! :Kaleun_Thumbs_Up:

Mad Mardigan
04-29-21, 10:30 AM
Just wondering how to get toggle off the dials so I can get access to the secondary flak gun in the crew management page?

I know that it said a while back to "just hit NumPad + Del (suppr) to hide the HUD." but I'm not sure exactly which keys this is referring to! I'm pretty bad at this stuff, thanks for your patience! :Kaleun_Thumbs_Up:

On the HUD, bottom left hand side, just to the left of the command room hot button there.. there is what looks like a up/down slide switch.... click on that then move the mouse away from it & give it... ohh... 2 to 3 seconds.. the HUD bar, should slide down... freeing up the rest of the screen...

To have the HUD slide back up, move the mouse down to the bottom of the screen. Clicking on that same slide button, will then relock the HUD in the upright position... rinse & repeat, as often as needed...

Hope this info, is helpful... :hmmm: :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
04-29-21, 11:29 AM
Just wondering how to get toggle off the dials so I can get access to the secondary flak gun in the crew management page?

I know that it said a while back to "just hit NumPad + Del (suppr) to hide the HUD." but I'm not sure exactly which keys this is referring to! I'm pretty bad at this stuff, thanks for your patience! :Kaleun_Thumbs_Up:

are you playing the play using a regular keyboard (101 keys) or a laptop with a reduced size keyboard?

on a regular keyboard, the Numpad "." or Del key will toggle the bottom HUD items on/off such that you can get crew into and out of the flak gun position.

on a laptop keyboard....it would depend on the manufacturer. no, i am not being difficult. in my experience, Lenovo, Dell, Microsoft, HP all have different methods for emulating the Numpad functionality. you will need to determine how your particular laptop allows you to access the Numpad and then execute the "."/Del key.

hope this helps.
:Kaleun_Salute:

propbeanie
04-29-21, 11:51 AM
Another point to keep in mind is that Fifi wrote the updated OM DW mod for 1920x1080 resolution, and using a different setting will "block" certain aspects of the display, or not have them show on-screen at all. It is understandable, of course, if you have to run some other resolution, but that is the way the mod was built. :salute:

DeathOrGlory
04-30-21, 05:03 AM
Thank you all! I got it working!

:salute::Kaleun_Cheers::Kaleun_Cheers:

Mad Mardigan
05-04-21, 11:42 AM
Thank you all! I got it working!

:salute::Kaleun_Cheers::Kaleun_Cheers:

Ahoy, DeathOrGlory...:Kaleun_Cheers:

Sorry for the late reply, have had a lot on My plate, here of late. :oops:

Glad that you got things... dare I say it... :D Oh, what the heck, 'ship shape'. :haha:

But, in all seriousness, am glad you were bud. :up:

Gute jagd, ihr Himmelhunde.!

M. M.

:Kaleun_Salute:

qastokes
05-06-21, 10:40 PM
I see the sub change after sinking enough tonnage, but I'm wondering if the sub type II VII IX changes in a campaign or if the whole playthru is a single sub type, with minor upgrades to version?

Went from IIB to IIC wondering if its gonna be IID next and the no new subs, or if it will go to VII (or IX) at some point.

Thanks

propbeanie
05-06-21, 11:17 PM
Generally, DW is like the original OM in this regard. You upgraded from a IIB to a C model because the B was "retired". Likewise, if you are at a location where a D will be available at the time the C is retired, you might step into the D. If the D isn't available, then the next higher boat, such as a VIIC, or whatever might be available. If no boat is available, then you are retired. Exceptions are when the "modern" submarines get close to being available. OM and DW are both set-up with only the XVIII, XX! and XXIII being "true" upgrades. Most conning tower upgrades do not fully function either. Of course, SH4 never did institute those correctly for the German side...

qastokes
05-07-21, 12:23 PM
Generally, DW is like the original OM in this regard. You upgraded from a IIB to a C model because the B was "retired". Likewise, if you are at a location where a D will be available at the time the C is retired, you might step into the D. If the D isn't available, then the next higher boat, such as a VIIC, or whatever might be available. If no boat is available, then you are retired. Exceptions are when the "modern" submarines get close to being available. OM and DW are both set-up with only the XVIII, XX! and XXIII being "true" upgrades. Most conning tower upgrades do not fully function either. Of course, SH4 never did institute those correctly for the German side...

Thanks, understood!

My other recurring problem is getting stuck in the various campaigns I've played on a mission; written in French, that sends me to spy on PERTHxFREEMANTLE all the way across the globe, in Australia.
I can send myself to wherever else and sink ships, but it does a terrible job of building immersion.

Can I dig through the game files some and fix this? I'm reasonably savvy, its def reoccurring as a problem.


EDIT: Another annoyance is time compression going to 1 every time there is an "Immersion Radio Message." You know, war declared with .... or from U-123 HELP, floundering off the coast...

Ideally I'd want these to drop time compression to 512 or 256 or 128, just as a gameplay signal but all the way to 1 becomes very frustrating and pointless. Too much clicking, and it makes the signal of "oh **** game is playing at 1, better react" Murky, which has already killed me, recompressing with destroyers in eyesight. Took shells and only then realized the situation and couldn't sneak away from 3 of them in shallow water.
Is there a fix to this I can add to main.cfg? Radio report doesn't seem to impact this, I think that only alters compression with Direct Orders, you know, the messages where the relative time when I read it actually matters... Its quite a predicament for me!

propbeanie
05-07-21, 04:21 PM
When you are assigned a mission in the Southern Hemisphere, that means that the game has "fallen through" to the default pool, unless of course, you are stationed in Penang or similar. What happens, is the game assigned you that mission, and you keep coming back in with it incomplete, so they keep assigning you the mission, and you keep coming back in with it incomplete, so the game... "Eet-sa Catch-eh Twenty-Two-uh".

https://www.youtube.com/watch?v=yUC7yqD1-dA

You need to edit the Save folder files, the CareerTrack.upc in the most recent Save folder, PlayerCurrentObjectiveCode= and PlayerCurrentObjectives=IDxxx (the x being digits), but there might be something else you need to edit. KaleunMarco is more familiar with this than I am, and he'll probably be along before too long.

KaleunMarco
05-07-21, 07:26 PM
One at a time, Herr Kaleun. One at a time.



My other recurring problem is getting stuck in the various campaigns I've played on a mission; written in French,
there is one fix. go through each of the folders in this folder, open them with a plain, text editor like Notepad, and translate the French in each TSR file into the language of choice. C:\Ubisoft\OpMonsun\Data\Campaigns\CampaignGE\Dyna micMiss
or
complete the proper form and i will send you my copies but they are in American-English which may also be a problem for you, no offense.

that sends me to spy on PERTHxFREEMANTLE all the way across the globe, in Australia.
I can send myself to wherever else and sink ships, but it does a terrible job of building immersion.

Can I dig through the game files some and fix this? I'm reasonably savvy, its def reoccurring as a problem.

PB is correct here, there is a logic hole in the Career pathing, and it is not so easy to fix. you can add my name to the long and distinguished list of modders who have tried, unsuccessfully, to patch the hole.
ok, mea culpas aside, yes, you can do this yourself, if you can read English and can use a plain, text editor like Notepad.
this task must be done while you are in port, between missions.
Browse over to your Savefolders: \Documents\DW\data\cfg\SaveGames
Browse to the most recently created folder as it will have your most recent save while you are in port. there should be only 5 files. if there are more, then you do not have a in-port savefolder
find the file named CareerTrack.UPC. make a copy. Ctrl-c then Ctrl-v will get that job done ASAP.
open CareerTrack.UPC with Notepad.
from this point you must not disturb anything other than what you want to change purposefully. most important.
find the lines that have:
CurrentFlotilla=1Flotilla
CurrentFlotillaBase=F10Kiel
CurrentUPCFlotillaUserPlayerUnitType=F10IIB
find the line with PlayerCurrentObjectives=ID1. ID1 is your next mission. the range of ID runs from 1 to 300-some.
browse to C:\Ubisoft\OpMonsun\Data\UPCDataGE\UPCCampaignData and look for a file named Flotillas.UPC
open Flotillas.UPC with Notepad.
do not change anything in this file and when you finished with it and close it do not select save if that option appears. most important.
find your CurrentFlotilla, which in my example is 1Flotilla. then find your UnitType which is F10IIB, it should be in the lines just after the Flotilla. there could be as many as 10 different Units available for your Base. when you find your unit, the line just above it will give you the UserPlayerUnitType, which in my example would be UserPlayerUnitType 1.
perform a find for UserPlayerUnitType n in the lines below where you are. You will see all of the in-port patrol missions available for your boat type at your base, arranged by date availability. Here is an example.
;***************************
; F10IIB Boat

[Flotilla 10.UserPlayerUnitType 1.Objective 1]
ID= 1F1OBj1
NameDisplayable= NULL
AvailabilityInterval=1939-08-15, 1940-03-31
ObjectiveCode= NorthSea

[Flotilla 10.UserPlayerUnitType 1.Objective 2]
ID= 1F1OBj2
NameDisplayable= NULL
AvailabilityInterval=1940-04-01, 1940-04-30
ObjectiveCode= Norway_T2

[Flotilla 10.UserPlayerUnitType 1.Objective 3]
ID= 1F1OBj3
NameDisplayable= NULL
AvailabilityInterval=1940-03-27, 1940-04-05
ObjectiveCode= Bergen

[Flotilla 10.UserPlayerUnitType 1.Objective 4]
ID= 1F1OBj4
NameDisplayable= NULL
AvailabilityInterval=1940-05-01, 1940-06-15
ObjectiveCode= NorthSea2

[Flotilla 10.UserPlayerUnitType 1.Objective 5]
ID= 1F1OBj5
NameDisplayable= NULL
AvailabilityInterval=1939-11-15, 1940-06-15
ObjectiveCode= T2_Shetlands
scan the various entries and locate the objectives in which your current date falls. the key phrase/word is ObjectiveCode= NorthSea2.

Remember that ObjectiveCode name.
take a breath, last file to open.
go back to explorer and the folder C:\Ubisoft\OpMonsun\Data\UPCDataGE\UPCCampaignData
open the file named PatrolObjectives.CFG with Notepad.
perform a find for AllMatch={insert the ObjectiveCode name from the previous task} in this example it is NorthSea2.
there might be more than one mission for that ObjectiveCode. copy down all of the ID-numbers from each successful find of ObjectiveCode. Pick one for your next mission.
now, switch back to CareerTrack.UPC. Replace the ID-number that it there with the ID-number of your choice.
close and save CareerTrack.UPC.
close the other two files and DO NOT save if you are prompted. if you didn't change anything then you will not be prompted.
done. go get a drink of water.

EDIT: Another annoyance is time compression going to 1 every time there is an "Immersion Radio Message." You know, war declared with .... or from U-123 HELP, floundering off the coast...

Ideally I'd want these to drop time compression to 512 or 256 or 128, just as a gameplay signal but all the way to 1 becomes very frustrating and pointless. Too much clicking, and it makes the signal of "oh **** game is playing at 1, better react" Murky, which has already killed me, recompressing with destroyers in eyesight. Took shells and only then realized the situation and couldn't sneak away from 3 of them in shallow water.
Is there a fix to this I can add to main.cfg? Radio report doesn't seem to impact this, I think that only alters compression with Direct Orders, you know, the messages where the relative time when I read it actually matters... Its quite a predicament for me!

Main.Cfg is exactly the file you need to change. for this one change i recommend creating a new mod-folder under the C:\Ubisoft\OpMonsun\MODS structure. Start the name with 999 so that it appears last in your list and then create folders under that name for Data and under that, CFG. In Cfg folder place a copy of Main.CFG from \Data\Cfg.
Please keep in mind that the Time Compression values MUST be powers of 2: 1,2,4,8,16,32, etc.etc.etc
Change RadioReport= to 64, although some radio messages will still take you to TC=1.
Change Maximum= to 1024, this will insure that you do not cause the game to run away with itself and cause other issues.
Make sure EnemyDetected= is set to 1 or some power of 2 that you can tolerate.
Make sure AirEnemyDetected= is set to 1. it probably is already but make sure.
the remaining TC values can be reset to any power of 2 that you want. Be careful as some high values may place you in bad situation from which you may not recover. reference "oh ****" above.

there are some best practices for you. this may be the longest response in the history of the forum-thread but if you can understand it then it was worthwhile.
Good Luck, Herr Kaleun.
:Kaleun_Salute:

Mad Mardigan
05-07-21, 09:11 PM
EDIT: Another annoyance is time compression going to 1 every time there is an "Immersion Radio Message." You know, war declared with .... or from U-123 HELP, floundering off the coast...

Ideally I'd want these to drop time compression to 512 or 256 or 128, just as a gameplay signal but all the way to 1 becomes very frustrating and pointless. Too much clicking, and it makes the signal of "oh **** game is playing at 1, better react" Murky, which has already killed me, recompressing with destroyers in eyesight. Took shells and only then realized the situation and couldn't sneak away from 3 of them in shallow water.
Is there a fix to this I can add to main.cfg? Radio report doesn't seem to impact this, I think that only alters compression with Direct Orders, you know, the messages where the relative time when I read it actually matters... Its quite a predicament for me!

Ahoy, gastokes... :Kaleun_Cheers:

If you'd like, you can use this, that I have set up by copy pasting the info that follows in place of what you have in your 'main.cfg' file, found under [TimeCompression]:

TimeStop=0
RealTime=1
LandProximity=128
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=128
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=1024
Maximum=1024

Just remember the info, that KaleunMarco spoke of, found here:

Main.Cfg is exactly the file you need to change. for this one change i recommend creating a new mod-folder under the C:\Ubisoft\OpMonsun\MODS structure. Start the name with 999 so that it appears last in your list and then create folders under that name for Data and under that, CFG. In Cfg folder place a copy of Main.CFG from \Data\Cfg.
Please keep in mind that the Time Compression values MUST be powers of 2: 1,2,4,8,16,32, etc.etc.etc
Change RadioReport= to 64, although some radio messages will still take you to TC=1.
Change Maximum= to 1024, this will insure that you do not cause the game to run away with itself and cause other issues.
Make sure EnemyDetected= is set to 1 or some power of 2 that you can tolerate.
Make sure AirEnemyDetected= is set to 1. it probably is already but make sure.
the remaining TC values can be reset to any power of 2 that you want. Be careful as some high values may place you in bad situation from which you may not recover. reference "oh ****" above.

there are some best practices for you. this may be the longest response in the history of the forum-thread but if you can understand it then it was worthwhile.
Good Luck, Herr Kaleun.
:Kaleun_Salute:

if you decide to alter any of the compression settings from what I posted above the info from KaleunMarco. :yep:

Hope this info from Myself, KM & propbeanie is of help... :yep:

M. M.

:Kaleun_Salute:

qastokes
05-09-21, 12:52 AM
Changing RadioReport doesnt seem to change anything...? :/

Also, got myself a bugged conning tower upgrade, I know this is a known problem. Is there a best link to a fix/solution I could have?
EDIT: conning tower turm fix is detailed in thread OP.

OXandBUCKS
05-09-21, 06:32 AM
Hello All
I don't know if I'm missing something but there's no folder OM_DarkWaters in the download..am I doing it wrong.
Your help would be welcomed

Aktungbby
05-09-21, 10:06 AM
OXandBUCKS!:Kaleun_Salute:

KaleunMarco
05-09-21, 12:21 PM
Hello All
I don't know if I'm missing something but there's no folder OM_DarkWaters in the download..am I doing it wrong.
Your help would be welcomed
the file that you download should look like this when you unzip it.
https://i.ibb.co/5W0LvLf/Picture0076.jpg

OM_DarkWaters_V6 is the folder-set that you should store.
Here is the JSGME config in my DW installation.
Read the material in the SUPPORT folder.
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

KaleunMarco
05-09-21, 04:08 PM
Changing RadioReport doesnt seem to change anything...? :/
in reviewing the messages it seems that most if not all of them are High Priority. that may force the TC to 1 despite the Radio TC that you set in Main.cfg.
in truth, i have never tested or changed the message log, just took it as it came.
someone else here may be able to confirm or refute what i think to be true.

qastokes
05-09-21, 07:19 PM
Ran across the boat unable to move bug that is mentioned in the Thread OP and tried the fix listed there.

I have the missing compartments problem. & cant seem to get it to fix by using the method. I've tried doing it a few different ways(in case i misunderstood the directions), but so far without success.
I can change the crew this way, to the default crew, but that didn't alter the ship from the dysfunctional one that is missing crew slots etc.

So I definitely must be missing something in the process somewhere.

Mad Mardigan
05-09-21, 08:19 PM
Hello All
I don't know if I'm missing something but there's no folder OM_DarkWaters in the download..am I doing it wrong.
Your help would be welcomed

Reread, in the very 1st post of the thread:

Only 1 mod to activate! Original OM is included in Dark Waters.

Once Dark Waters activated, you will find in your Jsgme 10 optional add-on mods. They have to be activated after Dark Waters in whatever order only if you need it:

There, is your answer. Activate Dark Waters, then in jsgme you will find the 10 additional mods, that are part of OM.

----->DOWNLOAD V6:
http://www.mediafire.com/file/4qci5x...ers_V6.7z/file

Hope this helps... :yep:

M. M.

:Kaleun_Salute:

A Soviet Fanboi
05-10-21, 02:57 AM
This mod works on 1366x768 resolution too! Great!:Kaleun_Thumbs_Up::Kaleun_Applaud:

A Soviet Fanboi
05-10-21, 09:31 AM
Here are my problems:
1. I loose oxygen while Snorkeling
2. I get CTDs whenever I am near AM grid.

qastokes
05-10-21, 11:11 AM
Here are my problems:
1. I loose oxygen while Snorkeling
2. I get CTDs whenever I am near AM grid.

1) Snorkels are bugged from the original game and none can fix it. Surface at night to refresh air is about the best solution.

2) CTDs are a bit harder to diagnose, I'll have to hand that one off to someone more experienced in the game and mod.

Mad Mardigan
05-10-21, 12:06 PM
Here are my problems:
1. I loose oxygen while Snorkeling
2. I get CTDs whenever I am near AM grid.

Ahoy, A Soviet Fanboi...:Kaleun_Cheers:

A couple of things come to mind...

1st off, what is the source of your SH4 copy you're using. Followed up by, just where do you have it installed. Are you free basing the mod into SH4 or are you using jsgme to inject the mod into SH4., With running SH4, after you've modded it.. are you using either a 4GB patch, along with it all, or even using Large Address Aware..? :hmmm:

Important info, to know.. so if you would be so kind, as to supply that info.. it will help in getting things sorted out to rights & get you rolling in the hunt.

:up:

M. M.

:Kaleun_Salute:

KaleunMarco
05-10-21, 06:51 PM
Changing RadioReport doesnt seem to change anything...? :/

i did more research and it seems that HIGH priority radio messages directed to you will slow TC to 1.
Low priority message will not change the TC.
so, if you are up to the task, you can change the priority of the messages but there a lot of them.
Look in Campaigns\Campaign\Message.txt.
Good luck.

A Soviet Fanboi
05-10-21, 11:55 PM
Ahoy, A Soviet Fanboi...:Kaleun_Cheers:

A couple of things come to mind...

1st off, what is the source of your SH4 copy you're using. Followed up by, just where do you have it installed. Are you free basing the mod into SH4 or are you using jsgme to inject the mod into SH4., With running SH4, after you've modded it.. are you using either a 4GB patch, along with it all, or even using Large Address Aware..? :hmmm:

Important info, to know.. so if you would be so kind, as to supply that info.. it will help in getting things sorted out to rights & get you rolling in the hunt.

:up:

M. M.

:Kaleun_Salute:
I am using sh4 copy which I got from my friend. I have installed the game on D drive, I have used jsgme to install the mod and I have applied the 4gb patch.
Maybe because I am running the mod in 1366x768 resolution, I am getting these problems. (Sorry for my bad English because it's not my native language)

Mad Mardigan
05-11-21, 12:22 PM
I am using sh4 copy which I got from my friend. I have installed the game on D drive, I have used jsgme to install the mod and I have applied the 4gb patch.
Maybe because I am running the mod in 1366x768 resolution, I am getting these problems. (Sorry for my bad English because it's not my native language)

Ahoy, A Soviet Fanboi...:Kaleun_Cheers:
Hey, no worries.. your english, is likely loads better than My trying to speak (or for that matter, even attempting to type) your language... :up:

Hmm, Ok.. with that.. is that on a CD/DVD disk, a copy, ripped from a disk, or access to their copy via Steam or Ubisoft.?

As for where it is installed, looks good... that I can see of there.

On the front, with jsgme.. care to click on tasks, scroll down to the last choice in the pop up menu (export activated mod list to> ) & select 'copy to clipboard' your activated mods list, so you can paste that in with your reply back, if you would, sir.

As far as I know of.. resolution selection... shouldn't really have any effect on the game. All that does is allows you to see things better, accordingly.. With your monitor, what's its native resolution scale.. exactly, if you would.? I know there is going through Windows settings & checking out what it is reporting is your monitors resolution, which would be tagged as 'recommended', as I recall of. Main point is, the screen size should match up in game, along with what windows is recognizing as your monitors native resolution scale... but outside of that, can't recall that causing issues with CTD's... others here may chime in & confirm or refute that...

The only thing I can think of, is that the patch may or may not have.. 'taken hold' when you ran it.. that can & does occasionally occur. :yep: which.. could be accounting for your running into CTD's.. of course, not knowing what the mod configuration is, exactly in your jsgme, could also possibly play a part in having CTD issues as well, that I can recall of. Which is why, it'll help to be able to eyeball your activated mod list from your jsgme. :yep: :up: It'll help.

M. M.

:Kaleun_Salute:

Mad Mardigan
05-11-21, 12:41 PM
i did more research and it seems that HIGH priority radio messages directed to you will slow TC to 1.
Low priority message will not change the TC.
so, if you are up to the task, you can change the priority of the messages but there a lot of them.
Look in Campaigns\Campaign\Message.txt.
Good luck.

Yeah, KM.. can confirm, that messages are hit & miss as to what is relegated to drop travel down to 1x on TC.. whereas other messages.. won't even be a blip on the TC radar. *shrugs* It is what it is.. :yep:

I just focus on the ones that drop Me back down to normal space when I do use TC, at all.. as it were, as I see using TC as like akin to warp speed or light speed... take your sci fi pic o' flavor there... :D

M. M.

:Kaleun_Salute:

A Soviet Fanboi
05-12-21, 12:48 AM
Ahoy, A Soviet Fanboi...:Kaleun_Cheers:
Hey, no worries.. your english, is likely loads better than My trying to speak (or for that matter, even attempting to type) your language... :up:

Hmm, Ok.. with that.. is that on a CD/DVD disk, a copy, ripped from a disk, or access to their copy via Steam or Ubisoft.?

As for where it is installed, looks good... that I can see of there.

On the front, with jsgme.. care to click on tasks, scroll down to the last choice in the pop up menu (export activated mod list to> ) & select 'copy to clipboard' your activated mods list, so you can paste that in with your reply back, if you would, sir.

As far as I know of.. resolution selection... shouldn't really have any effect on the game. All that does is allows you to see things better, accordingly.. With your monitor, what's its native resolution scale.. exactly, if you would.? I know there is going through Windows settings & checking out what it is reporting is your monitors resolution, which would be tagged as 'recommended', as I recall of. Main point is, the screen size should match up in game, along with what windows is recognizing as your monitors native resolution scale... but outside of that, can't recall that causing issues with CTD's... others here may chime in & confirm or refute that...

The only thing I can think of, is that the patch may or may not have.. 'taken hold' when you ran it.. that can & does occasionally occur. :yep: which.. could be accounting for your running into CTD's.. of course, not knowing what the mod configuration is, exactly in your jsgme, could also possibly play a part in having CTD issues as well, that I can recall of. Which is why, it'll help to be able to eyeball your activated mod list from your jsgme. :yep: :up: It'll help.

M. M.

:Kaleun_Salute:
So here are the mods which I have activated:
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 4 Dark Waters\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_U-Jagd

The game is CD Ripped. And my pc's native resolution is 1366x768 and the game is recognizing the resolution and nearly everything is visible on the game interface.
And most importantly my PC's RAM is 4gb so is that the issue here?
And Lmao don't call me sir I am just a teen.

Anyways thanks :Kaleun_Thumbs_Up:

propbeanie
05-12-21, 09:06 AM
Do you have LAA activated on the SH4.exe file, and did you empty the Save folder ("C:\Users \UserName \Documents \SH4" by default) prior to starting DW?

raymond6751
05-12-21, 09:49 AM
Looks very good. Thank you for this. :Kaleun_Applaud:

A Soviet Fanboi
05-12-21, 11:02 AM
Do you have LAA activated on the SH4.exe file, and did you empty the Save folder ("C:\Users \UserName \Documents \SH4" by default) prior to starting DW?
I used Multi SH4 to create a seperate Save file. And what is this LAA thing:doh:?

qastokes
05-12-21, 11:37 AM
i did more research and it seems that HIGH priority radio messages directed to you will slow TC to 1.
Low priority message will not change the TC.
so, if you are up to the task, you can change the priority of the messages but there a lot of them.
Look in Campaigns\Campaign\Message.txt.
Good luck.

Its so damn annoying I may just, especially if I can figure out a way to script/batch the solution.
But only worth it if this is a solution I can upstream into the mod. If this is a common problem for people worth solving, then ill figure out how to fix it right. But if its just for me, especially if its just for me on this version of the mod, not gonna bother.

propbeanie
05-12-21, 12:35 PM
I used Multi SH4 to create a seperate Save file. And what is this LAA thing:doh:?
LAA = Large Address Aware, and is a "flag" that gets set on a 32-bit application that shows Windows that it can address a larger address area. Boring, technical info is here at Large Address Aware (https://helloacm.com/large-address-aware/#:~:text=LAA%20(Large%20Address%20Aware)%20is%20th e%20technique%20of,memory%20space%20is%20normally% 20divided%20into%20two%20halvs.). CapnScurvy did a TEC write-up here on SubSim about his experience with Windows 10 64-bit installation, installing SH4, applying mods and using LAA in Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). He has links to what he used there (LAA), which uses an dotNet interface that might also have to downloaded. Then there is the NTCore version 4Gig Patch (https://ntcore.com/?page_id=371), as well as a quickie that Jeff-Groves did a while back, but I cannot find it again... sigh - I'm getting old and losing things - besides my mind.


Its so damn annoying I may just, especially if I can figure out a way to script/batch the solution.
But only worth it if this is a solution I can upstream into the mod. If this is a common problem for people worth solving, then ill figure out how to fix it right. But if its just for me, especially if its just for me on this version of the mod, not gonna bother.
That is "controlled" by a text file (messages.txt) in the Data / Campaigns / Campaign folder in the US side, and CampaignGE for the German side. You could make a blank text file, name it messages.txt, put it in a mini-mod, and it would then "blank" the game file to where you wouldn't get any messages. The Stock game on the German side is already a blank file, so you could just copy that prior to activating DW or OM, and paste that into the appropriate location in the mod, then activate the mod. If you want a "surgical" solution, the file is Tab-separated columns of text, and has a "commented" header that shows what each of the columns are for. The first column is the begin date, then the begin time, the end date, then the end time. Next up fifth column is the message "type", which just refers to whether is transmits only the once, or keeps transmitting until the player receives it (such as you are submerged and cannot receive a message, when you surface, you will receive it with that option set to "1"). The next section determines the percentage of chance that the message will generate, between 0 and 100, then the amount of time in minutes between transmission attempts, if the "type" is set to "1". The seventh column is the one you are most interested in, being "Priority". Anything set to "0" (zero) drops you to 1x TC, since it is "High Priority". Set all of the zeroes in that column to "1", and no more dropping to 1x TC. However, as I said, it is a tab separated text file, which makes "automatic" changes a bit difficult, unless you can script or program and use variable and recursion. However, most of what you want is near the beginning of the file, and if you have a wide-screen monitor, open the file in Notepad++ (https://notepad-plus-plus.org), which remembers the location of your cursor as you edit, and you can relatively easily change quite a few by hand.

Just remember that the Befehlshaber der Unterseeboote (BdU) Herr Konteradmiral Karl Dönitz will require some tough 'splaining on your part if you miss something of importance... :salute:

Mad Mardigan
05-12-21, 04:37 PM
Do you have LAA activated on the SH4.exe file, and did you empty the Save folder ("C:\Users \UserName \Documents \SH4" by default) prior to starting DW?

Ahoy, propbeanie...:Kaleun_Cheers:

If you look at the tail end of their post #1045 they do mention of having ran a 4GB patch.. My guess is, is possible that the patch failed to initialize.. of course, that is a rough guess.. as I seem to recall others did run into that occurring. :yep:
Could be they got a bad download copy of the patch.. to who knows what of it not patching as it should when they ran it, for any # of reasons.. again, supposition, not having been there when they set everything up.. :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan
05-12-21, 04:44 PM
Its so damn annoying I may just, especially if I can figure out a way to script/batch the solution.
But only worth it if this is a solution I can upstream into the mod. If this is a common problem for people worth solving, then ill figure out how to fix it right. But if its just for me, especially if its just for me on this version of the mod, not gonna bother.

Ahoy, gastokes...:Kaleun_Cheers:

As for Me, I just run with the TC modifications I posted you here.. & just deal with the non dropping to 1x TC with messages.. I generally keep an eye out for messages received while boosting about at x128, which is generally about as high as I take using TC, for the most parts.. so as to avoid as is possible of having the sun rise/set algorithm not getting knocked out of whack.. :yep: even though I have it set to allow for up to x1024 TC.

Mad Mardigan
05-12-21, 04:45 PM
So here are the mods which I have activated:
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 4 Dark Waters\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_U-Jagd

The game is CD Ripped. And my pc's native resolution is 1366x768 and the game is recognizing the resolution and nearly everything is visible on the game interface.
And most importantly my PC's RAM is 4gb so is that the issue here?
And Lmao don't call me sir I am just a teen.

Anyways thanks :Kaleun_Thumbs_Up:

Ahoy, A Soviet Fanboi...:Kaleun_Cheers:

To wit, saying sir, was a sign of respect, given that age doesn't show with a subsimmer's moniker. Now that I do know your.. approximate age, I will say young man, then.. :up:

Ok, given knowing just what you have activated & all...

Only thing I can see of causing possible issues with CTD, is that the 4GB patch you went with, failed to lock in.

From what you say your spec's are on the computer your using, looks ok. It probably would not hurt to look at sometime of maybe bumping up your RAM stats.. but for now, they should be adequate enough for sims such as SH4 & others that are in that same range for RAM.. that I'm aware of.. others can cross confirm this or correct Me, if I am wrong in that assessment.. am not 1 to shy from having an error in understanding pointed out. Only thing I ask, is just do so in a polite method... :yep:

Can retry running the 4GB patch & see if it takes as it should.. or just forgo that patch & see of googling for 'Large Address Aware', downloading that & install it. Is a simple 3 step process to run that, to assign SH4.exe 4GB RAM status.

1 other thing, comes to mind...

before you started off with modding SH4 with OM: Dark.. did you right click on the SH4.exe (after running the install to allow it to finalize set up, by the way) & go into the properties for the .exe & uncheck mark the 'Read only' box, as well as go into compatibility tab of properties, & check mark 'Run as Admin, & click ok for both of those tasks.?

M. M.

:Kaleun_Salute:

propbeanie
05-12-21, 07:42 PM
I am looking at:
I used Multi SH4 to create a seperate Save file. And what is this LAA thing:doh:?

and answering:
LAA = Large Address Aware, and is a "flag" that gets set on a 32-bit application that shows Windows that it can address a larger address area. Boring, technical info is here at Large Address Aware (https://helloacm.com/large-address-aware/#:~:text=LAA%20(Large%20Address%20Aware)%20is%20th e%20technique%20of,memory%20space%20is%20normally% 20divided%20into%20two%20halvs.). CapnScurvy did a TEC write-up here on SubSim about his experience with Windows 10 64-bit installation, installing SH4, applying mods and using LAA in Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635). He has links to what he used there (LAA), which uses an dotNet interface that might also have to downloaded. Then there is the NTCore version 4Gig Patch (https://ntcore.com/?page_id=371), as well as a quickie that Jeff-Groves did a while back, but I cannot find it again... sigh - I'm getting old and losing things - besides my mind...


as for:
...Could be they got a bad download copy of the patch.. to who knows what of it not patching as it should when they ran it, for any # of reasons.. again, supposition, not having been there when they set everything up...
I would be more inclined to suspect an SH4.exe that is write-protected, or if using the Windows GUI (A Soviet Fanboi), right-click on the SH4.exe and choose "Properties" from the bottom of the context menu, and on the first "General" tab showing from that, under the "Attributes" section, be certain that the "Read-only" tick box is cleared. Then LAA or NTCore 4Gig Patch should take. I do not remember if the NTCore applet throws an error for you or not, but LAA for certain does not. You have to open it again to look-see what happened. :salute:

A Soviet Fanboi
05-13-21, 07:50 AM
Ok so now I played the game by applying the LAA patch and the game is running ok now, no CTDs encountered till now and I am near the Ireland-British gapping, and I have encountered a convoy too. And I also never exceeded the time compression of 1024x after reaching the AM grid so that may be one of the reason why the game didn't crashed. Anyways thanks for your suggestions. :Kaleun_Salute:

Fifi
05-13-21, 09:14 AM
Ok so now I played the game by applying the LAA patch and the game is running ok now, no CTDs encountered till now and I am near the Ireland-British gapping, and I have encountered a convoy too. And I also never exceeded the time compression of 1024x after reaching the AM grid so that may be one of the reason why the game didn't crashed. Anyways thanks for your suggestions. :Kaleun_Salute:

X1024 is a maximum only for crossing ocean, where poor chances of getting any action...all around Great Britain and Biscaye Bay in France, best is to run max X256 otherwise you will miss planes and action, not to say to be prone to CTDs (as for SH3 BTW)

:Kaleun_Salute:

qastokes
05-13-21, 12:21 PM
PB is correct here, there is a logic hole in the Career pathing, and it is not so easy to fix. you can add my name to the long and distinguished list of modders who have tried, unsuccessfully, to patch the hole.

I read through your detailed reply and understood it. Really appreciate the effort. I tried it & don't think it worked.
>I think my problem is that there aren't any missions left for my date at my base with my boat type. No transfers available.
The date is now Dec 41 and the last available missions for my boat type at that base are for Oct 41. Thats were things go wrong, there aren't any missions in the system for me.

Is there a more involved fix, like forcing a boat transfer, or forcing a change of boat? Or reverting to a previous save and then fixing things from there?

KaleunMarco
05-13-21, 09:08 PM
I read through your detailed reply and understood it. Really appreciate the effort. I tried it & don't think it worked.
>I think my problem is that there aren't any missions left for my date at my base with my boat type. No transfers available.
The date is now Dec 41 and the last available missions for my boat type at that base are for Oct 41. Thats were things go wrong, there aren't any missions in the system for me.

Is there a more involved fix, like forcing a boat transfer, or forcing a change of boat? Or reverting to a previous save and then fixing things from there?

in a word, No.
Start a new career with another boat, in another base.
:Kaleun_Salute:

nionios
05-22-21, 04:14 PM
On my 8th patrol (started September 1939) I was assigned to area AN51 (100KM radius) but it's very difficult to survive because the area is full of mines.Reloaded the mission but again I was hit by mine:wah:. It's almost impossible to complete the objective.

propbeanie
05-22-21, 06:25 PM
Are you hitting them while submerged? If so, as you enter the area, partially raise your periscope (if you can), and look-out for them that way. Find a quiet, secluded, un-mined area, and stay still to fulfill your Objective requirement... Unless, of course, you want to ignore orders and just go sink ships elsewhere... :salute:

KaleunMarco
05-22-21, 07:32 PM
On my 8th patrol (started September 1939) I was assigned to area AN51 (100KM radius) but it's very difficult to survive because the area is full of mines.Reloaded the mission but again I was hit by mine:wah:. It's almost impossible to complete the objective.

AN51 at that time (post-1940) is a pretty tough place to patrol.
typical depth for that area is 8 meters which means that you are at risk either on the surface or at PD.
if it was me and my boat, i would either penetrate the minefield by going deep and patrolling between the coast and the mine field or sit east of the minefield and ignore the objective and sink as many ships as i could.
https://i.ibb.co/72JvMGL/Picture0078.jpg

nionios
05-23-21, 11:55 AM
I was at periscope depth when I hit and the depth was 100 meters approximately.

KaleunMarco
05-23-21, 01:53 PM
I was at periscope depth when I hit and the depth was 100 meters approximately.

ok, then you have a small margin within which to work. as i indicated in my previous post, i would either penetrate the minefield by going deep and patrolling between the coast and the mine field or sit east of the minefield and ignore the objective and sink as many ships as i could.

nionios
05-24-21, 03:46 PM
4447




Now I'm based on Kiel and on my 9th patrol on 11 July 1940 I was assigned to a recon mission to the port of Perth-Fremantle in western Australia:06:. How it could be logical? It sounds ridiculous. And what about the fuel? I'm on a type IIb boat.
Another weird issue is that the mission objectives for that patrol are written in French:har:.

KaleunMarco
05-24-21, 04:23 PM
4447




Now I'm based on Kiel and on my 9th patrol on 11 July 1940 I was assigned to a recon mission to the port of Perth-Fremantle in western Australia:06:. How it could be logical? It sounds ridiculous. And what about the fuel? I'm on a type IIb boat.
Another weird issue is that the mission objectives for that patrol are written in French:har:.

you have found a hole in the logic. have to look at the recent history in this forum for the "fix".
if i get the time i will look but you should too.

the french-orders-thing you either have to live with or go and edit/translate the files yourself, which is what i did.

DeathOrGlory
05-25-21, 05:15 AM
Hi all,

Just wondering if anyone knows what the blue rings are on the world map? I have map contacts on but everything else is off, running on full realism. Enemy convoys are usually grey squares on the map and give a radio report.

I wonder if I should both chasing these down?

Fifi
05-25-21, 05:50 AM
Hi all,

Just wondering if anyone knows what the blue rings are on the world map? I have map contacts on but everything else is off, running on full realism. Enemy convoys are usually grey squares on the map and give a radio report.

I wonder if I should both chasing these down?

Submarine.
Either German or Allies, but blue should be German.

nionios
05-25-21, 07:36 AM
you have found a hole in the logic. have to look at the recent history in this forum for the "fix".
if i get the time i will look but you should too.

the french-orders-thing you either have to live with or go and edit/translate the files yourself, which is what i did.



Thanks for the quick reply. I've found the fix at post #1031 but you say something about unsuccessful patch to the hole so I conclude that it's not effective 100% ?:06:
As far as translation is concerned, no problem, I know a little French.

Tomek4494
05-29-21, 05:57 PM
How to measure range to target? I recognize target, click proper button and use stadimeter but values in TDC don't change - always default 500 m.


EDIT. OK, i watched several videos on YT and i saw that I have to use additional special instruments to determine range to target. That's nice, more realism.

KaleunMarco
05-30-21, 07:40 AM
How to measure range to target? I recognize target, click proper button and use stadimeter but values in TDC don't change - always default 500 m.


EDIT. OK, i watched several videos on YT and i saw that I have to use additional special instruments to determine range to target. That's nice, more realism.

one of the scopes has an automatic stadimeter, i forget which one. if you use that one, you get distance-to-target.

Sea Terrier
06-14-21, 03:50 PM
Hello, I've read this entire forum in the hope of an answer to my question, but no luck, so here goes:

In OM Dark Waters all ship contacts - both sides - are gray. I'm having a tough time noticing them at all on the map. Is there a way to restore the original game's coloured ship marker icons? I tried making a mod that included the original game icons but that crashed DW badly (lost career, had to reinstall).

Any ideas would be appreciated, and thanks for the great work updating Lurker's mod!

KaleunMarco
06-15-21, 08:52 AM
Hello, I've read this entire forum in the hope of an answer to my question, but no luck, so here goes:

In OM Dark Waters all ship contacts - both sides - are gray. I'm having a tough time noticing them at all on the map. Is there a way to restore the original game's coloured ship marker icons? I tried making a mod that included the original game icons but that crashed DW badly (lost career, had to reinstall).

Any ideas would be appreciated, and thanks for the great work updating Lurker's mod!

i suggest that you d/l this mod and use ONLY the \data\menu items and toss the remainder.
make yourself a mini-mod and put the \data\menu folder-files in there and apply it after the Dark Waters mods.
Good Luck, Herr Kaleun.
https://www.subsim.com/radioroom/downloads.php?do=file&id=1820

Sea Terrier
06-15-21, 02:28 PM
KaleunMarco, thank you very much for the helpful response. What you suggested does exactly what I was looking for. Very much appreciated.

Aktungbby
06-16-21, 01:31 AM
Sea Terrier!:Kaleun_Salute: after a 4 year silent run!:up:

nionios
06-18-21, 04:31 AM
I've started patrols with a type IIc in 1939. I'm now on my 10th patrol with the same boat.Is there any chance of being offered a new boat?

Texas Red
06-18-21, 09:30 AM
The system is if you perform at a certain patrol rating (good or above iirc) in at least three patrols, you get a new boat.

The reason you may not be getting a new boat is that you are underperforming and thus do not get a new boat

KaleunMarco
06-18-21, 11:25 AM
I've started patrols with a type IIc in 1939. I'm now on my 10th patrol with the same boat.Is there any chance of being offered a new boat?

in addition to what El Whacko replied, let me point out that Dark Waters does not follow the SH4-US Pacific method of upgrading your boat on a regular basis.

DW will typically allow you to play with one boat in one Flotilla until one of several things happens:


you reach the end of the base availability and there are no additional boats available at that base.
your boat availability expires and there are no additional boats in your Flotilla.
the Flotilla has other boats available and your boat's availability has expired and your performance rates an upgrade, then you will get command of the new boat.
there are other scenarios but i cannot remember the others.


so, the suggestion is that you play with the boat you are assigned until DW either upgrades you, retires you, or you wish to move on.

if you wish to move on, then start a new career with a different boat in whichever base and date range that you desire. DW has an unbelievable number of boat vs base vs theatre vs date options.

i hope this helps. Good Luck, Herr Kaleun!
:Kaleun_Salute:

propbeanie
06-18-21, 09:29 PM
That last scenario is the XXI / XXIII "upgrade" you can get near the end of the war... seems to me someone managed to get one while in the Black Sea, if memory serves... :roll:

:har:

https://www.youtube.com/watch?v=6jlLBs6YawM

Ihatethis
06-19-21, 10:41 AM
Where are stadimeter, RAOFB, attack disk and u-jagd?
Oh and lock on button?

KaleunMarco
06-19-21, 02:47 PM
Where are stadimeter, RAOFB, attack disk and u-jagd?
Oh and lock on button?
firstly, what are your targeting options?
secondly prior to firstly, have you read any of the supporting documentation for either SH4 V1.5 UBM or Dark Waters?
this game and the mega-mod you are attempting to use are not a intuitive, plug-and-play video game.
a potential user needs to read the documentation first, prior to complaining than something doesn't work.
:Kaleun_Salute:

Ihatethis
06-19-21, 03:43 PM
firstly, what are your targeting options?
secondly prior to firstly, have you read any of the supporting documentation for either SH4 V1.5 UBM or Dark Waters?
this game and the mega-mod you are attempting to use are not a intuitive, plug-and-play video game.
a potential user needs to read the documentation first, prior to complaining than something doesn't work.
:Kaleun_Salute:
Sorry, it's just happen most mega-mods have documentation in few pdfs instead of 100 random txt, doc, pdf, rtf files in 4 folders. I guess Dark Waters is exception. Lack of lock-on physical button and RAOFB switch hidden in the dark (both stadimeter and RAOFB switches are invincible on my monitor with default gamma) can be misleading too. I'm still in search for attack disk but maybe one of txt files has such information. I will keep searching

Mad Mardigan
06-19-21, 09:46 PM
Sorry, it's just happen most mega-mods have documentation in few pdfs instead of 100 random txt, doc, pdf, rtf files in 4 folders. I guess Dark Waters is exception. Lack of lock-on physical button and RAOFB switch hidden in the dark (both stadimeter and RAOFB switches are invincible on my monitor with default gamma) can be misleading too. I'm still in search for attack disk but maybe one of txt files has such information. I will keep searching

Ahoy Ihatethis...:Kaleun_Cheers:

:nope:

:timeout:

In game, a help menu, on what key does what... can be found by hitting the ''F-1'' key.

& the torp lock on, as well as all the rest of the commands to 'control' your Uboat... can be found in the help menu that pops up, when you tap on that key....

Gotta love gung ho iguana's... :doh: :shucks:

Hopefully, this info assists you there, young grass hoppah... :yep: :up:

M. M.

:Kaleun_Salute:

SonnySmiles
06-20-21, 02:13 AM
Hey all new guy here
Just installed dark waters as soon as I start a game I I can play it for like 2 minutes and then it crashes are they any reasons why? I tried changing the main file cfg from what I read on here and same thing happened
I also noticed that the crew compartment can't be filled either
Also I'm useless at installing mods can anyone help me or point me in the right direction because this mod maybe my new love
Thankyou in advance

SonnySmiles
06-20-21, 04:16 AM
Update
Did Abit of research seems I didn't get the generic mod enabler or the 4gd patch
Gonna get them now and try with a fresh install in the morning

Ihatethis
06-20-21, 02:36 PM
After diving to 200 meters and getting hit by bomb I get "Too much damage to Stern Torpedo" when I try to fire aft tube. But everything was repaired. Does this mean torpedo was damaged? I have no idea how to eject broken torpedo. if it's true.

propbeanie
06-20-21, 05:41 PM
Not all of the damage shows on the damage screen. Some parts of the boat are not repairable underwater, and others can't be repaired until back in port. The damage to your tubes will probably have to be performed when you come back in from patrol. I do not think you can get a torpedo from the stern tubes to the fore tubes in the game...

SonnySmiles
06-20-21, 06:21 PM
Ok installed all good doesn't crash
But I can't seem to find the chronometer at all I press the button and it doesn't show up
Can anyone help at all

SonnySmiles
06-20-21, 07:29 PM
Update:
Sorry for spamming lol absolutely useless at installing mods
Seems I just dragged and dropped the mod onto the game so reinstalling and gonna use the mod enabler to activate it :)

SonnySmiles
06-20-21, 08:40 PM
Ok all works great installed all good
Still no chronometer tho and no way of judging speed of ship's have I done something wrong ?

KaleunMarco
06-20-21, 10:19 PM
Ok all works great installed all good
Still no chronometer tho and no way of judging speed of ship's have I done something wrong ?

in my installation "C" displays a chronometer. not a clock, a chronometer. for some reason, Fifi had difficulties building a clock/chronometer like what the US side has in the Pacific.

one of your two scopes has a stadimeter which will also indicate speed, i think.

in truth, i have not played DW is quite a while and my memory is not the best. check out each of the scopes on friendlies as you leave port.

when you reply, paste in your JSGME config. Tasks-Export-To Clipboard

SonnySmiles
06-21-21, 12:39 AM
Generic Mod Enabler - v2.6.0.157
[C:\Silent Hunter 4 Wolves of the Pacific\Data\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_Pac_Env
OM_U-Jagd
OM_Stock_RAOFB_UJagd

yeah no clock shows up at all ok i can get the wheel up on the periscope not sure if you can figure the speed but i really want to use a clock on my type 9 lol everything works perfect except the clock to time stuff :(
i tried installing just the u-jagd and the stock one on there own still nothing even none of them lol
just making me go crazy the guy on youtube has one on his dark waters lol
ooo for some random reason too the time/date is like randomly just on my hud just hanging there and is akward trying to click behind it lol

KaleunMarco
06-21-21, 09:04 AM
Generic Mod Enabler - v2.6.0.157
[C:\Silent Hunter 4 Wolves of the Pacific\Data\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_Pac_Env
OM_U-Jagd
OM_Stock_RAOFB_UJagd

yeah no clock shows up at all ok i can get the wheel up on the periscope not sure if you can figure the speed but i really want to use a clock on my type 9 lol everything works perfect except the clock to time stuff :(
i tried installing just the u-jagd and the stock one on there own still nothing even none of them lol
just making me go crazy the guy on youtube has one on his dark waters lol
ooo for some random reason too the time/date is like randomly just on my hud just hanging there and is akward trying to click behind it lol
yeah, i know what you mean.
to get behind the Hud, use the del/. key on your keypad. it's a toggle on/off.
hopefully Fifi will drop in here and see this and offer you a comment.
i remember the chronometer being an issue and i have a chronometer but i am not sure how i got it. here is my config.

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

propbeanie
06-21-21, 12:05 PM
I would get rid of either / or of the UJagd mods in the list SonnySmiles, such as what KM has. One or the other. Be certain also that you are using mods from Fifi's MODS folder, and NOT a direct OM mod. Some aspects of OM are not compatible with DW, and vice versa. Different environments.

SonnySmiles
06-21-21, 01:25 PM
yeah, i know what you mean.
to get behind the Hud, use the del/. key on your keypad. it's a toggle on/off.
hopefully Fifi will drop in here and see this and offer you a comment.
i remember the chronometer being an issue and i have a chronometer but i am not sure how i got it. here is my config.

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

Yeah fingers crossed here and praying Fifi does because this is hands down the mod I've ever wanted lol
Even at the point for now I'm gonna use the stopwatch on my phone so I can play 😆 just dieing to play this lol

SonnySmiles
06-21-21, 01:27 PM
I would get rid of either / or of the UJagd mods in the list SonnySmiles, such as what KM has. One or the other. Be certain also that you are using mods from Fifi's MODS folder, and NOT a direct OM mod. Some aspects of OM are not compatible with DW, and vice versa. Different environments.

I tried just installing one of them and even none of them and still nothing and all the mods I got are with the dark waters so I'm not sure if that's the problem

Ihatethis
06-21-21, 05:16 PM
I can't load any saves files made after sound contact with large convoy. All of them are stuck on "Please wait" screen. This is pretty game breaking. Plus it seems like hydrophone operator is deaf and can't hear anything until visual contact. Are those well known issues?

propbeanie
06-21-21, 11:34 PM
No. What folder do you have SH4 installed in? Did you delete the Save folder after making mod changes? Are you using Large Address Aware on the SH4.exe? Are you certain it is activated properly? When you save the game, are you using a unique name for each save?

SonnySmiles
06-21-21, 11:49 PM
No. What folder do you have SH4 installed in? Did you delete the Save folder after making mod changes? Are you using Large Address Aware on the SH4.exe? Are you certain it is activated properly? When you save the game, are you using a unique name for each save?

Have it installed on c drive from disks and yup used all of that dude
That's if the question was for me

propbeanie
06-22-21, 07:09 AM
But which folder? If you are in "C:\Program Files (x86)...", which is what the install routine defaults to, then Windows is preventing your being able to properly activate mods. You could either re-install the game, and delete the "\Program Files (x86)" portion of the path when you get to that section of the set-up routine, or make a directory of your own, such as "C:\Games" and put an SH4 folder in that.

SonnySmiles
06-22-21, 08:12 AM
Yeah literally just c:\ and it makes it own folder

SonnySmiles
06-22-21, 09:59 AM
Update
I finally got it to work !!!!!! I just did one last hail Mary install didn't do anything different and it works
So so happy and thankyou for the help guys
Gonna have to do the run from France too the Pacific so excited

SonnySmiles
06-22-21, 10:36 AM
Would anyone be able to tell me the difference between the u jagd and the stock one on the mods list
Thankyou in advance

R4ib3N
06-29-21, 03:27 PM
There seems to be a problem with the optics which makes the AOB wheel unusable:

I ran a mission where the Battleship in front is 914m (1000yds) away (as shown by the Nearest Visual Contact), at 1.5x maginification.

The battleship mast covers just over 5 marks (5.1 as far as I can tell, which according to Kiub User Guide is 10.2 Degrees).

https://i.imgur.com/4scpatZ.png

I insert the optical range of 5.1 under the black 1.5x ranging cursor (A).

Where the mast height (23.4m) aligns with the range (B) I get 4.60 periscope marks. B should show 900m but does not.


https://i.imgur.com/I96NwSJ.png

I also aligned the known range of 900m (A) with the mast height (23.4m) and received the expected height of the mast in periscope marks (B) showing around 2.64 periscope marks which is wrong.

My Resolution is 1920x1080 HD.

This is clearly an error in the optics, any chance of a fix?

SonnySmiles
07-07-21, 01:30 AM
Seems I have another problem Everytime I find a convoy and save it
It just won't load the save afterwards is there away round this at all
Killing me inside

KaleunMarco
07-07-21, 05:40 PM
Seems I have another problem Everytime I find a convoy and save it
It just won't load the save afterwards is there away round this at all
Killing me inside

hard to say without knowing your system config or your SH4/DW config.
are you installed in the default Windows folder? what is the order of your SH4 mods? which version of SH4 are you modding, 1.3, 1.4, 1.5? are you running with LAA enabled?

have you tried to reconcile the Windows compatibility issues that we encounter after Microsoft updates your OS?

for example, i was playing just fine and then encountered exactly what you describe: can't load a presumably good save for no apparent reason. Immediate reaction is to blame the app.

in fact, unbeknownst to me, Microsoft applied some updates that affected SH4 (written for XP/Vista).
i reran the compatibility exercise and found new settings that work.

this is an old game by computing standards. as an analogy, try plugging an Atari game cartridge into a Sega Genesis console. that is what we are kinda sorta doing with SH4 and win10.

Hof1976
07-18-21, 12:48 AM
i cant seem to surface or level out my boat on Dark Waters mod. has anyone elese had this problem and if so how do i remedy it

propbeanie
07-18-21, 01:26 PM
Did you empty the Save folder (C:\Users \UserName \Documents \SH4) before playing the modded game? Do you have either LAA or 4Gig Patch properly enabled on the SH4.exe file? :salute:

KaleunMarco
07-21-21, 06:46 PM
Dark water have a clear and simple load order, very clear a contrario of some tmo + rsrdc mod....

Dark waters seems interesting even if i wanted to go for the americanos instead of the classic german...

Anyway, one question about DW mod.

Is there VESSELS ?!

Or should i patrol for 6hoo and more before finding any target ?

not sure what you mean exactly.
DW is meant to be played on the German side.
if you play American, it will be SH4-Stock.
none of the mods affect the American submarines.
if you are also referring to a lack of targets, there is an unexpected feature in SH4 that seems to dry up targets at the date-cusp of the traffic generators.
what is the date you are on patrol and in what area are you patrolling?

KaleunMarco
07-21-21, 10:21 PM
i refer to some mod for SH 4 with sh!ttty and unclear load order instructions n'ot everyone is familiar with sh 4 mod asking you to dl file everywhere and at the end you just play nothing because you have a sh!t tons of readme to read, when its actually very easy to sequence the correct and good mod to DL then enable one by one, anyway i tryed DW and yeah no target at all, sad when you see the work on that mod lol.

So >> unistalled.

I tryed in 1941 so far i meet 2 aircraft and.... thats all.
Amazing.

well, then, go play something else. try a Sony Playstation.

KaleunMarco
07-22-21, 04:55 PM
i only play on pc, you should go for a gameboy, seems good for you.

:har:you're so cute with your responses.
one thing to keep in mind when you post here, whining about something that doesn't work the way you expect it to, is not the most effective way to convince someone to help you.

Mad Mardigan
07-22-21, 09:20 PM
Sorry i d'ont need new friend especially pendé like you.

:timeout:

KM +1

Have to agree fully with KM there. Have read your posts & at 1st was going to see of assisting you, but with the last few you've posted.. I am of the opinion of why waste My time in doing so. Especially seeing the disrespect you have shown to date. :yep:

Have to say that your last 4 posts, I believe (maybe 5, but hey.. who's counting here, right. :hmmm: :yep:) your actions are liken to those a petulant 2 year old child, at best description.

Acting like a spoiled kid who gets upset at NOT getting their way, grabbing the ball (pick any sport here that has a ball used) & huff stomping off home.

At this point, have fun being ignored, until you start showing some better manners.. if you ever do so.

M. M.

:Kaleun_Salute:

DeathOrGlory
07-23-21, 09:03 PM
Ahoy,

Just wondering if there is an optimal time compression for finding ships and aeroplanes?

I go around at around 1,000, or 1500x TC and I find that even in 1943 I am crossing the Bay of Biscay and barely getting attacked by allied aircraft! Would going around at 256x get me attacked more ( I love playing on 100 realism and getting jumped by Coastal Command over and over like the real U Boat Captains would have) and allow me to find more ships (so that I can finally get my tonnage over 50,000 for a career!)?

Thank you all

easy
08-22-21, 04:28 AM
As I wrote extensively in section

Silent Hunter 4: Wolves of the Pacific

I posted a story thread called: Dark Waters, submarine school torpedo lessons... / post no. 8,

I'm having trouble staying on the attack map I can see the convoy moving, but through the periscope and surfaced, no ship, no convoy.

Please, read my story in the post I mentioned. Mad Mardigan referred me to this section because MM doesn't know a solution and there may be others here who can help me.

propbeanie
08-22-21, 09:29 AM
Are you using Time Compression at the time of the "report" of a convoy? What level of zoom are you using also? If you are not close enough in distance, and are zoomed out a bit, it can look like a convoy is going over the top of your boat, when in actuality, it is 25nm away or more, beyond sonar range even. If the Time Compression is too high, by the time you drop back down to 1x, the convoy might be well-past your position, espeically if there is a "stutter" from the game - which usually signifies a "spawn" of 3D objects nearby.

easy
08-23-21, 07:27 AM
Thank you very much for the response.

Indeed, during the trip to the practice area, I did a lot of kicking the time compression several times. So now I assumed that could be the cause of the problem...

But...yes But! It didn't help! I have of course made the journey again, gosh, how long does it take... It took me 1 1/2 real days to get to my practice area. (DarkWaters, submarine school, convoy attack) I was in plenty of time to see the convoy coming.... :D

But I've never seen it! :o

The sonar also gave no sound, not even an alarm from the crew. But all updates on the map. That's why I could predict where I should be lurking...

Do you have any idea what could be wrong?

easy
08-24-21, 10:29 AM
No reaction? :hmmm:

Has anyone here played '"convoy attack" from the submarine school? How did that go? Can you write something about it here?

Of course I'm playing another mission in the meantime, and I can see the ships there! Both through the periscope and on the deck! And the crew warns me too! :o

propbeanie
08-24-21, 08:55 PM
I had played it when Fifi was assembling the parts for pre-Dark Waters releases, and all was fine with the world. Now, I have no clue. I just tried the mission twice, and it does not function correctly. I don't know if maybe it has something to do with the added water effects on the ships, or what might be the problem. Both times though, I went counter-clockwise while the convoy goes clockwise, stopping my boat several time withing 1200 yards from where I knew the next report would come in at, and never did 'see' the ships visually, never did 'hear' them on sonar. Yet, we did receive hourly reports on the convoy's location, and made a mark each time... no sign of ships... I tried a third run with edits to the file, and the "drone" ships do not show in the game. :salute:

KaleunMarco
08-24-21, 09:36 PM
I had played it when Fifi was assembling the parts for pre-Dark Waters releases, and all was fine with the world. Now, I have no clue. I just tried the mission twice, and it does not function correctly. I don't know if maybe it has something to do with the added water effects on the ships, or what might be the problem. Both times though, I went counter-clockwise while the convoy goes clockwise, stopping my boat several time withing 1200 yards from where I knew the next report would come in at, and never did 'see' the ships visually, never did 'hear' them on sonar. Yet, we did receive hourly reports on the convoy's location, and made a mark each time... no sign of ships... I tried a third run with edits to the file, and the "drone" ships do not show in the game. :salute:

i also played those missions during testing and do not remember any problems as you describe them.
unfortunately, i have not played DW since.
:Kaleun_Salute:

Mad Mardigan
08-24-21, 11:31 PM
Just tried that convoy training one... I chased that convoy around... making note of each report, positioning Myself right in the middle of where the next should pop up... sat on the surface... & nada. Followed that up with the torp training one as well.. & noted that I didn't even hear the sound of My own props, in the hydrophone... in either the convoy or torp training missions.

:doh: :o :06: :hmmm:

easy
08-25-21, 04:56 AM
To MODDERS and DEMONSTRATERS (youtube) from Silent Hunter IV.

I've noticed it before. Both groups mentioned are extremely knowledgeable. The first group is very enthusiastically improving the game: removing errors, improving historically, improving graphically. In short, the modders have made it one of the best games because of their great knowledge and enthusiasm!

BUT! The submarine school: That's the stepchild... I mean, there's little credit to be gained from that... The school is all so simple, we don't pay much attention to it. The missions, the patrols, etc. that's where the fun is for them, make it better and better.

But that's a wrong thought! The school is the foundation of the game. That should be the focus in the first instance, just like in reality. You must undergo thorough training to operate a submarine. And then the tactics to wage the war…

The MODDERS paid far too little attention to the submarine school.
Just one example of this: In the basic version of SH$ v1.5: After the navigation and another training you have to attack a convoy! How do the designers get it done! The novice has no idea... But the modders don't look at it either!
That's about what I mean...

Now the DEMONSTRATORS.
Also fantastic enthusiasts! They are happy to tell and show you how to play the game. Because they are experts, they ignore the simple things, they rage through the game with great enthusiasm. Assume that everyone understands the abbreviations that are often spoken in very sloppy English. They often completely fail to notice that they have students on the phone... (I mean on the screen, of course) They often don't pay attention to the mouse, for example. Racing the mouse over the screen, the student doesn't know where to look. As a teacher (!) they should be able to place themselves completely in the needs of the student and not in demonstrating their knowledge! Students must learn every facet of the game, no matter how small... That's pedagogy...

In all of the above, no matter how annoying it may be to those addressed, I show how beautiful I think Silent Hunter IV is. :D :up: :subsim:

adrianstu98
08-26-21, 10:54 AM
Hi all, I'm having a issue wiyh v.6. All subs unless the ix D are without textures (in full black) any way to solve it?. Thanks to all!!

propbeanie
08-26-21, 11:27 AM
Do you have LAA or 4Gig Patch properly applied to the SH4.exe file? Did you empty the Save folder before starting Dark Waters? :salute:

adrianstu98
08-26-21, 02:07 PM
Do you have LAA or 4Gig Patch properly applied to the SH4.exe file? Did you empty the Save folder before starting Dark Waters? :salute:

Yes, but each time that i load a saved game the texture issue comes back

Mad Mardigan
08-26-21, 02:38 PM
Yes, but each time that i load a saved game the texture issue comes back

Hmm...

See of giving as much details as you can provide...

SH4: What source, version #, where installed.

Mods list, if using jsgme (which you should, as this makes it easier to roll back so as to keep mods up to date, as they are updated & believe me... they are (for the most part, at any rate :yep: some older mods, still work, but.. have to make sure you're not cross using them with mods that they aren't designed for.. have to be real careful about that. :yep:) this is a simple, open jsgme, click on tasks, on menu that pops up, go to last choice in the list, hover mouse then click on 'clipboard'... this will allow you to paste the mod activated listing from jsgme here, in a reply back post... :shucks: :yep:

Eazy peezy, mac 7 cheezy... so easy, a cave man could do it... :D

(sorry, My weird sense of humor.. back you fiend... *cracks whip at it... back, I say...)

Are you running more that 1 copy of SH4 & modding them.. if so, then you really should be using MultiSH4.... this is not a mod, but a utility tool, that allows you to make different save folders in doc's... so as to keep the game saves, separate from 1 another... is a simple drop into the SH4 folder... click on it, before doing anything else & setting up a save spot in doc's... & using 2 or 3 letters to designate that with.

Would say of asking about if you patched SH4 with the 4GB patch, or if you used Large Address Aware (LAA, for short).. but.. in the quote from you, you already mentioned of the fact of your using LAA... so...

on that, would suggest opening it up, once open click 'Mode" in the upper section of the box/window... in the pop up menu, select 'advanced'.

In the list there... look to ensure that it reads, under the LAA section: True for that particular SH4.exe, if it doesn't... then go back to basic mode & redo the 3 steps process...

Lastly, include your computer specs... Op sys, graphics, HD, processor info...

Including all this info, as much as humanly possible... assists in figuring out a possible solution or barring that, a possible workaround... a th lest/worst case scenario... :yep:

M. M.

:Kaleun_Salute:

propbeanie
08-26-21, 10:22 PM
Yes, but each time that i load a saved game the texture issue comes back
When you activate a mod, it attempts to replace some of the configuration data the game uses. However, the game keeps a lot of info in the Save folder, which by default is "C:\Users \UserName \Documents \SH4". Files that already exist are not overwritten, so you have to delete the Save folder data, and not use the old info in the new mod. If you want to keep your Save data for use later, after you go back to a previous game state, you could copy the folder structure over to a "safe" folder for future use - But you cannot use that old data with Dark Waters, else the mod will not completely activate. It is possible to have multiple copies of SH4 on your computer, each in their own unique folder and mod set, and then use MultiSH4 to have distinct Save folders for each copy.

adrianstu98
08-27-21, 08:33 AM
When you activate a mod, it attempts to replace some of the configuration data the game uses. However, the game keeps a lot of info in the Save folder, which by default is "C:\Users \UserName \Documents \SH4". Files that already exist are not overwritten, so you have to delete the Save folder data, and not use the old info in the new mod. If you want to keep your Save data for use later, after you go back to a previous game state, you could copy the folder structure over to a "safe" folder for future use - But you cannot use that old data with Dark Waters, else the mod will not completely activate. It is possible to have multiple copies of SH4 on your computer, each in their own unique folder and mod set, and then use MultiSH4 to have distinct Save folders for each copy.

Yeep, that was the issue. Thanks for everything, also Mad Mardigan too. Cheers!

Mad Mardigan
08-27-21, 02:35 PM
Yeep, that was the issue. Thanks for everything, also Mad Mardigan too. Cheers!

Glad you got it all sorted out... :up: :shucks:

Good huntin'...:salute:

M. M.

:Kaleun_Salute:

CapitainEA
09-12-21, 01:18 PM
Hi all :Kaleun_Salute:

FIFI I want to thank you very warmly for your mod which is just awesome and beautiful. My favorite SILENT HUNTER is SH4 but I really missed the North Seas battles of SH3. So, you managed to link my favorite game and my favorite operations, it's great art,). Your mod is so beautiful that I just created my YOUTUBE channel where I navigate the seas of north on a U-BOAT during WWII. For those who are interested.


Commanders subscribe to my channel comment, share and like my videos pls :)

https://youtu.be/9GIQ5aeArAU

Kindly

Cpt Von PUJOL

Aktungbby
09-18-21, 10:03 AM
CapitainEA!:Kaleun_Salute:

CapitainEA
09-19-21, 09:01 AM
CapitainEA!:Kaleun_Salute:

Captain AKTUNGBBY :Kaleun_Salute:

shoiga
09-26-21, 11:33 PM
Any skin mod for Dark Waters?

I dislike existing skin... as you can see, turm and hull are different colour.

U-190
09-29-21, 05:00 AM
:Kaleun_Applaud:

dex
10-06-21, 11:22 PM
question: when come out new version of mode...does it maybe solve problem with turm bug...Greetings sailors...after playing lot of months Sh3 mods I want little to change with Sh4 german sub side ofcourse

propbeanie
10-08-21, 04:27 PM
Dark Waters is based upon Operation Monsun, and has the same issue with turm upgrades, in that they usually (not always) fail. In SH4, all items connected with the sub and turm have to match for an upgrade to succeed. Also, quite a few of the submarines in OM (DW) came from SH3, where the "upgrade" process is initiated by the player. In SH4, the "game" does it 'automatically', based upon Renown score, and the players patrol and career ranking system - which I think has "bad math" in its equations, but that is my opinion and is not based on anything "scientific". I have played the Stock game on the German side before, and even in it, with only the Type IX to worry about, the devs seem to have failed in their implementation. KSD may have "fixed" - but I do not remember... sorry. :salute:

KaleunMarco
10-08-21, 05:19 PM
question: when come out new version of mode...does it maybe solve problem with turm bug...Greetings sailors...after playing lot of months Sh3 mods I want little to change with Sh4 german sub side ofcourse

dex,

it is doubtful that there will be subsequent versions of DW from Fifi. he has made that clear in the documentation.

so, you can wait for someone to pick up the task and start modding (doubtful)
or
you can ask your questions here and some of us will do our best to answer you.

please read the documentation that is available on Page One of this forum. Fifi and others took the time and effort to write it.
next, please read the documentation that is part of the download zip file....for the same reason. you may be attempting to mod something that has already been attempted and i am sure you do not want to waste your time.

good luck!
:Kaleun_Salute:

dex
10-10-21, 02:27 PM
dex,

it is doubtful that there will be subsequent versions of DW from Fifi. he has made that clear in the documentation.

so, you can wait for someone to pick up the task and start modding (doubtful)
or
you can ask your questions here and some of us will do our best to answer you.

please read the documentation that is available on Page One of this forum. Fifi and others took the time and effort to write it.
next, please read the documentation that is part of the download zip file....for the same reason. you may be attempting to mod something that has already been attempted and i am sure you do not want to waste your time.

good luck!
:Kaleun_Salute:
Thank you Marco

CapitainEA
10-19-21, 11:14 AM
https://youtu.be/DP4k1No4s2o

subdizzle
10-19-21, 08:04 PM
Hey i just installed Sh4 again with the Ops Monsun 'Dark waters" updated mod to try out some more u-boating in 2021 but have an issue: Whats the best way in current year to force anti aliasing and other graphics in SH4? I have an Nvidia graphics card and the program "Geforce Experience" but it doesnt detect silent hunter 4 at all in order to edit its graphics settings. Thanks.

edit: And while we're at it, how do i bring up the stadmeter again in the UZO and periscope? For estimating range? Thanks :) Its been a while.

Mad Mardigan
10-19-21, 08:31 PM
Hey i just installed Sh4 again with the Ops Monsun 'Dark waters" updated mod to try out some more u-boating in 2021 but have an issue: Whats the best way in current year to force anti aliasing and other graphics in SH4? I have an Nvidia graphics card and the program "Geforce Experience" but it doesnt detect silent hunter 4 at all in order to edit its graphics settings. Thanks.

edit: And while we're at it, how do i bring up the stadmeter again in the UZO and periscope? For estimating range? Thanks :) Its been a while.

:nope: :nope: :nope: :nope:

See post below:

https://www.subsim.com/radioroom/showpost.php?p=2775084&postcount=2

DeathOrGlory
10-24-21, 12:36 AM
https://youtu.be/DP4k1No4s2o

Nice video, but is it really maximal difficulty when you're pausing the game to get range and AOB? :hmmm:

KaleunMarco
11-06-21, 07:46 PM
playing DW for the first time since it was released, formally, and i have noticed some strange behaviour by Allied aircraft.
the time line is Late 1943-Early 1944.
Missions are either Midlant or Iceland.
when we encounter a Coastal Command patrol aircraft, one of two things happens as the a/c nears our position:

the a/c presses home an attack
disappears

the Liberators and Sutherlands attack. The Marlets and Avengers disappear.
i am trying to figure out why there is disparate behaviour.

any hints as to what to look for?

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

100 OM_DarkWaters_V6
110 OM_Harder_Escort_L2
120 OM_Strategic_Map_Symbols
130 OM_UMark
140 OM_Warm_Clothes
150 OM_U-Jagd
160 OM_Med_Env
180 OM_Voice Mod

propbeanie
11-06-21, 09:37 PM
As odd as it may sound, try removing the Warm Clothes mod. We found that any little bit of submarine crew configuration that is "off" will result in the crew not being able to see, and airplanes doing odd things, such as flying directly overhead and not bombing. It most likely is not that, but try it. My guess would be load-out conflicts. I'll run Hebe's mySH3-Tool on my install and see if it finds anything like that.

Edit: Loadouts can be a bear to deal with, and DW has its fair share of mis-configurations, probably left-overs from OM. But neither the Martlet nor the Avenger show on the list. However, the Hurricane has several mis-matches...

KaleunMarco
11-07-21, 12:15 AM
As odd as it may sound, try removing the Warm Clothes mod. We found that any little bit of submarine crew configuration that is "off" will result in the crew not being able to see, and airplanes doing odd things, such as flying directly overhead and not bombing. It most likely is not that, but try it. My guess would be load-out conflicts. I'll run Hebe's mySH3-Tool on my install and see if it finds anything like that.

Edit: Loadouts can be a bear to deal with, and DW has its fair share of mis-configurations, probably left-overs from OM. But neither the Martlet nor the Avenger show on the list. However, the Hurricane has several mis-matches...
under the heading of: be careful what you ask for.....
there are a ****pot-full of bad dates (and a bunch of other gobbly-gook), however it DID find some things on the Martlet and Avenger

what do these lines from DB_Roster.csv mean? if i make a SWAG, i'd say that there is a file somewhere that is referencing the incorrect .CFG file for these planes, but that is just a SWAG. where in this report does it disclose the file with the bad pointers? or am i supposed to know that because i am running SH3-tool?:03:

FBMartlet.cfg;C:\Ubisoft\Dark Waters\data\Roster\British\Air\FBMartlet.cfg;FBMar tlet;British;300;Air;19370101;19480101
the file is actually named AFB_Martlet.cfg.

ASWAvenger.cfg;C:\Ubisoft\Dark Waters\data\Roster\American\Air\ASWAvenger.cfg;ASW _Avenger;American;302;Air;19420201;19480101
the file is actually named AFB_Avenger.cfg.
TBAvenger.cfg;C:\Ubisoft\Dark Waters\data\Roster\American\Air\TBAvenger.cfg;ATB_ Avenger;American;302;Air;19420201;19480101
the file is actually named ATB_Avenger.cfg.

KaleunMarco
11-07-21, 12:27 AM
As odd as it may sound, try removing the Warm Clothes mod. We found that any little bit of submarine crew configuration that is "off" will result in the crew not being able to see, and airplanes doing odd things, such as flying directly overhead and not bombing. It most likely is not that, but try it. My guess would be load-out conflicts. I'll run Hebe's mySH3-Tool on my install and see if it finds anything like that.

Edit: Loadouts can be a bear to deal with, and DW has its fair share of mis-configurations, probably left-overs from OM. But neither the Martlet nor the Avenger show on the list. However, the Hurricane has several mis-matches...

next question:
https://i.ibb.co/TW1Hh5L/Picture0089.jpg

on the left is the EQP file and the right is the CFG file.
the error message: AFB_HurricaneMk1C (Air) ==Loadout "1x250Kg Bomb " not found in cfg

the error does not match what is stored in the files. what am i not understanding?

and....

follow-up question:

where are the ordnance files stored(1x250Kg Bomb)? they are NOT in the Ordnance folder.
edit: found it....\library\Bombs.dat

propbeanie
11-07-21, 08:53 AM
A spelling error, mis-placed semi-colon, any one of a number of typo errors can upset things in those files. You also have to have the "B" nodes, or "R" nodes, or whatever equipment you are attempting to mount, has to have that mount point on the platform itself. For the Loadouts themselves, you "Name" and outline a load-out in the cfg file, and you define it in the eqp file. Kind of like programming and sub-routine procedures. btw - The "DummyBomb" in your example is there as a "fake" so that the plane will come down and at least strafe you. So the cfg file names the load-outs, but each plane's eqp file should start with a "default" load-out, so make certain that set of nodes is at the top of the file. Most of the eqp files we've dealt with will call it "Basic", such as:
; Basic Loadout definition
[Equipment 1]
NodeName=B01
LinkName=Bomb250Kg
StartDate=19380101
EndDate=19431101

Five lines for each entry when including the dates. Notice the Start and End Date lines generally only have to be there for at least the first item of a loadout definition, and that everything about the plane is listed in ALL of the loadouts that are outlined (cfg) and defined (eqp). If there are five "B" nodes on a given plane that you wish to use in a load-out, the empty slots need a NULL listing in the other definitions. When you get to building the "named" loadouts, then you add another line to the equipment listing:
;3x250Kg Bomb Loadout definition
[Equipment 10]
NodeName=B01
LinkName=Bomb250Kg
Loadout=3x250Kg Bomb
StartDate=19431102
EndDate=19451231
There would now be six lines for each entry (including dates), adding the "Loadout=" line. Also, be certain that the headers are listed in proper numerical order. Blank lines are not necessary, and the ";3x250Kg Bomb Loadout definition" line isn't necessary either. Those are there for the human. The game uses the "Loadout=" lines for that. It is good practice (possibly necessary for the game) to keep all Load-outs with the same sequence of "[Equipment XX]" sections, and as mentioned, if not used in a given load-out, use "NULL". Also, don't overlap dates if the loadouts are for spawned assets... This particular plane above is set to "automatically" change its loadout by date. All items in a given loadout definition need to have the same dates, if listed. You can have overlapping dates if the mission builder chooses the loadouts when placing the asset in a mis file and chooses a particular loadout, such as one plane for ASW, another for divebombing, etc...

However, again, you are illustrating the Hurricane, but describing the Martlet and Avenger as avoiding you. Of course, each of those generally only has one bomb slot, so if they used it elsewhere, they won't tangle with you - unless they have a "loaded" "DummyBomb" still on a "B" node... Thanks to Hebe and Jeff-Groves for helping us to further understand loadouts - IF I did this correctly, that is... :arrgh!: :salute:

KaleunMarco
11-07-21, 02:49 PM
;3x250Kg Bomb Loadout definition
[Equipment 10]
NodeName=B01
LinkName=Bomb250Kg
Loadout=3x250Kg Bomb
StartDate=19431102
EndDate=19451231
There would now be six lines for each entry (including dates), adding the "Loadout=" line. Also, be certain that the headers are listed in proper numerical order. Blank lines are not necessary, and the ";3x250Kg Bomb Loadout definition" line isn't necessary either. Those are there for the human. The game uses the "Loadout=" lines for that. It is good practice (possibly necessary for the game) to keep all Load-outs with the same sequence of "[Equipment XX]" sections, and as mentioned, if not used in a given load-out, use "NULL". Also, don't overlap dates if the loadouts are for spawned assets... This particular plane above is set to "automatically" change its loadout by date. All items in a given loadout definition need to have the same dates, if listed. You can have overlapping dates if the mission builder chooses the loadouts when placing the asset in a mis file and chooses a particular loadout, such as one plane for ASW, another for divebombing, etc...

ok, in the example above and using your explanation as the basis, the line
Loadout=3x250Kg Bomb
is incorrect, and should be
Loadout=3xBomb250Kg
because that is the definition name in the Bombs.dat file.

did i read/learn correctly?

However, again, you are illustrating the Hurricane, but describing the Martlet and Avenger as avoiding you.

yes, the Hurri was a nice simple example.
AFB_HurricaneMk1C - "FBHurricaneMk1C" - "300" (Air) ==Loadout not exist in cfg (diff cfg<>eqp)==
when i inspected the Bombs file, it was obvious that the ordnance names were not the same.

in the case of the Martlet and Avenger, they did not appear in the DB_Diffs file, they appeared in the DB_roster.csv file.
that would lead me to believe that the name in the Names.cfg file did not match the actual file name in the Roster\Air\British folder (American for the Avenger).

ASWAvenger.cfg;C:\Ubisoft\Dark Waters\data\Roster\American\Air\ASWAvenger.cfg;ASW _Avenger;American;302;Air;19420201;19480101
TBAvenger.cfg;C:\Ubisoft\Dark Waters\data\Roster\American\Air\TBAvenger.cfg;ATB_ Avenger;American;302;Air;19420201;19480101
FBMartlet.cfg;C:\Ubisoft\Dark Waters\data\Roster\British\Air\FBMartlet.cfg;FBMar tlet;British;300;Air;19370101;19480101

when i checked the Roster folder(s), i discovered that the Avenger config file is named the same: ASWAvenger.cfg
However, when i checked the AIR folder (data\air\plane name) i discovered that the Avenger folder is named ASW_Avenger and the config file within the folder is named ASW_Avenger.cfg.

so.....to resolve this, i suspect that i need to change the Names.cfg file, under Avenger to match the AIR Folder name of ASW_Avenger.

does that seem correct?

edit: my suggested fixes did not fix the problems.

KaleunMarco
11-07-21, 04:40 PM
A spelling error, mis-placed semi-colon, any one of a number of typo errors can upset things in those files.

it was discovered (although you and others may have known) that in the various CFG files in the Roster and Sea folders, SH4 does NOT like comments on the same line as the data.
for example.
DOD=19420931 ;comments
the above will give an error condition of some type because the user must enter spaces or a tab between the data and the comment and SH4 will consider the spaces part of the date, which they are not. hence an error, somewhere.

if you need to leave a comment (or you are cleaning up after the person who left the comment), this alternative is acceptable:
DOD=19420931
;comments

propbeanie
11-07-21, 04:50 PM
You usually have to run Hebe's tool multiple times to clear issues. You might fix what his tool found, but there is another lurking behind that one. But yes, the internal names have to match throughout. Take just a stock asset though, and copy its naming conventions, other than, do NOT use Conte Verde or the Porpoise, and some merchant that I can see, but cannot remember... but if you use the Kate for an airplane example, it has errors in the loadouts - in the Stock game... even the devs had issues with load-outs... :har:

But anyway, the Kate is "ADB_B5N2_Kate" folder name. "ADB_B5N2_Kate.cfg" in that folder (think of a single mission file, that has the file matching the folder name). Inside that config is "ClassName=B5N2Kate * 3DModelFileName=data/Air/ADB_B5N2_Kate/ADB_B5N2_Kate * UnitType=303". Now, in the Roster Air folder for Japan is "TB_B5N2_Kate.cfg" and in it is "ClassName=B5N2Kate * UnitType=303" So they name it "DB" for "DiveBomber" in the Air folder, yet number it 303 for "Torpedo Bomber", and name it that in the Roster folder... sigh - but it does work like that.

in the Air cfg file is
[Loadout 1]
Name=3x500Kg Bombs
Type=3

[Loadout 2]
Name=4x250Kg Bombs ** no matching entry in the eqp file
Type=2

[Loadout 3]
Name=Torpedo
Type=4

and the eqp file has
;Basic Loadout values
All OK, seemingly
;3x500Kg Bombs loadout definition
All OK, seemingly
;5x250Kg loadout definition
All OK, seemingly, other than no matching cfg listing...
;Torpedo
Seemingly OK also
... and then list all of the "pilots" at the end, outside the other "loadout" definitions... not confusing. But notice that the cfg file names do not match, but the ClassName and Type must, of course... Probably what happened with this plane, is Bob was working on the plane, while Pete was working on the configuration for the Roster and Air folders, based on Bob's plane. Bob quits, and Steve takes over. He looks at the plane and goes "it be nice to have another bomb mount on this" and adds a B5 node, changing the Air folder, yet neglects to tell Pete for changes to the Roster. whatever - it actually only has four mounts, so it might just be someone got their finger in the wrong hole when typing a number four, and got "5" instead... :salute:

KaleunMarco
11-07-21, 05:15 PM
You usually have to run Hebe's tool multiple times to clear issues. You might fix what his tool found, but there is another lurking behind that one. But yes, the internal names have to match throughout. Take just a stock asset though, and copy its naming conventions, other than, do NOT use Conte Verde or the Porpoise, and some merchant that I can see, but cannot remember... but if you use the Kate for an airplane example, it has errors in the loadouts - in the Stock game... even the devs had issues with load-outs... :har:

i am cleaning up the "bad dates" (no Raiders jokes, please! asps, very dangerous....)but the rest of these errors have me all sixes and sevens.
==Entry not found== AppearanceDate
Line:34 "[Unit 6]" Sequential Order==
=="Eqp:9=41" Double Node entry==
...just to name a few.

the more i know, the less i understand.

if the My-SH3-Tool developers are still around, please do not mistake my comments as derogatory, far from it. you have my respect and admiration. however some of these identified issues are very difficult to not only understand but also to actually find and fix.

propbeanie
11-07-21, 06:35 PM
Follow the first part of the line for where the file is located, in this case, using your "Line:34 "[Unit 6]" Sequential Order==" listing, that is the Type23 in "D:\Game \DarkWaters \Data \Roster \German \Submarine \SSTypeXXIII.cfg" ("D" for drive, etc.) In that file, notice the listings for units:
[Unit 5]
Name=U-2329
DOC=19441231
DOD=19450630

[Unit 7]
Name=U-2336
DOC=19441231
DOD=19450630

[Unit 8]
Name=U-2337
DOC=19441231
DOD=19450630
It goes from Unit 5 to Unit 7, missing Unit 6. The "DB_EqpLoadout.csv Line 37:
ALB_B17g_Bomber;D:\Games\DarkWaters\data\Air\ALB_B 17g_Bomber\ALB_B17g_Bomber.eqp;=="Eqp:9=41" Double Node entry==" listing is similar (this is just one of several). Just navigate into the folder, and note in the eqp file and you'll find
[Equipment 9]
NodeName=B09
LinkName=NULL

[Equipment 41]
NodeName=B09
LinkName=NULL
I didn't look any deeper, but from the looks of it, there are more than just that one like that, but only the first mistake is listed. Hence the need for multiple runs of Hebe's tool. The "missing" stuff is all too common, and can sometimes take some digging. Some of the findings are indeed rather cryptic, but in those cases, check the spelling... Also, a "mistake" might be listed in one file, but is actually in its related file, so watch for those...
:salute:

Additionally: The use of Notepad++ (http://notepad-plus-plus.org), a freeware solution, or better still, SweeScape 010 Editor (https://www.sweetscape.com/010editor/) (payware) use line numbers in the left-hand column of their text editor pages. This can help immensely in finding some of these errors.

s7rikeback
11-11-21, 04:20 PM
Follow the first part of the line for where the file is located, in this case, using your "Line:34 "[Unit 6]" Sequential Order==" listing, that is the Type23 in "D:\Game \DarkWaters \Data \Roster \German \Submarine \SSTypeXXIII.cfg" ("D" for drive, etc.) In that file, notice the listings for units:[Unit 5]
Name=U-2329
DOC=19441231
DOD=19450630

[Unit 7]
Name=U-2336
DOC=19441231
DOD=19450630

[Unit 8]
Name=U-2337
DOC=19441231
DOD=19450630It goes from Unit 5 to Unit 7, missing Unit 6. The "DB_EqpLoadout.csv Line 37:
ALB_B17g_Bomber;D:\Games\DarkWaters\data\Air\ALB_B 17g_Bomber\ALB_B17g_Bomber.eqp;=="Eqp:9=41" Double Node entry==" listing is similar (this is just one of several). Just navigate into the folder, and note in the eqp file and you'll find[Equipment 9]
NodeName=B09
LinkName=NULL

[Equipment 41]
NodeName=B09
LinkName=NULLI didn't look any deeper, but from the looks of it, there are more than just that one like that, but only the first mistake is listed. Hence the need for multiple runs of Hebe's tool. The "missing" stuff is all too common, and can sometimes take some digging. Some of the findings are indeed rather cryptic, but in those cases, check the spelling... Also, a "mistake" might be listed in one file, but is actually in its related file, so watch for those...
:salute:

Additionally: The use of Notepad++ (http://notepad-plus-plus.org), a freeware solution, or better still, SweeScape 010 Editor (https://www.sweetscape.com/010editor/) (payware) use line numbers in the left-hand column of their text editor pages. This can help immensely in finding some of these errors.
Anything I can help with pb ?

s7rikeback
11-12-21, 05:08 AM
i am cleaning up the "bad dates" (no Raiders jokes, please! asps, very dangerous....)but the rest of these errors have me all sixes and sevens.==Entry not found== AppearanceDate
Line:34 "[Unit 6]" Sequential Order==
=="Eqp:9=41" Double Node entry==...just to name a few.

the more i know, the less i understand.

if the My-SH3-Tool developers are still around, please do not mistake my comments as derogatory, far from it. you have my respect and admiration. however some of these identified issues are very difficult to not only understand but also to actually find and fix.
Marco,

You have a PM sir.


Marco, your inbox is full, im unable to replt to your PM's.

KaleunMarco
11-15-21, 09:49 PM
i am stumped. this hasn't happened to me in a long, long time, when i was doing things the wrong way.

we shoved off for patrol driving a 7C out of La Pallice on the west coast of France, late in August, expecting changes while we are out.

La Pallice ceases operating 8/31/44 and my flot is to be transferred and assigned to Bergen at that time. Bergen opens for business for 7C's on 7/1/44 and continues to the end of the war.

so, we are patrolling an ISC zone, north of Scapa Flow. time passes, radio announcements of the French ports closures come and go. La Pallice goes away but, while it is a base, Bergen is never designated as our base. and now it is September 5. in the past, these things took a day or so to take effect but never several days. we reloaded at Harstad because it was not far from our area but i do not want to stay on patrol until May, if you get my meaning.:doh::timeout:

any ideas on what to check?

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

100 OM_DarkWaters_V6
110 OM_Harder_Escort_L2
120 OM_Strategic_Map_Symbols
130 OM_UMark
140 OM_Warm_Clothes
150 OM_U-Jagd
160 OM_Med_Env
180 Voice Mod
900 DarkWaters V6_Errors-fix

propbeanie
11-15-21, 11:40 PM
It does not always happen like this, but from what I see? The "Command" runs from 1941-03-01 to 1944-08-30, with Base 1 being Kiel from 1941-03-01 to 1941-10-01, which it then moves to La Pallice 1941-10-02 to 1944-08-30. Now, for me, the game does not document when that "1941-03-01" begins... I have seen mention of "midnight" from reliable sources, but that is kind of a "which one" question? When military counting though, 0000 for midnight, is the first stroke of the new day, so 0000 1941-03-01 is at the first moment of that day, at 0000 hours. Likewise with 1944-08-30... you go from 2359:59 and however many milliseconds you want to count on 1944-08-29, and then right at 0000:00 hours it is 1944-08-30. I beat this point beyond the point of 'dead' at 0000 hours, because at exactly that same time, you have the VIIC:
[Flotilla 5.UserPlayerUnitType 1]
ID= F5VIIC
NameDisplayable= Type VIIC U-boat
AvailabilityInterval= NULL, NULL <--- Basically 1941-03-01, 1944-08-30
IDLinkUserPlayerUnitType= VIIC
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 11Flotilla_BERGEN
which just so happens to 'die' at that same exact moment in time of 0000:00 hours on 1944-08-30... my thought is that the Command should be until 1944-08-31, and the same that the Base 2 of La Pallice should be 1941-10-02 to 1944-08-31, but making the sub NULL, 1944-08-30, so that the "IDFlotilla Link TransferTo= line actually gets a chance to kick-in and be utilized. It seems like it should fuction correctly anyway, but we have found the same issue in FotRSU with the newest update, and ran into a boat without a home more than once during testing. Not cool, and very difficult to "fix" in the Save folder, if it is even possible... I tried editing the Save folder data, but I always mess that up. I would look in the CareerTrack, find the lines, and then search for the hits elsewhere. But in the meantime, unless a boat is purposefully set to expire for a game default upgrade path to the next higher boat, I would make certain all boats transfer out prior to the Base and / or Command expire by at least a 24 hour period of time...

KaleunMarco
11-16-21, 12:04 PM
[Flotilla 5.UserPlayerUnitType 1]
ID= F5VIIC
NameDisplayable= Type VIIC U-boat
AvailabilityInterval= NULL, NULL <--- Basically 1941-03-01, 1944-08-30
IDLinkUserPlayerUnitType= VIIC
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 11Flotilla_BERGEN


thank you for reminding me about this feature, PB.
it is one of those subtle things that drive me nuts.
ok, so, under the heading of: nothing dared, nothing gained...i modded Flotillas during the mission (don't do it) and ....it worked.
Approx 3 hours after the reload began, Bergen popped open as our base.
I'll have to go back and try and finish the mission after work tonight.
:Kaleun_Salute:
https://i.ibb.co/LPMztGx/SH4-Img-2021-11-16-10-55-47-600.png

propbeanie
11-16-21, 01:06 PM
Excellent! Just remember though, that it might not be "Success!" just yet.. With one of my edits, it showed my base change, but when I went to dock, it would not give the prompt to End Patrol, only re-fit. Another time, a CTD was there to greet me. Either result could mean an incomplete or incorrect edit though, of course, and just ask strikeback, or CapnScurvy or Rockin Robbins - I am known for my penchant to create CTDs at the drop of a hat, or comma or semi-colon in this case... lol :arrgh!:

KaleunMarco
11-16-21, 08:09 PM
Excellent! Just remember though, that it might not be "Success!" just yet.. With one of my edits, it showed my base change, but when I went to dock, it would not give the prompt to End Patrol, only re-fit. Another time, a CTD was there to greet me. Either result could mean an incomplete or incorrect edit though, of course, and just ask strikeback, or CapnScurvy or Rockin Robbins - I am known for my penchant to create CTDs at the drop of a hat, or comma or semi-colon in this case... lol :arrgh!:

yes. i know exactly what you mean.
i am less afraid of the typo and more afraid of a CTD because i made a change to a game parameter mid-mission....which is why i made this change with tepidity.
i am signing off now to complete the mission.:06:

update: we made it. we played a trick and got away with it. now we can finish this verdampt war sailing from Bergen to Scotland every 6-8 weeks. Norse winters are a bItch, i hear.

propbeanie
11-16-21, 10:19 PM
Really nice... glad it worked! Any edits needed besides the one?

KaleunMarco
11-17-21, 12:44 PM
Really nice... glad it worked! Any edits needed besides the one?

the only edit was replacing the NULL(s) in Flotilla.
as you suggested in your previous post, SH4 assigns values to NULL that are not necessarily what we might think are appropriate.
entering absolute dates within the bounds of the Base dates seems to be critical, especially for the expiration date of the boat.
what i am really surprised about is that i was able to make a change to a system file, during a mission, and did not get sent to the Land of CTD for doing so.
shocking.
but, i'll take it and say thank you, very much may i have another....which i probably won't get.:haha:
:Kaleun_Salute:

[Flotilla 5.UserPlayerUnitType 1]
ID= F5VIIC
NameDisplayable= Type VIIC U-boat
AvailabilityInterval= 1941-10-02, 1944-08-30
IDLinkUserPlayerUnitType= VIIC
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 11Flotilla_BERGEN

propbeanie
11-17-21, 02:49 PM
:hmmm: You might also notice that if a CareerStart.upc is set for a period of 15 January to 17 January of a given year, that you will actually sail on the 18th of the month. Along those lines, one thing of the Flotillas file that we have also found, is that if a Command begins on say December 12, 1943, and you set the Sub to NULL, NULL, it is actually "active" as far as mission assignments go, two days prior, on December 10. The NULL on the Base and Boat, as well as Objective mission assignments do work, but can lead to issues. Doing the dates wrong though, can lead to CTDs... This is why you will see some of the subs in FotRSU that start December 7, 1941, have December 1 mission assignments. If they aren't in-place prior to the start date, nothing is assigned, and you most likely CTD. This is also why the New Construction can fail, in that you HAVE to have an active assignment, but the game might give you 14 days, or it might give 24 days "rest" at the home port. To play it safe, the assignments are usually done for a short rest, you then "skip either the 2nd or 3rd assignment in New Construction, and/or any "automatic" transfer fails. We have suspected the "end" of a Command / Base / Boat is similar in the Date, but sometimes all NULLs do function as intended... you just never know. It is advisable though, to have the Command and / or Base end the day AFTER a boat leaves, so that the boat does transfer properly. However, again, we have seen that if a player is on "rest" in-base at the time, it is a crapshoot (roll of the dice) as to what will happen... In theory, you will transfer while you sleep, having gone to bed in Pallice, and awaken then in Bergen... Who brought your boat over?? You still get a Pallice assignment first though... Coming back in: Next Mission assignment, then upgrades / awards, then transfers... maybe :salute:

KaleunMarco
11-23-21, 09:16 PM
i am playing DW but i suspect that this is not a DW issue.

who can teach me how to vary the color of a torpedo head, within the DDS file?
i only want to vary the T5 so that i can tell it apart from the T3. Currently, they are nearly identical.

i can open the file with GIMP but there is a waffle-like overlay that shades every piece-part...which is another issue: which piece-part is the warhead (tip of the spear)?

not only is the visual of the file difficult to see because of the waffle overlay, it is also difficult to know which part is which part, if you understand my meaning.

propbeanie
11-24-21, 02:26 PM
You are probably seeing the transparency of the alpha channel. Some modders use that for the camouflage. Look at the same files in TMO for the US torpedoes. I forget what you have to do with GIMP, if it can even edit the alpha channel, but there is a "mode" in photoshop for it... I always get it backwards, while other people think that way...

KaleunMarco
11-24-21, 02:40 PM
You are probably seeing the transparency of the alpha channel. Some modders use that for the camouflage. Look at the same files in TMO for the US torpedoes. I forget what you have to do with GIMP, if it can even edit the alpha channel, but there is a "mode" in photoshop for it... I always get it backwards, while other people think that way...

i looked at the Mk14.dds.
it was worse.
i DID find the "remove" alpha channel somewhere in GIMP but it was no help.

propbeanie
11-24-21, 07:09 PM
We both should have known:

https://thegimptutorials.com/how-to-add-alpha-channel/

https://parkerphotographic.com/advanced-gimp-layers-alpha-channel-guide/

https://lizsscribbles.com/photoshop/how-do-i-change-the-alpha-in-gimp.html

These young whippersnapper kids of today! Able to think abstractly and all that... lol - and then there is Jeff-Groves- he ain't no spring chicken, who "thinks" programming while driving, writes it in his head, and then steps through and debugs it while he's driving... I used to be able to steer and brake while driving, but code? I usually ended-up in a puddle of drool (not always my own) on the keyboard at work while coding... alpha channel - who'd a-thunk it? Good luck reading. I cannot verify the accuracy of either one of those 3 hits there... I am drooling already, but it is not the Pavlov's Dog "supper!" effect, it is the "sleep" effect...

KaleunMarco
11-24-21, 07:53 PM
We both should have known:

https://thegimptutorials.com/how-to-add-alpha-channel/

https://parkerphotographic.com/advanced-gimp-layers-alpha-channel-guide/

https://lizsscribbles.com/photoshop/how-do-i-change-the-alpha-in-gimp.html

These young whippersnapper kids of today! Able to think abstractly and all that... lol - and then there is Jeff-Groves- he ain't no spring chicken, who "thinks" programming while driving, writes it in his head, and then steps through and debugs it while he's driving... I used to be able to steer and brake while driving, but code? I usually ended-up in a puddle of drool (not always my own) on the keyboard at work while coding... alpha channel - who'd a-thunk it? Good luck reading. I cannot verify the accuracy of either one of those 3 hits there... I am drooling already, but it is not the Pavlov's Dog "supper!" effect, it is the "sleep" effect...

thank you for the tutorials.
i can design and code while sleeping and frequently have, but not in graphics.
i still do not know what i am looking at when i open G7e_TV.dds, which i am assuming is the graphics for the Type 5 acoustical torpedo.
based on the tutorials you sent me i now understand that there are three different, color layers represented, however i do not know which piece of the graphic is the torpedo head, which is what i want change so that i can tell it apart from the T3.

propbeanie
11-24-21, 10:23 PM
Warning Will Robinson - Warning! Potentially horrific file conversion ahead!"

OK, in the Torpedoes.dat

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

(torpedo selected as an example). Make certain that you have the correct texture, either by copying and searching on its ID, or double-checking it when looking at the names - check that the ID matches. We personally know someone who spent half of a day noodling in files, only to find later that they had edited an incorrect texture... sigh - Anyway, here:

https://i.imgur.com/0TVeUeg.jpg

match the IDs. knowing you, this step is probably correctly completed - but just in case. Then, when you open the file in your editor, it won't look this bad, but... (bad conversion for imgur - yikes):

https://i.imgur.com/2VXMpET.gif

you should still be able to get the idea... The more or less rectangle to the left is the body, those circles at the bottom of the added blue rectangle go inside those half-circles on the tube "wrap", and just above the "circles" is the "cone" with a "circle" at its top to fit the pistol through. As you can see, you now know why I leave textures and other files of that sort to other, more competent people... sigh.

dex
11-26-21, 06:24 AM
Hello sailors ...After a year I m planing to start again with Dw excellent mod,new career..
We talk about turm upgrade issues a lot
IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):

« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.

How can you continue? Well, there is a workaround: You have to create a dummy file.
I try this ofcourse, but this applies only when we recieve turm upgrade in base,bunker...My question : when we change other equipment(deck gun,flack gun,sensors...) no need for creating dummy file

KaleunMarco
11-26-21, 11:06 AM
Hello sailors ...After a year I m planing to start again with Dw excellent mod,new career..
We talk about turm upgrade issues a lot
IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):

« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.

How can you continue? Well, there is a workaround: You have to create a dummy file.
I try this ofcourse, but this applies only when we recieve turm upgrade in base,bunker...My question : when we change other equipment(deck gun,flack gun,sensors...) no need for creating dummy file

dex,

what is your question?
did you mean to ask: do i have to perform the turm upgrade issue if i upgrade specific equipment while in port?

if it is, then the answer is: no, it is not required.

the Turm-upgrade thing has to be performed when you get a new Turm. this happens after a mission and you receive a screen that announces the upgrade. when it happens, you will know that it happened, and you will have to react to it.

Good Luck, Herr Kaleun!
:Kaleun_Salute:

dex
11-26-21, 12:00 PM
dex,

what is your question?
did you mean to ask: do i have to perform the turm upgrade issue if i upgrade specific equipment while in port?

if it is, then the answer is: no, it is not required.

the Turm-upgrade thing has to be performed when you get a new Turm. this happens after a mission and you receive a screen that announces the upgrade. when it happens, you will know that it happened, and you will have to react to it.

Good Luck, Herr Kaleun!
:Kaleun_Salute:
Hi...Yes you are in right...I mean on that
So conlusion is: 3 turms upgrade= 3 dummy save created files each time

For example IXB have 3 turm upgrades,VIIC sub have 4 turm upgrades I think...

KaleunMarco
11-26-21, 02:07 PM
Hi...Yes you are in right...I mean on that
So conlusion is: 3 turms upgrade= 3 dummy save created files each time
no, you only have to create a dummy once for each upgrade.
and if there are three upgrades, then you would have to perform the process three separate times IF you are given the upgrade.
i believe that your performance has to be good enough to be given the upgrade, so you may not qualify for one or more upgrades based on your performance.

For example IXB have 3 turm upgrades,VIIC sub have 4 turm upgrades I think...

if that is the correct count of turms then, yes, you have the possibility of performing the fix-process that many times.

KaleunMarco
11-26-21, 05:37 PM
here is another oddity to chew on as this is the first time i have noticed it.
because the Allies in the Atlantic have radar detection equipment, it is disadvantageous to leave one's radar on after initial detection.
however, even after turning the set off, it powers itself back on.
i have looked for a setting of some type that causes this behaviour but have not found it.

playing DW V6 and not using any mods that alter radar performance.

any suggestions?

propbeanie
11-26-21, 07:02 PM
Are you referring to the radar coming back on after a wave goes over you, or if you are submerged and then come back up? Or does it just not stay off when on the surface no matter the sea state? How heavy are the seas at the time you are referring to? Which of the radars is it?

KaleunMarco
11-26-21, 10:04 PM
Are you referring to the radar coming back on after a wave goes over you, or if you are submerged and then come back up? Or does it just not stay off when on the surface no matter the sea state? How heavy are the seas at the time you are referring to? Which of the radars is it?

so many questions, so little space.
driving a Type XXI which has only one radar and one radar detector.
i believe the unit is a type 65 and it is the radar unit because we cannot really operate the HF-DF, only see the results.
the behaviour occurred while we were surfaced and the waves were raucous, 14 or 15 kt.
now that you mention it, i do not remember that behaviour when the seas were quieter.
so, you think this is related to the sea state? i know i am going to hate myself in the morning for asking, but, why do you think that?

propbeanie
11-26-21, 11:10 PM
Well, that is the "normal" behavior of the SH4 radar. It gets "wet", it assumes it's going under the surface, so it shuts-off. Wave finishes going over you, it gets "dry", time to turn back on. Now, if you're like me, you want a radar off, or you want a radar on. Turn it on, let it sweep a few rotations, find something, turn it off. No need to have a beacon saying "here I are!!!" But the game does not do that. Oh sure, you can turn the radar off (FotRSU <Ctrl><T>), but first wave over the conn, and presto-change-oh, and it turns back on, because it got "wet", then got "dry", and "time to turn on again". Short of a hammer, I don't know how to keep it turned off after it gets "wet", nor do I know of a way to keep it on for those short spurts of "wet"... someone else might.

KaleunMarco
11-26-21, 11:20 PM
Well, that is the "normal" behavior of the SH4 radar. It gets "wet", it assumes it's going under the surface, so it shuts-off. Wave finishes going over you, it gets "dry", time to turn back on. Now, if you're like me, you want a radar off, or you want a radar on. Turn it on, let it sweep a few rotations, find something, turn it off. No need to have a beacon saying "here I are!!!" But the game does not do that. Oh sure, you can turn the radar off (FotRSU <Ctrl><T>), but first wave over the conn, and presto-change-oh, and it turns back on, because it got "wet", then got "dry", and "time to turn on again". Short of a hammer, I don't know how to keep it turned off after it gets "wet", nor do I know of a way to keep it on for those short spurts of "wet"... someone else might.
ok, ok, i get it.
the violent sea state causes the unit to think that it was submerged and so when the wave passes, it thinks it has surfaced.
terrible design and programming. just terrible.
thanks for making me aware of the obvious :haha:

dex
11-27-21, 03:17 AM
Thanks for reply KaleunMarco

NiKuTa
12-01-21, 05:36 PM
Hi. Where I can find this mod for DL?
900 DarkWaters V6_Errors-fix

KaleunMarco
12-01-21, 09:58 PM
Hi. Where I can find this mod for DL?
900 DarkWaters V6_Errors-fix

that is a group of fixes specific to DW that i created to correct dozens of config, equipment, and date errors.
it is not part of the release.

Well Hammer
12-14-21, 03:21 PM
Greetings! I downloaded your Dark Waters v6 mod from the link on the first page, there are all the submods specified in the description except for OM_DarkWaters_V6 itself. Where can I get it?

Mad Mardigan
12-14-21, 06:18 PM
Greetings! I downloaded your Dark Waters v6 mod from the link on the first page, there are all the submods specified in the description except for OM_DarkWaters_V6 itself. Where can I get it?

Ahoy, Well Hammer... :Kaleun_Cheers:

The Op. Monsun: Dark Waters v6 part, if memory serves Me correctly.... auto installs... blend/merging with your Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5 files & folders.

Is no separate folder... to activate of OM: DW v6...

The installer, sets up jsgme & the subsequent "optional" mods in the main SH4 folder, as well... I believe, as well... :hmmm:

Then, is just a matter of deciding what optional's to add into the mix, leave out... making sure to get them in a proper activated order.

That, again... if I'm recalling that info correctly. It has been some time since I had to run the install of the mod set. :yep: I shall, admit. :shucks:

Hope(fully) this info (is correct 100%) & helps... :up:

:Kaleun_Salute:

M. M.

KaleunMarco
12-14-21, 07:29 PM
Greetings! I downloaded your Dark Waters v6 mod from the link on the first page, there are all the submods specified in the description except for OM_DarkWaters_V6 itself. Where can I get it?

MM is correct.
the D/L file OM_DarkWaters_V6 contains the \Data, main folder of the mod, as well as a \Mods folder for use with JSGME. The Mods folder contains approx a dozen or so special options' mods that a kaleun may apply to DW Ver 6 at their discretion.

one more item, when you run DW V6 you will see the beautiful splash screen which will have Dark Waters Version 5. the main guy for this mega-mod forgot to update the splash screen. Rest assured you are playing Version 6.

Good Luck, Herr Kaleun.
:Kaleun_Salute:

Mad Mardigan
12-14-21, 07:36 PM
MM is correct.
the D/L file OM_DarkWaters_V6 contains the \Data, main folder of the mod, as well as a \Mods folder for use with JSGME. The Mods folder contains approx a dozen or so special options' mods that a kaleun may apply to DW Ver 6 at their discretion.

one more item, when you run DW V6 you will see the beautiful splash screen which will have Dark Waters Version 5. the main guy for this mega-mod forgot to update the splash screen. Rest assured you are playing Version 6.

Good Luck, Herr Kaleun.
:Kaleun_Salute:

:oops:

Thanks KaleunMarco... :Kaleun_Thumbs_Up:

I totally forgot about the splash screen... there is, however... another subsimmer, that worked a correction splash screen, for Dark Waters...

Know that is, like... :hmmm: a few pages back. Don't rightly recall the exact page it is on... figure 5 pages, to 15-20... maybe... somewhere in that range, if I am not mistaken...

:Kaleun_Salute:

M. M.

KaleunMarco
12-14-21, 10:18 PM
I totally forgot about the splash screen... there is, however... another subsimmer, that worked a correction splash screen, for Dark Waters...



i did not know that...missed it. still can't find it.
so, making a long story shorter, if one d/l the file now will it yield a V6 splash screen or do we need to d/l a separate file and mod it into DW?

Mad Mardigan
12-14-21, 11:46 PM
i did not know that...missed it. still can't find it.
so, making a long story shorter, if one d/l the file now will it yield a V6 splash screen or do we need to d/l a separate file and mod it into DW?

Grabbing a download, you can take & follow in OM: DW folder... to the exact 1 that the reworked splash screen path follows in it (after unzip of the zipped file, of course) then just copy paste in the right folder path in OM: DW's... thereby, getting the splash screen, set to rights in displaying v6, rather than v5.

Hopefully, i didn't make the explanation... too convoluted.

Requires finding the exact post they have the link to it. :hmmm: I know it is in this thread... just don't recall the exact post #... dang this ol' rusty, duty, beat up ol' hd of a brain... :doh: :oops: :roll:

If not able to find it... lemme know & I'll zip & drop it into a file share & share the link for it.... as I still have that included in My OM: DW's mod set up. :shucks: Just hit Me up in a DM... & I'll post the link to the file share on it.

:Kaleun_Salute:

M. M.

Well Hammer
12-15-21, 01:49 AM
Ahoy, Well Hammer... :Kaleun_Cheers:

The Op. Monsun: Dark Waters v6 part, if memory serves Me correctly.... auto installs... blend/merging with your Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5 files & folders.

Is no separate folder... to activate of OM: DW v6...

The installer, sets up jsgme & the subsequent "optional" mods in the main SH4 folder, as well... I believe, as well... :hmmm:

Then, is just a matter of deciding what optional's to add into the mix, leave out... making sure to get them in a proper activated order.

That, again... if I'm recalling that info correctly. It has been some time since I had to run the install of the mod set. :yep: I shall, admit. :shucks:

Hope(fully) this info (is correct 100%) & helps... :up:

:Kaleun_Salute:

M. M.
Thank you for your reply. I figured it out in practice. Everything works great.

Well Hammer
12-15-21, 01:53 AM
MM is correct.
the D/L file OM_DarkWaters_V6 contains the \Data, main folder of the mod, as well as a \Mods folder for use with JSGME. The Mods folder contains approx a dozen or so special options' mods that a kaleun may apply to DW Ver 6 at their discretion.

one more item, when you run DW V6 you will see the beautiful splash screen which will have Dark Waters Version 5. the main guy for this mega-mod forgot to update the splash screen. Rest assured you are playing Version 6.

Good Luck, Herr Kaleun.
:Kaleun_Salute:
Thanks for the quick explanation. You have confirmed my guess.

Aktungbby
12-16-21, 04:21 PM
Well Hammer!:Kaleun_Salute:

Mad Mardigan
12-16-21, 05:31 PM
i did not know that...missed it. still can't find it.
so, making a long story shorter, if one d/l the file now will it yield a V6 splash screen or do we need to d/l a separate file and mod it into DW?

If by that, you were asking for clarity in that corrected splash screen is now residing in the main downloadable beast that is... DW v6... :hmmm:

Nary a clue... dunno if... Fifi, ever hauled it out of the d/l link repository long enough to pigeonhole that splash screen in or not... *shrugs* As I have everything (that I am aware of, right now... outside of that work you're doing with corrections... which I may add, wouldn't mind a peek at them, Myself... :shucks: :03:)

What I can... tell you... with 100% certainty, is upon locating that link, (provided it hasn't disappeared faster than light... that is. :hmmm:)
will be the reworked DW's splash screen that reads v6, rather than v5... & well... instructions that make it so easy, even a cave man could install it to its rightful spot in the main folder.

:Kaleun_Salute:

M. M.

KaleunMarco
12-16-21, 08:04 PM
... & well... instructions that make it so easy, even a cave man could install it to its rightful spot in the main folder.

did he just call me a ........:har:

Mad Mardigan
12-16-21, 09:37 PM
did he just call me a ........:har:

:Kaleun_Cheers:

KaleunMarco...

:doh: Who... :o Moi... :timeout: nawww... :hmmm: I'd never do that... :shucks:

:Kaleun_Salute:

M. M

Mad Mardigan
12-16-21, 09:51 PM
Ok, success... found the post, by "themrwho", who took the v5 splash screen & reworked it.

Post is found here:

https://www.subsim.com/radioroom/showpost.php?p=2733540&postcount=920

Note: The link, for the reworked v6 splash screen replacement, is the "1st" link... NOT the 2nd one...

Hope this helps... & might help, if it was able to be rehosted here on subsim... with a hard coded link, directing its location in the downloads section here on subsim... in the 1st post.

Just a suggestion...

That is... if themrwho, has no objections to that, being done,.. that is...

I'd hope they wouldn't object... :hmmm: :shucks:

:Kaleun_Salute:

M. M.

KaleunMarco
12-17-21, 05:44 PM
Ok, success... found the post, by "themrwho", who took the v5 splash screen & reworked it.

good job, mister.
you can have a weekend pass for liberty.
:Kaleun_Salute:

propbeanie
12-17-21, 08:09 PM
... but the pay truck is running late...

themrwho
12-25-21, 11:19 AM
Merry Christmas and Happy New Year to all! :Kaleun_Salute:


Ok, success... found the post, by "themrwho", who took the v5 splash screen & reworked it.
Post is found here:
https://www.subsim.com/radioroom/showpost.php?p=2733540&postcount=920

if it was able to be rehosted here on subsim... with a hard coded link, directing its location in the downloads section here on subsim... in the 1st post. Just a suggestion... That is... if themrwho, has no objections to that, being done,.. that is... I'd hope they wouldn't object... :hmmm: :shucks:

Sure, happy to re-host as you see fit. As stated in the post, I take no credit for my tiny modification. It belongs to fifi & DW Team.

Thanks for this great mod!

nazaka
02-09-22, 01:01 PM
Hi,

I tried to launch a campaign with the Dark Waters Mod without success.

Already, when I launch it I have a message that tells me that a file is missing:
data/menu/ksd_main_interface/chronometer/chronometer.tga

Despite this message, the game starts.

I create my captain, prepare my uboat.
And it is only when I validate the place of my spawn, after the loading that I crash.
I hear the beginning of the uboat starting sounds, then crash.

No error message...

Any idea?

Niume
02-09-22, 01:12 PM
Hi,

I tried to launch a campaign with the Dark Waters Mod without success.

Already, when I launch it I have a message that tells me that a file is missing:
data/menu/ksd_main_interface/chronometer/chronometer.tga

Despite this message, the game starts.

I create my captain, prepare my uboat.
And it is only when I validate the place of my spawn, after the loading that I crash.
I hear the beginning of the uboat starting sounds, then crash.

No error message...

Any idea?
I suspect you have conflicting mod installs. Don't mix KSD II game with modpacks.

nazaka
02-09-22, 01:18 PM
I have two different versions of SH4: one for KSD 2 and the other for Dark Waters


For Dark Waters, I went through the Steam version... if that helps

Niume
02-09-22, 02:00 PM
I have two different versions of SH4: one for KSD 2 and the other for Dark Waters


For Dark Waters, I went through the Steam version... if that helps
Oh yeah, Dark waters have folder named KSD interface my bad.

woland595
02-20-22, 12:26 PM
Hello everyone,

i have several issues with manual targeting and RAOBF.

First of all, horizontal scales of the periscope and raobf are not matched each other, for example optical length of targeting drone is aproximetly 19 (see in attachment 1) and in RAOBF view it is already 36 (see in atachement 2)

But it is not the biggest problem. The mast height of drone is 24 meters. Optical height is 5.5, so raobf gives a range 2400 meters (see in attachment 3), but it is actually 1300. Weapon officer gives 1300 and he is actually right, i activated map update for this test. Probably, it is because raobf expecting power of periscope x6, but it is x4.

What i'm doung wrong?:)

Thanks in advance.

And thanks for great mod:)

Mad Mardigan
02-20-22, 12:53 PM
Hello everyone,

I have several issues with manual targeting and RAOBF.

First of all, horizontal scales of the periscope and raobf are not matched each other, for example optical length of targeting drone is aproximetly 19 (see in attachment 1) and in RAOBF view it is already 36 (see in atachement 2)

But it is not the biggest problem. The mast height of drone is 24 meters. Optical height is 5.5, so raobf gives a range 2400 meters (see in attachment 3), but it is actually 1300. Weapon officer gives 1300 and he is actually right, i activated map update for this test. Probably, it is because raobf expecting power of periscope x6, but it is x4.

What i'm doung wrong?:)

Thanks in advance.

And thanks for great mod:)

It'd be a big help.. to know a few facts...

1. Source of your copy of SH4, what version of it & lastly... are you running more than 1 copy of it.

2.Just where do you have SH4 (or any subsequent copies, if you are running more than 1... :yep:) installed.

3. If I recall rightly, this set up, does come with a JSGME pre-installed in the setup of it... so... how 'bout opening that up... click on 'Tasks', select export & the sub selection of 'to clipboard'... doing that, will then allow for you in your reply back, to paste the mods activated listing, for O.M.: Dark Waters... :yep:

:shucks:

Having this info, will be of a BIG help, in being able to determine if there's an error in 1 of the mods... or is it a mx up of mod order... or... are there mods in the mix... that should NOT be there... That would help narrow down the possible causes for issues... :yep:

:Kaleun_Salute:

M. M.

woland595
02-20-22, 04:00 PM
It'd be a big help.. to know a few facts...

1. Source of your copy of SH4, what version of it & lastly... are you running more than 1 copy of it.

2.Just where do you have SH4 (or any subsequent copies, if you are running more than 1... :yep:) installed.

3. If I recall rightly, this set up, does come with a JSGME pre-installed in the setup of it... so... how 'bout opening that up... click on 'Tasks', select export & the sub selection of 'to clipboard'... doing that, will then allow for you in your reply back, to paste the mods activated listing, for O.M.: Dark Waters... :yep:

:shucks:

Having this info, will be of a BIG help, in being able to determine if there's an error in 1 of the mods... or is it a mx up of mod order... or... are there mods in the mix... that should NOT be there... That would help narrow down the possible causes for issues... :yep:

:Kaleun_Salute:

M. M.

Hi,

thanks a lot for quick response and sorry for missed info. I just didn't think it bug or technical problem, but rather a feature, that i dont understand.

Here the answers.

1. I'm using Steam sh.4 version 1.5 patched with LAA.
2 and 3
Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]

OM_DarkWaters_V6

As you can see i didnt install any other mods yet.

Mad Mardigan
02-20-22, 04:12 PM
Hi,

thanks a lot for quick response and sorry for missed info. I just didn't think it bug or technical problem, but rather a feature, that i dont understand.

Here the answers.

1. I'm using Steam sh.4 version 1.5 patched with LAA.
2 and 3
Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]

OM_DarkWaters_V6

As you can see i didnt install any other mods yet.

Thanks for that prompt repost back on that info...

Ok, on install of it all, can see that your location is not presenting any issues... & that, is a good thing.

Now, as to the mod issues itself... have to admit, as for Myself... am at a loss here as to why you are facing those issues.

So, with that... am gonna await & hand this off to 1 of the other more knowledgeable hands here... take a crack at them helping you to get that, sorted out & get ya ship shape... there.

My set up I have... is more... extensively added to, than yours here... though, it may be related to some of the other add inz included, may be required for the end effect of the gear you mentioned not matching up with the periscopes view... to indeed, match up... hard to say.

At any rate, this here is the mods list that I have set up... just so you can see what I'm running with, with O. M.: Dark v6 set up (And, as you can see... it is, rather... extensive, to say the least... :yep: :shucks:):

Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\SH4-OM Dark Waters v6\MODS]

OM_DarkWaters_V6
OM_Strategic_Map_Symbols
OM_UMark
2nd Flotilla VII-B&C career start sub addins
#3_PE4_TM_Submarine_Stock_caustics_rolllpitch_deep er
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
PE4_high quality bow and stern wakes (stock SH4 lower FPS)
Improved Stock Environment_v3
NMMO Reverse Ocean Colors Add-on
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(4) Eyepatch for RUIM
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
SH5 water for SH4 mod
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
OM_FritzFix
SH4 Brass HUD-Kriegsmarine
EAXsoundsim_with_WebstersManeuverSTOCK_GFO_OM
Lite Fog v2 + 100' Underwater Visability
vickers03 Aircraft reflections mod
Smoke Mod
STOCK_different_smoke
TMO More explosions & smoke Mod
Sober's Compass color mod
#2 Submarine splash and roll pitch mod with new sound for stock sh4
Webster's Smaller Rain for R E
Webster's Ship Manuvering Fix
DBSM_SH4
DBSM-SH4-SpeechFix
Living breathing Ocean VS_3 with new lighting and reflection work
OM_DarkWaters_V6 Type7b Rudder fix
DrJester's Environment Overhaul
DrJester's Environment Overhaul - Starry Night
International Radio mod
RadioStationManager

:Kaleun_Salute:

M. M.

Aktungbby
02-21-22, 01:15 PM
woland595!:Kaleun_Salute:

teclove
03-17-22, 03:38 PM
Hi there guys!
Is there any list for a "must have mods" that are working good with the Dark Waters V6?

propbeanie
03-17-22, 07:04 PM
First posting by Fifi:
https://www.subsim.com/radioroom/showthread.php?p=2640021#post2640021

teclove
03-20-22, 05:16 AM
Okay, another 2 questions:
- Dick O'Kane's metod of calculating speed is not working form me. I'm waiting 3 minutes and 15 seconds but the results, are way off the real speed (for example calculated 7,5 knots, but the real speed Was 9 knots).
- How to calculate range in periscope using Dark Waters mod? I cannot find any interface to do that.

Are there any tutorials for torpedo solution in Dark Waters? For U-Jagd, etc?

Thanks!

propbeanie
03-20-22, 10:22 AM
With Imperial measurements in yards, use 3 minutes... 3:15 for metric - I hope I'm not backwards on that... :oops:

Look in the Support folder and other folders under that for some of mod parts documentation.

Zinmar
03-21-22, 06:52 PM
I have no interest in doing manual targeting, does the auto targeting still work with this mod?

KaleunMarco
03-21-22, 09:09 PM
I have no interest in doing manual targeting, does the auto targeting still work with this mod?

Yes. It. Does.

I am a firm believer in auto-targeting.

good luck, Herr Kaleun.
:Kaleun_Salute:

teclove
03-22-22, 02:34 PM
Okay, got it all working really good. No CDT's, bugs etc.

Please remind me - in OM/Dark Waters there are only patrol missions? I'm getting only "go to grid XX, patrol for 96h).

Second and last question. There are many (sometimes to many) messages about current war situation. I've got message for U-boots near Norway to assist Tirpitz battleship - can I find it there? I remember that Om used data from uboat.net. How accurate are those messages (only for "lore" or things really happens on the map when I'm bored at grid XX?).

Thanks!

Mad Mardigan
03-22-22, 04:04 PM
Okay, got it all working really good. No CDT's, bugs etc.

Please remind me - in OM/Dark Waters there are only patrol missions? I'm getting only "go to grid XX, patrol for 96h).

Second and last question. There are many (sometimes to many) messages about current war situation. I've got message for U-boots near Norway to assist Tirpitz battleship - can I find it there? I remember that Om used data from uboat.net. How accurate are those messages (only for "lore" or things really happens on the map when I'm bored at grid XX?).

Thanks!


Breaking this down...



1st off, OMDW's, is SH4... NOT SH3... meaning you're not going to get told go here & patrol for a lousy 24 hrs then get left to your own devices...


SH4, features the ability to, (on the messages clip board on completing your primary & in some instances... 2nd & 3rd level objectives intermixed in with the primary one) radio in & get new orders... so your initial war patrol, can last for a bit... until you get told to RTB. Which can happen after doing a couple of objective orders... sometimes, after 1 or 2 objectives... it varies.



2ndly...

as with your example there, Tirpitz... I believe if I recall it rightly... that is not just radio flash filler fluff... iirc it is scripted in, if... IF (& this is a mighty BIG if, at that... :hmmm:) of being close enough to that area, you can participate in the attempt to 'save' that BB... or is that the Bismarck I am thinking on... it may be both... *shrugs*

So, no, not all the radio messages you have flitting about in game, are just there for fluff value... just how much is, not fluff, can't rightly say off hand... :hmmm: but would reckon, maybe 1/3 of it up to maybe 1/2.

Hope, this info helps... clarify things for ya... :shucks: :yep:


Gute jagd, ihr Himmelhunde.! :arrgh!:


:Kaleun_Salute:

M. M.

KaleunMarco
03-22-22, 06:17 PM
Second and last question. There are many (sometimes to(o) many) messages about current war situation.



So, no, not all the radio messages you have flitting about in game, are just there for fluff value... just how much is, not fluff, can't rightly say off hand... :hmmm: but would reckon, maybe 1/3 of it up to maybe 1/2.

Teclove,

i have "fixed" my version of the messages such that none of the messages will interrupt the space-time continuum. (:03:)
if you would like a copy, send me a PM.

:Kaleun_Salute:

teclove
03-23-22, 09:24 AM
Thank You very much for the answer. So I was playing the game a bit wrong - always got to the patrol grid, get it done - roam freely to get "kills" and then return to base by my own.

I recall that once I've got "patrol this area for 96h" 4 times in a row in the same patrol, so I just ignored it. Will check that today. :D

Again - thank you for your answer and patience.

KaleunMarco
03-23-22, 10:00 AM
Thank You very much for the answer. So I was playing the game a bit wrong - always got to the patrol grid, get it done - roam freely to get "kills" and then return to base by my own.

I recall that once I've got "patrol this area for 96h" 4 times in a row in the same patrol, so I just ignored it. Will check that today. :D

Again - thank you for your answer and patience.

what you experience ("patrol this area for 96h" 4 times in a row) is a result of your radioing to HQ AFTER you've completed a Primary Objective. There is some AI behind the radio message and you can be "ordered" to another objective. this appears to be what you have experienced.

if you do not want extra objectives, then fulfill the primary objective and go hunting on your own. stay away from the radio. (lol)

shoiga
03-24-22, 08:45 AM
Hi
I've got a question about attack periscope.

I find this mod's Periscope has 1.5 and 6.1 zoom levels.
But I heard historical zoom levels are 1.5 and "6.0".

Which is right?
And if I fix from 6.1 to 6.0, RAOBF will be doesn't work? (I'm using RAOBF to get target speed and range.)

Thanks.

Aktungbby
03-24-22, 09:21 AM
teclove!:Kaleun_Salute: after a long silent run!

KaleunMarco
03-24-22, 06:40 PM
Hi
I've got a question about attack periscope.

I find this mod's Periscope has 1.5 and 6.1 zoom levels.
But I heard historical zoom levels are 1.5 and "6.0".

Which is right?
And if I fix from 6.1 to 6.0, RAOBF will be doesn't work? (I'm using RAOBF to get target speed and range.)

Thanks.

in truth, i have adjusted the zoom levels and also use auto targeting and i have never experienced faulty guidance/aiming/whatever.
if i had effed it up, auto targeting would have been affected.
i say, go for it.
do you know how to change the periscope zoom levels?

shoiga
03-24-22, 06:53 PM
in truth, i have adjusted the zoom levels and also use auto targeting and i have never experienced faulty guidance/aiming/whatever.
if i had effed it up, auto targeting would have been affected.
i say, go for it.
do you know how to change the periscope zoom levels?

OK.

To edit zoom levels...
In SH3diter, Data/Library/cameras.dat/114 Node Dummy Cam Periscope/optical/zoom levels/[1]←Edit here.

Right?

Zinmar
03-26-22, 11:03 PM
I can't seem to find a version of LAA around. I've tried to run this mod but I keep getting a CTD.

Mad Mardigan
03-27-22, 01:25 AM
I can't seem to find a version of LAA around. I've tried to run this mod but I keep getting a CTD.

Can do a simple browser search using Large address aware download, as your base key words in that search... is late & am headed for bed... am sure another can more likely point out a d/l link...


:Kaleun_Salute:

M. M.

1Patriotofmany
03-27-22, 05:34 AM
I can't seem to find a version of LAA around. I've tried to run this mod but I keep getting a CTD.https://www.subsim.com/radioroom/showpost.php?p=2452635&postcount=1

KaleunMarco
03-27-22, 10:12 AM
OK.

To edit zoom levels...
In SH3diter, Data/Library/cameras.dat/114 Node Dummy Cam Periscope/optical/zoom levels/[1]←Edit here.

Right?

Yes.

SlySkydiver
04-08-22, 12:59 AM
Hey sorry if this is a dumb question but I've been trying to do a career in the Type XXIII and I've noticed that the snorkel actually doesn't ventilate the ship which defeats part of the purpose of the snorkel and makes using the Type XXIII really awkward considering it was meant to operate primarily underwater. I thought the maybe it was just a bug with that ship and tried the Type XXI only to have the same issue. I'm not sure if its just with these two ships or really any other German submarine that also has a snorkel on it as well. I think I might just be doing something wrong however which is why I'm here asking. I've also noticed that on the Type XXIII and XXI I can't use the snorkel at periscope depth which I'm pretty sure I should. In fact in the XXI I can only use the snorkel if I'm surfaced!

KaleunMarco
04-08-22, 09:02 AM
Hey sorry if this is a dumb question but I've been trying to do a career in the Type XXIII and I've noticed that the snorkel actually doesn't ventilate the ship which defeats part of the purpose of the snorkel and makes using the Type XXIII really awkward considering it was meant to operate primarily underwater. I thought the maybe it was just a bug with that ship and tried the Type XXI only to have the same issue. I'm not sure if its just with these two ships or really any other German submarine that also has a snorkel on it as well. I think I might just be doing something wrong however which is why I'm here asking. I've also noticed that on the Type XXIII and XXI I can't use the snorkel at periscope depth which I'm pretty sure I should. In fact in the XXI I can only use the snorkel if I'm surfaced!

firstly, welcome to subsim. :subsim:
secondly, the snorkel can be used to run the diesels only. it will not refresh the CO2. it is a design flaw by Ubi.
not sure why the type 21 snorkel will not work properly. i'll look into that.
:Kaleun_Salute:

Mad Mardigan
04-08-22, 12:40 PM
SlySkydiver.! :Kaleun_Cheers:

SlySkydiver
04-08-22, 03:44 PM
firstly, welcome to subsim. :subsim:
secondly, the snorkel can be used to run the diesels only. it will not refresh the CO2. it is a design flaw by Ubi.
not sure why the type 21 snorkel will not work properly. i'll look into that.
:Kaleun_Salute:

Oh I see. Thank you for the help.

Aktungbby
04-08-22, 11:35 PM
SlySkyDiver!:Kaleun_Salute: somewhat belatedly; we missed your #1 post in December!:shucks:

KaleunMarco
04-09-22, 10:31 AM
I've also noticed that on the Type XXIII and XXI I can't use the snorkel at periscope depth which I'm pretty sure I should. In fact in the XXI I can only use the snorkel if I'm surfaced!

just tested the Type 21 and discovered that SH4 will not re-charge the batteries under any circumstances.

so....use of the snorkel is immaterial if one cannot re-charge the batteries.

so, as it is, if you want to drive a Type 21, you must use the Game Option for unlimited Battery Power. you set that by clicking on the Filing Cabinets, then Gameplay Options.

shoiga
04-11-22, 09:04 AM
Hi

I use RAOBF to get target range,
But it shows different results than when measured using a ruler on the attack map.

Is RAOBF's measuring is not good for get true range?
And how about "Stock RAOBF"? mod?

Thanks

KaleunMarco
04-11-22, 11:40 AM
Hi

I use RAOBF to get target range,
But it shows different results than when measured using a ruler on the attack map.

Is RAOBF's measuring is not good for get true range?
And how about "Stock RAOBF"? mod?

Thanks
sadly, i cannot answer your question as i use auto-targeting.

KaleunMarco
04-14-22, 04:24 PM
i have run into an old problem and all of the fixes do not cure it.

driving a 2C out of Kiel. November/December 1940.
out on the 6th or 7th patrol, we torpedo a merchie and take a CTD on torpedo impact.

rebooted.
double-checked that SH4 is LAA enabled.
did the mod soup fix.
cleared out all of the save folder with the exception of the current mission folder.

what am i missing because the next fix attempt will have to be creating a new career in the same boat at approx the same time with a new crew...and i hate doing that.
:k_confused:

propbeanie
04-14-22, 05:51 PM
What ship was it KM? What torpedo did you use?

KaleunMarco
04-14-22, 06:33 PM
What ship was it KM? What torpedo did you use?

man....i cannot remember what i ate for lunch and you want to know the ship?!?!?:doh:

i think it was some kind of Brit tanker (no offense, s7rikeback).
and the fish was a Type II.

but see that's the thing, i have used only Type 2's for the last 5,6,7 missions and i know i have sunk a few tankers...so what was different this time? (rhetorical question)

KaleunMarco
04-15-22, 11:56 AM
What ship was it KM? What torpedo did you use?

ok...you forced me to clear-core-and-reboot.

so, i created a RGG with a variety of tankers, merchies available in the ME in the next mission. i've used this technique previously.
in the game, a small convoy was created and ran right through our position without the second-stage-spawn. very odd. but that is a different issue.

while i was sitting in the patrol zone a couple of singles passed our way.
we sunk a Hog Island merchant and something called M-KF-M (O) Merchant, whatever that means. No CTD's.

so now i am trying to figure out why torpedoing only certain ships cause CTD, especially when i am using the ME and not rolling-my-own RGG via a text editor.

a second question is: when i use the ME to create a RGG, the ships/ship-class-names do not matchup with the same fields in either the Names.cfg, the Roster\Sea Folder files or the Sea Folder files. so, from where does the ME get those description? ugh!!!

KaleunMarco
04-15-22, 03:36 PM
What ship was it KM? What torpedo did you use?

ok...you forced me to clear-core-and-reboot.

so, i created a RGG with a variety of tankers, merchies available in the ME in the next mission. i've used this technique previously.
in the game, a small convoy was created and ran right through our position without the second-stage-spawn. very odd. but that is a different issue.

while i was sitting in the patrol zone a couple of singles passed our way.
we sunk a Hog Island merchant and something called M-KF-M (O) Merchant, whatever that means. No CTD's.

so now i am trying to figure out why torpedoing only certain ships cause CTD, especially when i am using the ME and not rolling-my-own RGG via a text editor.

a second question is: when i use the ME to create a RGG, the ships/ship-class-names do not matchup with the same fields in either the Names.cfg, the Roster\Sea Folder files or the Sea Folder files. so, from where does the ME get those description? ugh!!!

ok, did some more testing. changed the RGG composition.
https://i.postimg.cc/vBpGBPKR/Picture0002.jpg

when i caught up with the RGG there were only two ships detected by visual and sonar, a huge euro liner and a 10,500t Tanker.
i wonder why the remainder didn't spawn.

https://i.postimg.cc/0yfDh4Wy/SH4-Img-2022-04-15-15-12-06-828.jpg

maneuvered into position and fired one torpedo at each.
as the tanker was hit, SH4 CTD'd.
however, as the fish were in-transit, i snuck a peek with the external Camera.

https://i.postimg.cc/zG5TtNkQ/SH4-Img-2022-04-15-15-12-00-373.jpg

it appears as if i am experiencing the cast-of-thousands bug where one or more ships of an RGG is multiplied to the max.

propbeanie
04-16-22, 09:34 AM
Are you certain that is the right Group? When using a Single Mission, the majority of the whole campaign file set also loads. Also, you don't show the Properties of your Group, so is it possible you are spawning several at one time there? If you change things to be like lurker did them, you also have to limit the number of groups and the number of ships each of the groups can spawn, else you sometimes end up with Group upon Group piling together into a mess. But from what you did, you suspect the 10,500 ton tanker?

btw, the "M-KF-M" means Mast - Kingpost with Funnel right by it - Mast. I do not remember the (O)... Just another way to help identify a ship class. :salute:

KaleunMarco
04-16-22, 12:30 PM
Are you certain that is the right Group? When using a Single Mission, the majority of the whole campaign file set also loads.

yes, i am certain. i created the RGG for this particular mission.

Also, you don't show the Properties of your Group, so is it possible you are spawning several at one time there? If you change things to be like lurker did them, you also have to limit the number of groups and the number of ships each of the groups can spawn, else you sometimes end up with Group upon Group piling together into a mess. But from what you did, you suspect the 10,500 ton tanker?

i do not believe that the RGG is spawning several iterations of itself simultaneously. i say that because the spawns are set for 72 hour iterations and the group is proceeding at 10 kts so each spawn group has plenty of time to pass through the area of operations before the next one spawns.

btw, the "M-KF-M" means Mast - Kingpost with Funnel right by it - Mast. I do not remember the (O)... Just another way to help identify a ship class. :salute:

no offense, but what idiot came up with this idea of naming merchant ships by Mast, Kingpost and Funnel? i ask because it resolves none of the questions that any sea skipper would ask: how long is she, what is her draft (draught), what is her displacement, what is she carrying, under whose flag is she sailing? LSMFT is meaningless. :haha:

ok, on to the next. so, i added some individual ships in order to test spawning as well as trying to nail down the CTD-on-torpedo-hit issue. here is the relative placement of ships from the ME. you can see the roster description underneath the ship-icon. the circled icons mark those ships that actually spawned during the career-mission. the hard-to-read Green is courtesy of the ME and not me.:03:
the date of the mission is November-December 1940.

https://i.ibb.co/xCysKdV/Picture0004.jpg

each one of the eight ships has availability at the time of the mission per the Roster definitions but only three spawned. WTF?:doh:
since these ships are individual placements and they are all available per the Roster definitions, they will appear only once in the mission, 100% of the time. or at least should appear 100% of the time. clearly, that didn't work so well. :hmmm::doh:

and, each of the ships that did spawn were successfully destroyed with torpedoes with no CTD.

so, lots of questions which were not questionable prior to this particular mission.

why do only three of eight ships spawn?
if the tanker that spawned as a single ship is the same type/class tanker that spawned in the RGG of my previous attempt, why was i able to torpedo her now but previously torpedoing resulted in a CTD?
if the tanker that spawned as a single ship is NOT the same as the tanker that (may) caused the CTD last time, why is that? the date range is the same and the class is the same.
if the tanker that caused the CTD previous really didn't cause the CTD when it was hit by the torpedo, then what did cause the CTD?


i am trying to think of other scenarios that i can create and test to narrow the open items down to a single answer.
any ideas you can share are welcome.
+++++++++
p.s.
so, in pursuit of more data, i opened the .MIS for the career-mission causing the CTD with Notepad and found a couple of issues.
the ME is not creating RGG entries according to the Roster and Sea folders.
;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
---
this is a tanker definition in the mission:
[RndGroup 1.RndUnit 1]
Class=TUS
Type=103
Origin=British

Type 103 is not correct. it should be 101.
----
Here is a troopship definition in the mission.
[RndGroup 1.RndUnit 2]
Class=PPE
Type=103
Origin=British

Type 103 is not correct. the PPE is Type 109.
[Unit]
ClassName=PPE
UnitType=109

in fact, ALL of the ships in the RGG are Type 103. it would appear that the ME went "rogue", drank the Type 103 Kool-aid and that was that.:wah::doh::hmmm:

so, for the next run of this mission, i will use the ME to create and place the ships, then create the waypoints and then go back and edit the Type field with Notepad.

are we having fun, yet?:06:

KaleunMarco
04-16-22, 02:11 PM
so, for the next run of this mission, i will use the ME to create and place the ships, then create the waypoints and then go back and edit the Type field with Notepad.

are we having fun, yet?:06:


ok, well, i pivoted a bit.
don't know why, can't explain it, but i launched ME, not from my desktop icon but from the Explorer window. previously i was using a desktop icon.

well, the result was three error messages about ships with wrong classes within an RGG. DUH!
then CTD.

the desktop icon is pointing to ME in the FOTRSU game folder not Dark Waters.
who would have thunk that this could mess up a mission?

ok, change of plans. i will start from scratch and add some ships to the original T2C-Jun-4 mission and see if A. the ships are defined correctly and B. if i get a CTD when i torpedo one.

are we having fun, yet? another Ubi Good Deal.

KaleunMarco
04-16-22, 05:01 PM
ok, well, i pivoted a bit.
don't know why, can't explain it, but i launched ME, not from my desktop icon but from the Explorer window. previously i was using a desktop icon.

well, the result was three error messages about ships with wrong classes within an RGG. DUH!
then CTD.

the desktop icon is pointing to ME in the FOTRSU game folder not Dark Waters.
who would have thunk that this could mess up a mission?

ok, change of plans. i will start from scratch and add some ships to the original T2C-Jun-4 mission and see if A. the ships are defined correctly and B. if i get a CTD when i torpedo one.

are we having fun, yet? another Ubi Good Deal.

part of the problem was using the ME from another installation.
so, MultiSH4 users, be advised: use the ME in the folder for the version of SH4 that you are using and not an ME from any other SH4 installation.
at least i resolved the CTD issue.

the tanker availability issue is still a mystery. i'll have to put more time into it.

U-190
04-17-22, 04:38 AM
It simply holiday any! :up:

SonnySmiles
05-22-22, 10:45 PM
I'm about to start a game but need some help
I played once before in a ixc/40 traveling from lorient to pengang
My questions are what do I do for setting up my crew
Last time I played I just filled all the compartments by saving and the reloading to fill the lot
Do I just fill the crew compartment and play? And do I fill the conning tower?
Last question guys
Does traveling from lorient to pengang upset the game as I have it all set for the Pacific theater on the mods?
Sorry for the newbie questions guys but been out the game and struggling on a crappy laptop lol
Gotta play dark waters asap lol

KaleunMarco
05-23-22, 04:09 PM
I'm about to start a game but need some help
I played once before in a ixc/40 traveling from lorient to pengang
My questions are what do I do for setting up my crew
Last time I played I just filled all the compartments by saving and the reloading to fill the lot
Do I just fill the crew compartment and play? And do I fill the conning tower?
this is a personal preference. some Kaleuns like a full crew and others like to have some unfilled billets in order to move injured crew. personally, i think your crew number should correspond to their skill level. if you have a highly skilled crew you can probably operate at 100% efficiency with less than 100% of the billets filled. Less individual skills means that you probably need to have more bodies to boost the performance.

Last question guys
Does traveling from lorient to pengang upset the game as I have it all set for the Pacific theater on the mods?


i have a fix (https://www.subsim.com/radioroom/downloads.php?do=file&id=6144&act=down)for this. apply it to the end of your mod list and restart your career. it should eliminate your Kiel-based Uboat being assigned to a Pacific mission off the coast of Australia. :D

SonnySmiles
05-24-22, 07:39 PM
Brother thankyou you saved my life I had this problem and thought God was out to get me a while ago😆
I thought that was the case with the crew I gotta fill it up lol and seems that reloading it at the start a few times is the best crew
But I may try it that way never thought of it deffo think a hard as nails crew can get the job done
Thankyou for the help KaleunMarko

KaleunMarco
06-01-22, 12:43 PM
Is it possible to remove Expanded KIUB GUI mod? I'd like to use stock targeting system inside Dark Waters mega-mod.

yes.
i do not run with the KIUB.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Dark Waters\MODS]

100 OM_DarkWaters_V6
110 OM_Harder_Escort_L2
120 OM_Strategic_Map_Symbols
130 OM_UMark
140 OM_Warm_Clothes
150 OM_U-Jagd
160 OM_Med_Env
180 Voice Mod
900 DarkWaters V6_Errors-fix
999 DW Updates
jimimadrid Torpedos

Aktungbby
06-01-22, 03:14 PM
Gorshkov!:Kaleun_Salute: back on the surface, after a long (9yrs.)silent run!:up:

KaleunMarco
06-01-22, 06:38 PM
Thanks! Where can I find Darkwaters V6_Error-fix and DW updates mods? It does not work without these two mods.


DW should work without those two mods.
in fact...those two mods are the fixes to quite a few behind-the-curtain issues.

things like equipment mismatches with enemy ships and aircraft, date mismatches with ships and equipment.

at the moment, i am the only Kaleun using them because i am hesitant to publish. you see, i helped Fifi develop DW and if i publish, it might look bad. after the release of DW, i found a couple of tools that help diagnose the aforementioned issues.

there is only one fix that is probably necessary and i just published it. that mod fixes the problem of a Uboat being based in Germany or France and receiving a mission in the Indian Ocean. that will be in the Download Forum (https://www.subsim.com/radioroom/downloads.php?do=file&id=6144) already.

KaleunMarco
06-02-22, 05:10 PM
OK. Can you tell me how to remove KiUB GUI from attack and observation periscope in OM Dark Waters mod?

i wasn't aware that it was included in the mod.
in reviewing Page 1 of the Forum Posts, i see no reference to KIUB and its inclusion in Dark Waters.

no offense intended, but what makes you think that it IS included?
second question: if i look at my installation of DW v6, how can I determine if i have it installed?
:hmmm: