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KaleunMarco
06-03-22, 06:41 PM
This GUI is integrated into Dark Waters mod because you can see two panels with dials at attack and observation periscope stations. That is exactly old KIUB GUI that was also added to original OMEGU mod. However I want to get rid of KIUB GUI and play with stock targeting system using Dark Waters mod. Yet I am not sure if it is possible. Probably some new mod-fix would be needed.

then i suggest you send a PM to Fifi and ask him.
i am not read into that aspect of DW.
:Kaleun_Salute:

Fifi
06-04-22, 12:46 AM
Kiub gui is what makes this megamod interesting (it’s unic!) :yep:
However you probably can get rid of it, requiring hard editing in the menu.ini to restaure stock system … and bring back all the tga or dds needed …
Not worth the huge work, to get finally a worst gui (in my opinion)
:Kaleun_Salute:

Bubblehead1980
06-04-22, 08:37 AM
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.


Have you asked? I don't think he would mind if it will improve mod, correct errors.

Fifi
06-04-22, 09:26 AM
Have you asked? I don't think he would mind if it will improve mod, correct errors.

Of course I wouldn’t mind!
You can improve DW the way you want, as far it’s still improvements :)

Bubblehead1980
06-04-22, 10:20 AM
Of course I wouldn’t mind!
You can improve DW the way you want, as far it’s still improvements :)


:Kaleun_Salute:

KaleunMarco
06-04-22, 01:19 PM
Ok, you asked for it, you got it. :03:

Dark Waters Version 6 Roster & Equipment Mod (https://www.subsim.com/radioroom/downloads.php?do=file&id=6161)

Read the brief documentation and have fun.
:Kaleun_Salute:


p.s. if you like it, please click on the Diamond icon and make a positive Comment. In lieu of cash (:D), compliments are always appreciated.

Mad Mardigan
06-04-22, 02:03 PM
Ok, you asked for it, you got it. :03:

[/URL]=Redacted... Redacted... Redacted... @ link providers request... :Kaleun_Wink:[/URL]

Read the brief documentation and have fun.
:Kaleun_Salute:


p.s. if you like it, please click on the Diamond icon and make a positive Comment. In lieu of cash (:D), compliments are always appreciated.



Tried clicking on the link to that, KM... so I could take a look at it... &...

was a no go. Kept getting some such garage about there being an error aka typo in the link... :damn:





:Kaleun_Salute:


M. M.

KaleunMarco
06-04-22, 02:28 PM
Tried clicking on the link to that, KM... so I could take a look at it... &...

was a no go. Kept getting some such garage about there being an error aka typo in the link... :damn:

:Kaleun_Salute:
M. M.

that's interesting. :hmmm:
it did the same thing to me and i uploaded it. you know what this is? it's a lack of respect.

seriously...let me look into it and get it resolved.
thanks for the heads-up.
:Kaleun_Salute:

KaleunMarco
06-04-22, 02:31 PM
Tried clicking on the link to that, KM... so I could take a look at it... &...

was a no go.

try this link.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6161

Bubblehead1980
06-04-22, 03:52 PM
Is it okay to use the 4gig patch instead of LAA with OM or is LAA required?

KaleunMarco
06-04-22, 04:37 PM
Is it okay to use the 4gig patch instead of LAA with OM or is LAA required?

i have not heard a reason to NOT use either of the memory aids.
4 gigs is 4 gigs.
:Kaleun_Salute:

Mad Mardigan
06-04-22, 04:52 PM
That got it KM... much obliged... :shucks: :up:





:Kaleun_Salute:


M. M.

KaleunMarco
06-04-22, 05:21 PM
That got it KM... much obliged... :shucks: :up:





:Kaleun_Salute:


M. M.

not sure what the issue was. :timeout:
the first link (bad one) was the file link for the download.
the second one (good one) was the link to the download page.

either one is valid but i guess not....

glad we figured it out.
:Kaleun_Salute:

Bubblehead1980
06-04-22, 05:23 PM
i have not heard a reason to NOT use either of the memory aids.
4 gigs is 4 gigs.
:Kaleun_Salute:


Thought so, just thought I would ask.:Kaleun_Salute:

Jeff-Groves
06-04-22, 05:27 PM
Is it okay to use the 4gig patch instead of LAA with OM or is LAA required?
:nope:
Let's be VERY clear on this subject.
LAA and the 4Gig patch do the EXACT same thing! They change 1 tiny little byte in the exe.

Hell. I do it with 010 now days as a matter of course.
Do a patch with LAA then do another with the 4gig patch and compare them in a hex editor!
Same byte changed!
Only difference is how long it takes to change that diaper!
:har:

Bubblehead1980
06-04-22, 05:48 PM
:nope:
Let's be VERY clear on this subject.
LAA and the 4Gig patch do the EXACT same thing! They change 1 tiny little byte in the exe.

Hell. I do it with 010 now days as a matter of course.
Do a patch with LAA then do another with the 4gig patch and compare them in a hex editor!
Same byte changed!
Only difference is how long it takes to change that diaper!
:har:


:Kaleun_Salute:

Bubblehead1980
06-04-22, 06:49 PM
Have the mod installed. Going to run a few patrols before I start working on adding in night surface attack abilities, want to get a feel for the mod.


I couldnt help but look at the traffic in the ME. Looks like no convoys in North Atlantic until 1941? Didnt Allies start running the convoys pretty much immediately 1940 was the Happy Time yes?



A lot of traffic layers are blank? Is V6 the latest version?


Also, the download link says V6, but title screen says V5..

KaleunMarco
06-04-22, 07:07 PM
Have the mod installed. Going to run a few patrols before I start working on adding in night surface attack abilities, want to get a feel for the mod.


I couldnt help but look at the traffic in the ME. Looks like no convoys in North Atlantic until 1941? Didnt Allies start running the convoys pretty much immediately 1940 was the Happy Time yes?



A lot of traffic layers are blank? Is V6 the latest version?


Also, the download link says V6, but title screen says V5..

V6 is the latest version regardless of the splash screen.
Fifi either documented that small blip in the first page of the forum or in a post later on. my installation actually has v 6.7 so there must have been a re-release of some kind.

regarding the traffic layers, keep in mind that all of the DW layers were build by Lurker and Fifi added some for all of the smaller theatres (Black Sea, Baltic, Arctic).
i do not remember a dearth of convoy traffic but that is anecdotal and therefore meaningless.
if lurker kept to the historical record to some degree, the big convoys did not really start until January 42.
if i have a chance i'll take a look. i know that there are many campaign layer files.
i have not played DW in a while as i have been bouncing between the two megas in the Pacific.

Bubblehead1980
06-04-22, 07:08 PM
So how do we make this where can customize difficulty settings in in the office?


To start out I want external cam and map contacts on, but the silly event cam off, but all the difficulty options...

KaleunMarco
06-04-22, 07:16 PM
So how do we make this where can customize difficulty settings in in the office?


To start out I want external cam and map contacts on, but the silly event cam off, but all the difficulty options...

i do not understand what you mean?
all of the SH4 gameplay options should be available regardless of modset.
what is missing from your installation?
https://i.ibb.co/7KtLJ7p/Picture0008.jpg

Bubblehead1980
06-04-22, 07:33 PM
i do not understand what you mean?
all of the SH4 gameplay options should be available regardless of modset.
what is missing from your installation?
https://i.ibb.co/7KtLJ7p/Picture0008.jpg


When I click on the cabinet, only has load or save game, no place to change the options.


I had to go to the save file and edit the options.

Mad Mardigan
06-04-22, 07:42 PM
https://i.ibb.co/7KtLJ7p/Picture0008.jpg

When I click on the cabinet, only has load or save game, no place to change the options.


I had to go to the save file and edit the options.

Ok... this isn't like options selection, in fleet boat side BUbblehead1980...

in the Uboat office, the area to click on to open up 'options', is that wee small file cabinet by the door.... just to the right, of the big, main map. :yep: :shucks:

Hope this info, helps... :yep: :up:





:Kaleun_Salute:


M. M.

Bubblehead1980
06-04-22, 08:10 PM
Ok... this isn't like options selection, in fleet boat side BUbblehead1980...

in the Uboat office, the area to click on to open up 'options', is that wee small file cabinet by the door.... just to the right, of the big, main map. :yep: :shucks:

Hope this info, helps... :yep: :up:





:Kaleun_Salute:


M. M.


lol I searched but missed it. Thanks.

Bubblehead1980
06-04-22, 08:14 PM
First impressions is wow. Great looking mod. Loved the U boat pen,nice touch.


Like all SH 4 outside TMO Update, nights are just far too light lol but its native. Ill see if can fix that.

Handling U boat is much different than fleetboat. I started in Feb 1941 out of St Naz 7th flotilla. TYpe IIB U-47.


Challenges I see are running everything on metric system lol,Not my native so does not come to me as fast as imperial measurements but will adjust.

Oh yea rec manual is in German lmao so took a minute to brush up on German.

TDC is different. I've used it before back in OM but been a while, Ill miss the US TDC.


Map is taking getting some used to lol.


Love it thus far though.

Bubblehead1980
06-04-22, 08:32 PM
No chronometer.....


I hit the button the UI and the hot key, nothing pops up..

KaleunMarco
06-04-22, 09:13 PM
No chronometer.....


I hit the button the UI and the hot key, nothing pops up..

you need to apply the U_Jagd mod for a chronometer and it is only that.
the clock is in a box near the bottom of the Nav Map.

Bubblehead1980
06-05-22, 03:19 AM
you need to apply the U_Jagd mod for a chronometer and it is only that.
the clock is in a box near the bottom of the Nav Map.


Ah I misread things, I thought it was optional.


yea I saw the clock is in bottom left, thought something was wrong lol

KaleunMarco
06-05-22, 09:28 AM
yea I saw the clock is in bottom left, thought something was wrong lol
earlier releases of DW had no chronometer or clock.
you know what i really wish that SH4 had: date/time stamp on their messages, both in the order box on the HUD and the radio messages. how can anyone design a naval simulation and not date/time stamp everything? that is the first thing we learned in the navy.

Bubblehead1980
06-05-22, 09:40 AM
earlier releases of DW had no chronometer or clock.
you know what i really wish that SH4 had: date/time stamp on their messages, both in the order box on the HUD and the radio messages. how can anyone design a naval simulation and not date/time stamp everything? that is the first thing we learned in the navy.

Hmm , Yea so the chronometer is still not showing up, with even the mod activated.

I love the flak guns in this mod. Finally get a decent representation of the "puffs" of flak.


I agree, lack of time stamps, another UBI oversight. The laziness in development of it still really. Here had a major dev company with people paid , the source, code, resources etc and failed to deliver in so many ways but I digress.

Any ideas on the chron issue? I have it installed as instruct. Set on resolution, it just simply does not show when hit the hot key or click on the UI. pretty important for manual targeting.

Bubblehead1980
06-05-22, 10:07 AM
Did a little test with darker nights mod on Dark Waters. Works fine thus far. Of course ultimate test will be when find a convoy to test on but dark nights looks great with mod. Will be a matter of testing and adjusting visual sensors only I believe.


I may do some campaign traffic work, not sure yet. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.

Couple issues...when hit the Y key to cycle tubes, it does this but always takes to the damage control screen.



F9 sends to the radio room. Wouldnt make more sense to put in conning tower where attack scope and in case of the Type 9 I was just in, the obs scope is as well. Im not sure how to do this. Remapping keys and I did ntot get along well in TMO lol

Mad Mardigan
06-05-22, 10:36 AM
Did a little test with darker nights mod on Dark Waters. Works fine thus far. Of course ultimate test will be when find a convoy to test on but dark nights looks great with mod. Will be a matter of testing and adjusting visual sensors only I believe.


I may do some campaign traffic work, not sure yet. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.

Couple issues...when hit the Y key to cycle tubes, it does this but always takes to the damage control screen.



F9 sends to the radio room. Wouldn't make more sense to put in conning tower where attack scope and in case of the Type 9 I was just in, the obs scope is as well. Im not sure how to do this. Remapping keys and I did not get along well in TMO lol


You, would think so... but... remember, that for the Uboat... The radio room area, was also home to the Uboats... 'ears', as well... aka the sonar equipment.

Which, unlike their counterpart in the U. S. fleetboat service... had that, located in the conning tower on the newer subs. The S class, being the exception which had theirs in the control room... since the conning tower was little more than a means to get to the bridge.

The radio/sonar section, was also where... the Kaleun, went to gather his thoughts when he had some time for... privacy, as well.. though in a more... limited fashion.

Of course, looking at the config of the uboat... it stands to reason, as to the arrangement of it... the radio/sonar set up... was well away from the noisy engine section... which, was important... as noise from the engines... e motors via the props... would interfere with sound pick up. Hence... that narrow 20 degree dead zone.. (10 to each side of 180) as to the rest... well, that depended greatly on the type equipment used... believe there was 1 set up that covered 140-150 degrees leaving a dead zone both fore & aft... & then there was the 1 that allowed for 360 degree sound pick up, with that same read 20 degree dead zone, if the e motors were in use. The down side with that last unit, was... it could easily (more easily than the internal 140-150 side scan unit... :hmmm:) NOT to say that, it couldn't get damaged... just that it took a bit more to do so.


Yet, while away from the engine compartment, it was still in close proximity to... the control room... or command section.




:Kaleun_Salute:


M. M.

Bubblehead1980
06-05-22, 11:06 AM
You, would think so... but... remember, that for the Uboat... The radio room area, was also home to the Uboats... 'ears', as well... aka the sonar equipment.

Which, unlike their counterpart in the U. S. fleetboat service... had that, located in the conning tower on the newer subs. The S class, being the exception which had theirs in the control room... since the conning tower was little more than a means to get to the bridge.

The radio/sonar section, was also where... the Kaleun, went to gather his thoughts when he had some time for... privacy, as well.. though in a more... limited fashion.

Of course, looking at the config of the uboat... it stands to reason, as to the arrangement of it... the radio/sonar set up... was well away from the noisy engine section... which, was important... as noise from the engines... e motors via the props... would interfere with sound pick up. Hence... that narrow 20 degree dead zone.. (10 to each side of 180) as to the rest... well, that depended greatly on the type equipment used... believe there was 1 set up that covered 140-150 degrees leaving a dead zone both fore & aft... & then there was the 1 that allowed for 360 degree sound pick up, with that same read 20 degree dead zone, if the e motors were in use. The down side with that last unit, was... it could easily (more easily than the internal 140-150 side scan unit... :hmmm:) NOT to say that, it couldn't get damaged... just that it took a bit more to do so.


Yet, while away from the engine compartment, it was still in close proximity to... the control room... or command section.




:Kaleun_Salute:


M. M.


True. Just thinking for ease of movement in the sim.

Im out on patrol with auto target (bleh) for now just to test things out. First assignment was Grid AE 76 off Iceland. Finished it up now in AL looking for convoy. July 1941. Curiously enter 15 days at sea and fairly close, only saw one aircraft, a sunderland which did not and was unarmed apparently.Gotta get the chronometer fixed issue somehow when get back to port for when start a real campaign can do manual targeting.

JapLance
06-05-22, 12:09 PM
. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.


I just checked, and the Lant_Convoys_41 layer is activated from the beginning of the war in 1939 up to 1942 in the campaign.cfg (Section 46). It spawns convoys for 1939 and 1940.

Bubblehead1980
06-05-22, 12:12 PM
I just checked, and the Lant_Convoys_41 layer is activated from the beginning of the war in 1939 up to 1942 in the campaign.cfg (Section 46). It spawns convoys for 1939 and 1940.


Really? Guess I missed that. Thanks:Kaleun_Salute:



Im 30 days in at sea in Grid AL 5, prime area and no contacts lol. One Sunderland, en route to area but didnt see me somehow.


July 30 1941/

KaleunMarco
06-05-22, 12:31 PM
Did a little test with darker nights mod on Dark Waters. Works fine thus far. Of course ultimate test will be when find a convoy to test on but dark nights looks great with mod. Will be a matter of testing and adjusting visual sensors only I believe.


I may do some campaign traffic work, not sure yet. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.

Couple issues...when hit the Y key to cycle tubes, it does this but always takes to the damage control screen.



F9 sends to the radio room. Wouldnt make more sense to put in conning tower where attack scope and in case of the Type 9 I was just in, the obs scope is as well. Im not sure how to do this. Remapping keys and I did ntot get along well in TMO lol

if you want remapped keys, i can send you the keyboard that i use no matter which mod-set i am playing.
i do not have a graphic of the keyboard and if i forget which key is which, i use jimimadrid's keymapper (https://www.subsim.com/radioroom/downloads.php?do=file&id=4715) to answer the question.

KaleunMarco
06-05-22, 12:37 PM
Hmm , Yea so the chronometer is still not showing up, with even the mod activated.

I love the flak guns in this mod. Finally get a decent representation of the "puffs" of flak.


I agree, lack of time stamps, another UBI oversight. The laziness in development of it still really. Here had a major dev company with people paid , the source, code, resources etc and failed to deliver in so many ways but I digress.

Any ideas on the chron issue? I have it installed as instruct. Set on resolution, it just simply does not show when hit the hot key or click on the UI. pretty important for manual targeting.

just re-checked the DW.zip and there are two U-Jagd mods.
you want to use OM_U-Jagd.

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

Bubblehead1980
06-05-22, 01:20 PM
just re-checked the DW.zip and there are two U-Jagd mods.
you want to use OM_U-Jagd.

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



That is the one I am using...no chronometer.

Bubblehead1980
06-05-22, 01:57 PM
if you want remapped keys, i can send you the keyboard that i use no matter which mod-set i am playing.
i do not have a graphic of the keyboard and if i forget which key is which, i use jimimadrid's keymapper (https://www.subsim.com/radioroom/downloads.php?do=file&id=4715) to answer the question.



Sure, if you don't mind:Kaleun_Salute:

Bubblehead1980
06-05-22, 02:49 PM
Dark Waters
Auto target on since could not get Chronometer to work.
Turned map contacts off. Left external cam for screenshots.
Otherwise all realism enabled.



Just wrapped up first battle, currently on surface at dawn trying to get ahead of convoy. Really enjoying the mod.


Departed Brest, France on 2 July 1941


Aside from one Sunderland flying boat, no contacts for a month at sea. Finally,




August 5, 1941
----------------------

1310 Contact Report from BdU.
Large Convoy Grid AL 47
Course ENE Speed 6 kts.

1315 Set course to intercept.


August 6, 1941
--------------------------

0040 Submerged to sweep with hydrophone.

0042 Distant props bearing 010. Possible convoy.

0047 Surfaced. Set course to intercept.

0115 Submerged for sound sweeps. Contacts bearing 000.

0120 Surfaced. Battle Stations called!

0139 Spotted convoy!

0148 Escorted spotted, illuminated boat with spotlight.

0149 DIVE! Fired tubes 1,2,3, as submerged at M-KF-M (B) Merchant. 5100 tons

0150 Leveled at periscope depth.

0151 Torpedo impact! Torpedo impact! Ships exploded, split in two, sunk.

0152 Braced for depth charge. Silent Routine.

0156 A few close charges. Boat 167 meters


0216 Back at periscope depth.

0217 Fired on 7801 ton merchant bearing 000 1000 meters.
Fired on 6500 ton merchant astern bearing 200.
All tubes empty.

0219 Torpedo hit 7801 merchant ahead. Large explosion.

0220 Torpedo hit target astern, large explosion.

Enemy escort closing fast range 600 meters.

Ordered hard dive! Flank speed!

0222 As boat passed epth of 45 meters, explosions, shallow.

0225 Heard vessel sink.


0230 Depth 175 meters. Pinging, but enemy did not have location on boat.


0239 Heard second vessel sink.


0240 Many depth charges dropped, none close.


0246 Pinging continued.


0400 Periscope depth. All clear. Surfaced.


0410 Began battery recharge and transfer of external torpedo reserves
into boat.

0600 Spotted Destroyer bearing 351 3550 meters.


0602 Spotted smoke plumes from convoy bearing 040 10000+ meters.
Believe DD was making a port flank sweep.


0617 External torpedo transfer completed.
Increased flank speed to move ahead of convoy.

0628 Destroyer spotted, turned to avoid.

0631 Returned to course to pass convoy along port side.
Continued tracking of convoy over horizon via smoke.


Vessels Sunk:

MK-F-M 5516 Merchant tons
GRID AL 44


KS-M-KS-M-F-M-KS-M Merchant 7801 tons
GRID AL 44


M-KF-M (C) Merchant 6423 tons
GRID AL 44

KaleunMarco
06-05-22, 02:56 PM
Sure, if you don't mind:Kaleun_Salute:

check your PM Inbox

Jeff-Groves
06-05-22, 04:15 PM
Lots of problems with this mod.
No AO mapping assigned even though the models can use them and such.

Notice what is missing from this Roster file?


[UnitClass]
ClassName=SSTypeVIID
UnitType=200
AppearanceDate=19410830
DisappearanceDate=19450503
DisplayName=Type VIID

[Unit 1]
Name=U-213
DOC=19410830
DOD=19420731

[Unit 2]
Name=U-214
DOC=19411101
DOD=19440726

[Unit 3]
Name=U-215
DOC=19411122
DOD=19420703

[Unit 4]
Name=U-216
DOC=19411215
DOD=19421022

[Unit 5]
Name=U-217
DOC=19420131
DOD=19430605

[Unit 6]
Name=U-218
DOC=19411205
DOD=19450506

Jeff-Groves
06-05-22, 04:20 PM
Here's a clue

[Texture 1]
TextureName=data/Submarine/NSS_Uboat18/NSS_Uboat18_T01.tga
LightmapTextureName=data/Submarine/NSS_Uboat18/NSS_Uboat18_O01.tga
StartDate=19300315
EndDate=19451231
Frequency=1

Bubblehead1980
06-06-22, 10:22 AM
Lots of problems with this mod.
No AO mapping assigned even though the models can use them and such.

Notice what is missing from this Roster file?


[UnitClass]
ClassName=SSTypeVIID
UnitType=200
AppearanceDate=19410830
DisappearanceDate=19450503
DisplayName=Type VIID

[Unit 1]
Name=U-213
DOC=19410830
DOD=19420731

[Unit 2]
Name=U-214
DOC=19411101
DOD=19440726

[Unit 3]
Name=U-215
DOC=19411122
DOD=19420703

[Unit 4]
Name=U-216
DOC=19411215
DOD=19421022

[Unit 5]
Name=U-217
DOC=19420131
DOD=19430605

[Unit 6]
Name=U-218
DOC=19411205
DOD=19450506

Well, care to correct these issues? :Kaleun_Salute:


All mods have issues etc but thus far loving this mod.

My only one I've thus far is the damned chronometer does not show up, even with the mod, trying to required resolution, etc. Just not present, quite aggravating having to use auto target.


I am working now to make it so night surface attacks, including from inside convoy are possible as I did in TMO.

Bubblehead1980
06-06-22, 10:24 AM
Stuck on a issue...the chronometer does not show up. I have the mod enabled per instructions. I've looked all over. Tried the required resolution and others, the damn thing just does not appear. Such a simple thing never had issues with before in SH 4 lol. Does not appear where normally would when hit the hot key or click on the UI. Want to get this solved so can use manual targeting.

Bubblehead1980
06-06-22, 07:54 PM
September 1940

Test 1

Attacked a large North Atlantic convoy on surface at night, winds were 6 meters per second, so a mild chop. All were default DW settings except had the darker nights mod enabled and gunfire error angles increased (to prevent sniper like fire ) . On a full moon night with non fog, I was able to avoid the escort screen and get inside convoy to the center columns

I approached from front of convoy, turned into the convoy, and go "down the middle" , then turn at angle when located desired targets, a favorite tactic in the pacific with US fleetboats.


I was flooded down to 7 meters and made it past first two ships undetected. I began my turn to target tankers to my port with bow tubes and was spotted, as ships ship and made slight evasive movements. I fired two torpedoes at a 6800 ton tanker, two hits!.


Some gunfire came my way but most merchants were unarmed. I fired two more at another tanker and scored two hits (auto target for testing, cant do manual until solve the missing chronometer issue).

While lining up for attack with stern tube, noticed a DD come in a very high speed, firing his guns and shining his spotlight. Ordered a crash dive and their hunting was ineffective. Likely because even with the L2 harder escorts mods, too many escorts set to competent, which means they are incompetent lol. May have to adjust this.



Test 1a

Same circumstances except not flooded down, fully surfaced.

Snuck in gain, but spotted earlier by lead merchants, still able to attack successfully. DD closed in fast as did some corvettes. Dive



Test 2

Same circumstances, except approached convoy from the rear,

made it inside flooded down about the same as Test 1, and when not flooded, about same as test 1a. Sunk three ships, only hit was from some machine gun fire, no damage.


Test 3

Attacked from outside convoy, was able to sneak passed flank escorts and attack from outside, I was about 2000 yards, 1828 meters from outside columns at time of firing and was undetected but flooded down and not flooded.



Based on these tests thinking the light factor handicap has to be increased just slightly, and the speed factor. Set to 0 in this mod, never encountered that before. This factor is one of the criteria sub has to be at x speed to be detected visually, below that speed, speed is not a factor in detection. Most mods have it around 9-11 kts. May have to adjust this.


Now to test other years.

Bubblehead1980
06-06-22, 11:40 PM
Do planes get the leigh light at some point? I noticed SH 3 planes have it in videos and screenshots...

Mad Mardigan
06-06-22, 11:57 PM
Do planes get the leigh light at some point? I noticed SH 3 planes have it in videos and screenshots...

Know that with SH3, there is a mod, that is utilized in SH3Commander, to equip those planes that were hard core known to have it as standard when the time or in this cae month & year, that it became available.


Now, as for OM: Dark or even KSD II or KSD II: Ace, SH4 side of the Uboat sims... that's a good question, if they are included in the equip files for those same aircraft that have been ID'ed for it, in SH3. :hmmm:



Inquiring minds, wanna know... :yep:





:Kaleun_Salute:


M. M.

KaleunMarco
06-07-22, 11:58 AM
Do planes get the leigh light at some point? I noticed SH 3 planes have it in videos and screenshots...

i believe that leigh lights were not available as equipment so Fifi added more powerful/more capable radar as a compensating feature.

i believe that is what he did.

regarding the chronometer, i do not know why the chronometer is beating you up. Send a PM to Fifi and present your status and evidence and see what he says.
:Kaleun_Salute:

Bubblehead1980
06-07-22, 12:34 PM
i believe that leigh lights were not available as equipment so Fifi added more powerful/more capable radar as a compensating feature.

i believe that is what he did.

regarding the chronometer, i do not know why the chronometer is beating you up. Send a PM to Fifi and present your status and evidence and see what he says.
:Kaleun_Salute:


I messaged Fifi, he said he was not sure of the issue, but sounded like a resolution problem. I have the resolution set specified in the README. I've experimented with other resolutions, uninstalled, reinstalled, followed all instructions to the letter.


I was sent screen shots by another user showing for some reason the chronometers default position is low on the screen instead of high and right centered like stock and other mods. Wondering if chronometer is hiding beyond the oversized 2d gauges on the UI. Of course they are large and if click it where the bar drops away some, cant see, also when make bar disappear, the chrono disappears also. I have no idea how to resolve this, quite aggravating as it holding up getting a actual career started.

Jeff-Groves
06-07-22, 03:03 PM
Just tested with U Jag mod activated.
Chrono will drag out if you put your mouse pointer near the ring as shown below.

https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12580

With out U Jag it's not drag enabled. Menu ini issue.

Jeff-Groves
06-07-22, 03:23 PM
Start position.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12581

KaleunMarco
06-07-22, 07:53 PM
Start position.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12581

i never thought of screen resolution and chrono position within the nav map.
the chrono always appears in the upper right quadrant of the nav map at 16x9.
it never dawned on me that it might NOT appear at all on a system using lower resolution....or it might be hidden behind the HUD.

Mad Mardigan
06-07-22, 08:43 PM
i never thought of screen resolution and chrono position within the nav map.
the chrono always appears in the upper right quadrant of the nav map at 16x9.
it never dawned on me that it might NOT appear at all on a system using lower resolution....or it might be hidden behind the HUD.

Craziness of this is, KM My friend.. I do use a monitor that has as its 'native' resolution, 16x9... & as it is, My Dark v6 set up... does not have that OM ujagd mod activated... even the chronometer, is dropped down low near the commands bar HUD.


The user that Bubblehead spoke of, that showed screenies, of it when I went & pulled up the chrono, was Me.


I did a 2nd set up, with just the Dark v6 mod itself... checked the chrono location when it was selected to be used... & it was the same as with My main set up...

Ran test 2, with just the Dark v6 mod + the OM ujagd mod, ONLY activated...

& just as with the chrono, that ujagd chrono.. was just as shown in 'Jeff-Groves' screen shot:

Start position.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12581

Now, when I unlocked the commands bar HUD, & it dropped down, the ujagd chrono, was a bit more visible & then, will drag out if you put your mouse pointer near the ring (or just on it in the 9-12 o'clock position of the ring).


Hope this info helps... as always... :shucks: :yep: :up:





:Kaleun_Salute:


M. M.

mazzi
06-07-22, 09:53 PM
https://www.subsim.com/radioroom/showpost.php?p=2703997&postcount=705
This version works at all resolutions, but you will have to correct the size of 2D sensors in the ini file yourself. There is no U-Jag here - it is not compatible.

If you are not satisfied, then the clock is located in [G29 I2], change the coordinates there.

Bubblehead1980
06-07-22, 10:17 PM
https://www.subsim.com/radioroom/showpost.php?p=2703997&postcount=705
This version works at all resolutions, but you will have to correct the size of 2D sensors in the ini file yourself. There is no U-Jag here - it is not compatible.

If you are not satisfied, then the clock is located in [G29 I2], change the coordinates there.


That is great, but I'll need a little more detail than that....not something I am used to working with.

Bubblehead1980
06-07-22, 10:40 PM
Start position.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12581

Still not present for me, oh how I wish it were that simple. lol

mazzi
06-07-22, 11:50 PM
That is great, but I'll need a little more detail than that....not something I am used to working with.
At the moment I don't have DW installed and specifically with the coordinates in [G29 I2] I can't help.


And to correct the size of 2D sensors in the interface from my archive is quite simple - you need to find 6 lines for the word 1920x1080.
Next, the desired permission to uncomment, and not the desired permission to comment out.

Here is the first piece of code with the found string:

[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768
;Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600х1200
Color=0xFFFFFFFFWhat to fix here is clear?
Then you go on and fix it in 5 more places [G3F I27] [G3F I36] [G3F I43] [G3F I51] [G3F I57].


Here is a window with messages, you can also change the location of the window for your resolution:

[G3F I246]
Name=Group messages 2
Type=1026;Menu group
ItemID=0x3F2A0000
ParentID=0x3F000000
Pos=256,-4,350,94
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0 0x3F2A0000 -0.63 0 0 0 ;1024x768, 1152x864, 1280x960, 1280x1024, 1600x1200
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0225 0x3F2A0000 -0.925 0 0 0 ;1280x800, 1600x1024, 1680x1050
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0325 0x3F2A0000 -1 0 0 0 ;1280x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0175 0x3F2A0000 -0.7 0 0 0 ;1920x1200
Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.75 0x3F2A0000 0 0 0 0 ;1360x768, 1366x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.225 -0.785 0x3F2A0000 0 0 0 0 ;1600x900
;Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.785 0x3F2A0000 0 0 0 0 ;1920x1080
Color=0xFFFFFFFFAll.

Bubblehead1980
06-08-22, 12:02 AM
At the moment I don't have DW installed and specifically with the coordinates in [G29 I2] I can't help.


And to correct the size of 2D sensors in the interface from my archive is quite simple - you need to find 6 lines for the word 1920x1080.
Next, the desired permission to uncomment, and not the desired permission to comment out.

Here is the first piece of code with the found string:

[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768
;Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600х1200
Color=0xFFFFFFFFWhat to fix here is clear?
Then you go on and fix it in 5 more places [G3F I27] [G3F I36] [G3F I43] [G3F I51] [G3F I57].


Here is a window with messages, you can also change the location of the window for your resolution:

[G3F I246]
Name=Group messages 2
Type=1026;Menu group
ItemID=0x3F2A0000
ParentID=0x3F000000
Pos=256,-4,350,94
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0 0x3F2A0000 -0.63 0 0 0 ;1024x768, 1152x864, 1280x960, 1280x1024, 1600x1200
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0225 0x3F2A0000 -0.925 0 0 0 ;1280x800, 1600x1024, 1680x1050
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0325 0x3F2A0000 -1 0 0 0 ;1280x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0175 0x3F2A0000 -0.7 0 0 0 ;1920x1200
Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.75 0x3F2A0000 0 0 0 0 ;1360x768, 1366x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.225 -0.785 0x3F2A0000 0 0 0 0 ;1600x900
;Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.785 0x3F2A0000 0 0 0 0 ;1920x1080
Color=0xFFFFFFFFAll.


Eh I am a bit lost here.

Okay so 1920x1080 needs to have the ; removed from in front of in the various entries listed and that is it?


Prior to seeing the post I loaded up your mod. I finally had the chronometer, thankfully. However, the resolution looked strange, things were too small compared to normal, conning tower seemed stretched, taller than should be and the 3d crew looked strange.





This correct?


[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
;Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768
Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600õ1200
Color=0xFFFFFFFF

Bubblehead1980
06-08-22, 12:22 AM
I made the corrections suggested, thinks look normal thus far. I can now see the chronometer finally(!!) and even moved the time back to where it should be on the right instead of down to left over top of the order bar UI. 2d depth gauge, telegraph etc are a little too large, can click below them to get alternates. Fix?

Thank you for the fix! much appreciated.

Bubblehead1980
06-08-22, 01:39 AM
Update. FINALLY solved it. Took settings from TMO for the chron, applied to the U Jag add on mod, chrono now shows up in center of screen .

Bubblehead1980
06-08-22, 03:52 AM
Made some changes, tested ability get inside convoy. This was in a single mission. No moon, seas were light (for the Atlantic) . Time period of mission August 1940

Convoy was westbound...I avoided the lead escort moved along side the port column of convoy about 3300 yards, while rear escort was lagging behind, I made a "u turn" and increased to flank speed to overtake convoy, aiming to come up the middle between center columns, where best targets typically are.

I made it past the first two (well last two in each center columns) undetected. turned with bow facing starboard center column and stern facing port center column. Targeted a large merchant ahead and mid sized one astern.

Fired torpedoes 1,2, at large merchant ahead, then stern tube at mid sized merchant. Turned starboard to bring tubes to bare on last merchant in column. First torpedoes hit , large fire and explosion. Some sporadic gunfire form merchants. Stern torpedo hit its target, more fires.

Fired one torpedo at the merchant ahead with a 30 degree AOB. Began moving across the convoy at flank speed, dodging some gunfire. Avoiding closing escorts. torpedo hit, merchant exploded and sunk fast, surprisingly fast.


Mowing across the columns for port side to exit, coming under increased fire, flooded down to 7 meters. (mod) This reduced incoming fire, all rounds missed.


Soon had a aft engine freighter or tanker ahead, fired last torpedo. Torpedo prematurely exploded. U-48 was caught in a searchlight of a unseen trawler type escort. on outside starboard column. Clearly illuminated and taking machine gun fire on conning tower. Ordered a crash dive.


After some depth charges damaged boat from two flower class corvettes Since just a test mission surfaced, guns manned and slugged it out.

One corvette rammed me, pretty dramatic moment. Screenshot and others below.


https://i.postimg.cc/cL0sXBsW/convoyport.png (https://postimages.org/)

https://i.postimg.cc/3x1360Rv/damaged1.png (https://postimages.org/)

https://i.postimg.cc/W44sPpFf/decksawash.png (https://postimages.org/)

https://i.postimg.cc/XvD4NM9N/flooded-down-1.png (https://postimages.org/)

https://i.postimg.cc/26sYv4HP/moonrising.png (https://postimages.org/)

https://i.postimg.cc/gJXdnMKV/nightconvoy1.png (https://postimages.org/)

https://i.postimg.cc/v8nbyNTM/ram1.png (https://postimages.org/)

https://i.postimg.cc/CLVYxsn8/ram2.png (https://postimages.org/)

https://i.postimg.cc/mk7sStJh/search.png (https://postimages.org/)

Bubblehead1980
06-08-22, 11:33 AM
Thus far only disappointing gameplay issue with DW is tankers do not "blow up" as a loaded tanker should do. Have not spotted lifeboats either. Typically one solid torpedo hit was enough to ignite a tanker. They do catch fire burn, and the fire damage mod is apparently merged into DW as fire appears to damage ships over time (love it) but its rather dull when tanker does not blow up as should.


I've played around with zon.cfg file before but not how to get the boom. Just looking for the fix....

Bubblehead1980
06-09-22, 09:38 AM
Running Dark waters
Map contacts and cam on, manual targeting and all other difficulty enabled.

Started in September 1939.


I have been on patrol for 25 days, sunk two trawlers by gunfire and in a two day convoy battle, sunk a Queen Elizabeth Class Battleship (report will come at conclusion of patrol) in Western approaches, quite close to Britain. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol.


Also a Battleship escorting a convoy with 3 destroyers? I assume this is historical? I know surface raiders were a concern esp early in war and seems like I remember reading about battleships and cruisers escorting convoys. I encountered them in Grid AM 815 based on contact report.

Fifi
06-09-22, 12:22 PM
. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol.


X256 is the best for planes encounters… :yep:

Bubblehead1980
06-09-22, 01:19 PM
Wrapped up first patrol in Dark Waters. Really was a lot of fun.

Sunk a Queen Elizabeth Class battleship in a long running battle with convoy.
Full report below.

https://www.subsim.com/radioroom/showthread.php?p=2813147#post2813147


My only gripe is they spot periscope way too easy even at night. How can we change this? Just want to balance it a bit, esp at night.


Great mod, a lot of fun. Depth charge attacks and enemy AI with the L2 at excellent. Love the DC sounds.

Bubblehead1980
06-09-22, 01:20 PM
X256 is the best for planes encounters… :yep:


Eh thats slow lol. I limited tc as suggested and no prob I never run above 1026 anyways because miss contacts and messes with weather. Planes do not render if above x256 like in other mods?

Mad Mardigan
06-09-22, 01:33 PM
Eh thats slow lol. I limited tc as suggested and no prob I never run above 1026 anyways because miss contacts and messes with weather. Planes do not render if above x256 like in other mods?

Yeah... x256 during day time, x512 at night possible, while surfaced... at least during the time when planes were NOT a threat during the night... of course, this all changed when they developed radar for use on planes, as well as leigh lights.

Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights. :yep:


Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though... :hmmm:

Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers... :doh:


Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.)




:Kaleun_Salute:


M. M.

Bubblehead1980
06-09-22, 01:38 PM
https://i.postimg.cc/gcQNHQgf/bowwake.png (https://postimages.org/)

https://i.postimg.cc/KvTQqfV4/convoyabove1.png (https://postimages.org/)

https://i.postimg.cc/jjMhwFW3/damagedqueene1.png (https://postimages.org/)

https://i.postimg.cc/gJ5q4LHv/ddescorting1.png (https://postimages.org/)

https://i.postimg.cc/13ZBL6hB/decksawash.png (https://postimages.org/)

https://i.postimg.cc/1t4rprwm/moon.png (https://postimages.org/)

https://i.postimg.cc/YSr3SHSm/queen-elizabeth-sinking.png (https://postimages.org/)

https://i.postimg.cc/pVhBrkPk/queen-scope1.png (https://postimages.org/)

https://i.postimg.cc/T3q0GwT6/queenesinking3.png (https://postimages.org/)

https://i.postimg.cc/6qvVP6MF/queensinking2.png (https://postimages.org/)

https://i.postimg.cc/66kfvR3K/ram1.png (https://postimages.org/)

https://i.postimg.cc/L6jBBXY1/rambinco1.png (https://postimages.org/)

https://i.postimg.cc/W4YMbqKQ/results.png (https://postimages.org/)

Merchant coming in to ram while I was inside convoy on final torpedo attack.
Range is about 1200 meters(!)


https://i.postimg.cc/t4ydrjWm/torpimpactqueen1.png (https://postimages.org/)

https://i.postimg.cc/y8PmtbT6/torpimpactsternqueen.png (https://postimages.org/)

https://i.postimg.cc/9fQdhYxd/usun1.png (https://postimages.org/)

Bubblehead1980
06-09-22, 01:41 PM
Yeah... x256 during day time, x512 at night possible, while surfaced... at least during the time when planes were NOT a threat during the night... of course, this all changed when they developed radar for use on planes, as well as leigh lights.

Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights. :yep:


Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though... :hmmm:

Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers... :doh:


Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.)




:Kaleun_Salute:


M. M.



Whoa. Can it be fixed where planes will render at higher TC speeds, like other mods? That is just too damn slow in time to patrol at lol esp with realistic traffic where can go weeks or months without contact lol. 1026 is fine for transit and in area, it goes between that and 512

Bubblehead1980
06-09-22, 02:33 PM
I remember in OM there was blockships at Scapa Flow.

I just ran it in quick mission and no blockships. Are they present in campaign for DW perhaps just not for single mission?

I did not want to chance it in my first campaign lol so did not try it out this time.


Btw, very cool how superstructure gets bullet holes from machine guns. Torpedoed royal oak, none of his big guns hit my boat but a few rounds of from her machine guns hit aft during turn away. No null damage but shows the bullet marks. Nice effect

KaleunMarco
06-09-22, 04:49 PM
Thus far only disappointing gameplay issue with DW is tankers do not "blow up" as a loaded tanker should do. Have not spotted lifeboats either. Typically one solid torpedo hit was enough to ignite a tanker. They do catch fire burn, and the fire damage mod is apparently merged into DW as fire appears to damage ships over time (love it) but its rather dull when tanker does not blow up as should.


I've played around with zon.cfg file before but not how to get the boom. Just looking for the fix....

lifeboats are an indication of survivors and the survivor factor is determined by ship, using the \Data\Sea\Ship.Cfg file. modify that and you can have as many life boats as you want. :03:

Bubblehead1980
06-11-22, 11:46 AM
lifeboats are an indication of survivors and the survivor factor is determined by ship, using the \Data\Sea\Ship.Cfg file. modify that and you can have as many life boats as you want. :03:


I am aware of that, but shocked to find many of the ships do not have entries for survivors. Some ships are obviously imports from SH 3. Wonder if not able to produce lifeboats? Fifi any idea?

Mad Mardigan
06-12-22, 09:58 AM
Ok, have a... general query...

have a kaleun in the 7th flot., & another in the 2nd... bith skippering Type VII-B's... &... both, for weird reasoning beyond My kin... have been given the designation of being... U-46... :doh:

soooo...


My query is... how do I go about changing up the U-xx designator on the 2nd U-46, to another U-xx designator... other than... U-46.??? :hmmm:


What files & sections of those files, will I need to make changes to, in order to do so.

I know they will be in... the game saves folder... just not entirely sure of what all files will need this... editing, to rectify that.

Thanks.





:Kaleun_Salute:


M. M.

Bubblehead1980
06-12-22, 12:27 PM
Ok, have a... general query...

have a kaleun in the 7th flot., & another in the 2nd... bith skippering Type VII-B's... &... both, for weird reasoning beyond My kin... have been given the designation of being... U-46... :doh:

soooo...


My query is... how do I go about changing up the U-xx designator on the 2nd U-46, to another U-xx designator... other than... U-46.??? :hmmm:


What files & sections of those files, will I need to make changes to, in order to do so.

I know they will be in... the game saves folder... just not entirely sure of what all files will need this... editing, to rectify that.

Thanks.





:Kaleun_Salute:


M. M.



I'm not in port so can't look but I believe its in the save file...ActivePlayerUserUnit.upc. open text file and search .


May want to check the careertrack.upc file as well.


Of course, always back up the entire folder before any changes.

Mad Mardigan
06-12-22, 12:39 PM
I'm not in port so can't look but I believe its in the save file...ActivePlayerUserUnit.upc. open text file and search .


May want to check the careertrack.upc file as well.


Of course, always back up the entire folder before any changes.


Of course, always back up the entire folder before any changes.

But, of course... always do... it is & was... a very painfully hard learned lesson... :doh: :o :wah: :oops: :yep:


Ok, now armed with info... onwards into the breech (or is that breach... :hmmm:), dear friends... :arrgh!: :Kaleun_Cheers:





:Kaleun_Salute:


M. M.

KaleunMarco
06-12-22, 12:54 PM
But, of course... always do... it is & was... a very painfully hard learned lesson... :doh: :o :wah: :oops: :yep:
Ok, now armed with info... onwards into the breech (or is that breach... :hmmm:), dear friends... :arrgh!: :Kaleun_Cheers:
:Kaleun_Salute:
M. M.

it's not THAT simple.
you must also change a couple of lines in your latest CareerTrack.upc.
firstly, select both files in Windows Explorer. then do a Ctrl+C and a Ctrl+V to make backup copies.

Browse to the bottom of CareerTrack and find either a
CSS_PatrolEnd paragraph
Reason=CSS_PatrolEnd
NameDisplayable=U-59

or a
CSS_NewCommand paragraph
NameDisplayable=U-137
CurrentDate=1940-12-04 18:19:06
UserPlayerInstanceDisplayableName=U-137
UserPlayerUnitIDLink=IID

change the existing Text (in orange here) to whatever you wish to see. Ubi does not check the text for any reason so you are free to insert any text you wish.
+++
at the same time, you must change ActiveUserPlayerUnits.upc. The text is at the beginning of the file.
[UserPlayerUnit 1]
ID=IID
NameDisplayable=Type II D U-boat
UnitName=U-137

:Kaleun_Salute:

Mad Mardigan
06-12-22, 01:37 PM
it's not THAT simple.
you must also change a couple of lines in your latest CareerTrack.upc.
firstly, select both files in Windows Explorer. then do a Ctrl+C and a Ctrl+V to make backup copies.

Browse to the bottom of CareerTrack and find either a
CSS_PatrolEnd paragraph
Reason=CSS_PatrolEnd
NameDisplayable=U-59

or a
CSS_NewCommand paragraph
NameDisplayable=U-137
CurrentDate=1940-12-04 18:19:06
UserPlayerInstanceDisplayableName=U-137
UserPlayerUnitIDLink=IID

change the existing Text (in orange here) to whatever you wish to see. Ubi does not check the text for any reason so you are free to insert any text you wish.
+++
at the same time, you must change ActiveUserPlayerUnits.upc. The text is at the beginning of the file.
[UserPlayerUnit 1]
ID=IID
NameDisplayable=Type II D U-boat
UnitName=U-137

:Kaleun_Salute:

Much appreciated, KM... :Kaleun_Cheers:





:Kaleun_Salute:


M. M.

KaleunMarco
06-12-22, 03:45 PM
Much appreciated, KM... :Kaleun_Cheers:
:Kaleun_Salute:
M. M.

i forgot to add, you should change your catch-phrase-motto to:

Onward, into the fog.

The SH4 guys kinda-sorta adopted that as our motto. It originated somewhere else but it is spot-on for SH4.
:Kaleun_Salute:

Bubblehead1980
06-12-22, 05:45 PM
Three patrols into my Dark Waters career. Started in September 1939 with Type VIIB U-48. Now March 1940. Loving the mod.


Couple interesting things I do not recall encountering in SH 4 before


When I am under silent running, evading escorts...if I use the rudder, it has a great sound effect of it turning, but seems it is more than a sound effect, seems it makes noise and gives position away as it will bring a escort in when otherwise they do not have fix on position. I like this, just interesting touch.

Second, looks like duds can damage a ship. March 1 1940 ran into large Northbound convoy in Grid BG 451. Submerged and made it inside the convoy during morning and attacked around noon. Hit one 8300 ton tanker, the second torpedo was a dud. Next two were duds(!). I turned and fired stern tube, which functioned. Crippled the tanker, which sunk some 45 minutes later.

Meanwhile when came back to periscope depth, forward tubes reloaded, fired two eels at 8500 ton tanker, one detonated one dud. This one sailed on burning but slowed. Another tanker emerged out of the fog and right across my bow, fired a eel...dud! However, after the dud, he slowed and went almost dead in water...on hydrophone could hear the "groans" of sinking ship on his bearing, as well as the other one that eventually sunk.

I fired my last eel at the tanker(last one hit by dud) and it was a dud also. However, this tanker is now dead in water. Destroyers came on scene and forced me deep. I am currently at 120 meters waiting them out. The one tanker went down, other can hear it groaning, afloat but groaning.

Seas at quite heavy, 29 knot winds, large waves so possible they damaged it but ship was running fine until the duds hit them.

Bubblehead1980
06-12-22, 06:32 PM
Which flotilla moves to Lorient once France is occupied? My current Flotilla is 2nd at Wilhelmshaven, its March 1940

KaleunMarco
06-12-22, 06:49 PM
Which flotilla moves to Lorient once France is occupied? My current Flotilla is 2nd at Wilhelmshaven, its March 1940

That Flot is scheduled to be re-based to Lorient in July 1940...if you survive.
Don't get scared!!:har:
https://www.youtube.com/watch?v=TXtjix3x2t4

there is a file in the Dark Waters\Support\OM_DarkWaters_AddIns\ folder titled ProposedOpMonsunFlotillas.ods that displays Flot v Base info.
Not sure who built it and i am not sure if it is 100% accurate but it is a starting point.

Bubblehead1980
06-12-22, 08:50 PM
That Flot is scheduled to be re-based to Lorient in July 1940...if you survive.
Don't get scared!!:har:
https://www.youtube.com/watch?v=TXtjix3x2t4

there is a file in the Dark Waters\Support\OM_DarkWaters_AddIns\ folder titled ProposedOpMonsunFlotillas.ods that displays Flot v Base info.
Not sure who built it and i am not sure if it is 100% accurate but it is a starting point.


I must have missed that doc, there is a ton of doc, some not even accurate or relevant, a lot to go through lol. Ill check it out though. Thanks for heads up.


Oh, definitely not scared yet lol. I love the mod but its definitely not that difficult in early stages for as escort AI goes, reminds me of how easy stock was. I even have the L2, most difficult AI enabled. I have encountered aircraft when closer to land as well, that is always a ugh attention getter since no air search radar, all visual.

Getting away from escorts is going below 120 meters and they have a tough time tracking and their depth charges are set shallow. I have not looked at the guts of the mod as trying to avoid that outside of the night surface attack aspect (which I have working pretty well, will be releasing it soon). I've had one semi challenging escort encounter, likely had a higher skill level. However, I have no doubt it will get more difficult.

My major initial difficulties was adjusting to plotting things in metric and the German TDC is different, with its lack of position keeper and thus if you change course etc after entering data requires correction.I figured it out and had a lot of success.


Last patrol sunk 5 ships...three merchants, two tankers. I had a lot of duds on this patrol. I've been reading up on German torpedo crisis "torpeokrise", was never aware the extent of the problem, it was for a time almost as dire as the MK 14 scandal. Did not solve the depth running issue until Feb 1942.



I survived but upon return to port, I was removed from command and said to be hauled off by the Gestapo (Secret Police as it put it). Apparently, I sunk too many neutral ships. I sunk one second patrol and two on last. Bit of a contradiction because I received a message saying basically to conduct unrestricted warfare, they are sailing in convoy with the hostile to Germany it happens.Also, OM it was never a problem, was not aware it was changed. I may have to change that aspect of things. To my knowledge no U Boat commanders were never disciplined for sinking neutrals. One on second patrol was even a accident lol. T1 torpedo I fired missed target, but sailed on two columns over and hit a large neutral merchant. They do not act neutrals either, will turn to ram you lol.

Bubblehead1980
06-12-22, 09:30 PM
"5. One of the problems with “stock” SH4 is the way it treats the “detection” of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are “no neutrals” in OM. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normally neutral ships will remain unarmed. Also from review of the records, Uboat captains sink supposed “neutrals” during their early combat patrols."


Looks like this did not carry over into Dark Waters from OM, as I was removed from command after sinking two neutrals in a patrol and one on previous. They were sailing in convoy with British ships. Wish I had known, I lost a excellent career due to this. Ugh.

KaleunMarco
06-12-22, 10:29 PM
"5. One of the problems with “stock” SH4 is the way it treats the “detection” of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are “no neutrals” in OM. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normally neutral ships will remain unarmed. Also from review of the records, Uboat captains sink supposed “neutrals” during their early combat patrols."


Looks like this did not carry over into Dark Waters from OM, as I was removed from command after sinking two neutrals in a patrol and one on previous. They were sailing in convoy with British ships. Wish I had known, I lost a excellent career due to this. Ugh.

there is a parm in one of the cfg files that defines the negative points assigned to sinking a friendly or a neutral. i can't remember the file name.

Bubblehead1980
06-12-22, 11:20 PM
there is a parm in one of the cfg files that defines the negative points assigned to sinking a friendly or a neutral. i can't remember the file name.


Hmm. I have been searching but have not found it..

KaleunMarco
06-13-22, 11:38 AM
Hmm. I have been searching but have not found it..

i sent a PM to sailor steve. hopefully, he will read it and respond.

KaleunMarco
06-13-22, 11:43 AM
Hmm. I have been searching but have not found it..

if you have the time, try data/cfg/basic.cfg.
it's a legacy file from SH3 so i am not entirely sure that it is even used by SH4.
change one or more of the values to some outrageous number, go sink some ships and see if it has an effect.

Bubblehead1980
06-13-22, 02:25 PM
Can someone explain the naming convention for merchants in Dark Waters/OM. Example K-MF-M P etc. Quite annoying, always disliked it in OM, confusing and does not seem realistic (is it?) . I am trying to decide what to rename things. Japanese ships were easy, just looked up Maru names and tonnages. I believe Allied merchant fleet is too varied and large , will end up with same ships in every convoy.

Bubblehead1980
06-13-22, 02:58 PM
if you have the time, try data/cfg/basic.cfg.
it's a legacy file from SH3 so i am not entirely sure that it is even used by SH4.
change one or more of the values to some outrageous number, go sink some ships and see if it has an effect.



Hmm looking at it now..referring to this section?

How I am reading thos, if sink a neutral ship -1 renown? but then "Wrongship sunk" is -5000 as is end campaign. Now, in two patrols I sunk three neutral ships..two large tankers on last one so high value,. In the the folders, each vessels .cfg their renown value. I wonder if neutral, that becomes negative renown and perhaps enhanced based on figures in this file and once adds up to -5000, ends career.

If you sink a Axis ship, your own side, you get -10 which will end your career, the number as you is (positive) 1 for Allied.



[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000


Hopefully this will work, I don't like having to make there not be neutral ships per history, but given combat conditions in early war, hitting a neutral is inevitable if they are sailing in a convoy.

Mad Mardigan
06-13-22, 03:19 PM
Hmm looking at it now..referring to this section?

How I am reading thos, if sink a neutral ship -1 renown? but then "Wrongship sunk" is -5000 as is end campaign. Now, in two patrols I sunk three neutral ships..two large tankers on last one so high value,. In the the folders, each vessels .cfg their renown value. I wonder if neutral, that becomes negative renown and perhaps enhanced based on figures in this file and once adds up to -5000, ends career.

If you sink a Axis ship, your own side, you get -10 which will end your career, the number as you is (positive) 1 for Allied.



[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000


Hopefully this will work, I don't like having to make there not be neutral ships per history, but given combat conditions in early war, hitting a neutral is inevitable if they are sailing in a convoy.

Don't right off hand, recall the source I found this is from... but, thiiink it may have been in the SH3 side of things... just don't quote Me on that, though... :yep: :shucks:


Players that wish to change it in their files can do so by changing the following element in the Basic.Cfg: (file segment is from stock SH3... but it matters not)

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1 <----Change this value to "0"
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

Changing the above value will remove the penalty for sinking neutrals.

Also, if I recall correctly, neutral tonnage is still added to your total. (feels like cheating to me... to purposefully sink neutrals)


I use it... but... just for the record, I do NOT go out of My way, to track down, hunt & target neutrals... this just minimizes to a degree, the sting if a neutral is sunk, in the course of targeting war enemies... :shucks:





:Kaleun_Salute:


M. M.

Bubblehead1980
06-13-22, 03:39 PM
Don't right off hand, recall the source I found this is from... but, thiiink it may have been in the SH3 side of things... just don't quote Me on that, though... :yep: :shucks:


Players that wish to change it in their files can do so by changing the following element in the Basic.Cfg: (file segment is from stock SH3... but it matters not)

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1 <----Change this value to "0"
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

Changing the above value will remove the penalty for sinking neutrals.

Also, if I recall correctly, neutral tonnage is still added to your total. (feels like cheating to me... to purposefully sink neutrals)


I use it... but... just for the record, I do NOT go out of My way, to track down, hunt & target neutrals... this just minimizes to a degree, the sting if a neutral is sunk, in the course of targeting war enemies... :shucks:





:Kaleun_Salute:


M. M.


Thanks, I changed it to 0 and about to fire up a patrol.


I do not go out of my way to sink neutrals either, esp if sailing alone. However, if in convoy with hostiles, not really obeying neutrality rules., raises chances of things happeening. For example, one of them I sunk, torpedo missed its intended target, a British vessel, sailed on through two columns then hit a neutral vessel (not sure of country, external cam was off and could not see the flag through the periscope due to smoke and flames. One torpedo caused it to sink.


Then at night, they are in convoy and certainly do not act neutral when try to ram your boat, which I have had happen multiple times during night surface attacks inside convoy, so thus should be no penalty for sinking one.

KaleunMarco
06-13-22, 05:30 PM
Then at night, they are in convoy and certainly do not act neutral when try to ram your boat, which I have had happen multiple times during night surface attacks inside convoy, so thus should be no penalty for sinking one.

YES!!!!

sometimes not even at night.

i am playing in the Pacific at the moment and when i attack one of those 3 merchies plus 1 neutral hospital ship(which is detected as a warship) convoys, the frickin' hospital ship tries to run us down. eff that stuff.

did i read correctly that you are changing both Neutral Ship renown and Wrong Ship renown to zero?

let us know if it makes a difference in your career when you sink one (or more).

propbeanie
06-13-22, 05:50 PM
Can someone explain the naming convention for merchants in Dark Waters/OM. Example K-MF-M P etc. Quite annoying, always disliked it in OM, confusing and does not seem realistic (is it?) . I am trying to decide what to rename things. Japanese ships were easy, just looked up Maru names and tonnages. I believe Allied merchant fleet is too varied and large , will end up with same ships in every convoy.
K=Kingpost, M=Mast, F=Funnel, I forget "P"... It describes the lay-out of the ship, and helps differentiate between similar looking ships. However, you do have to be close enough to tell the difference between a post and a mast... The ONI books were sorted the same way. You had to know the "class" of the ship you were attempting to find first, including its approximate tonnage. That is one reason for the disparity between claimed tonnage, and actual tonnage sunk. Mistaken identity happened all of the time, on both sides, and both sides were constantly changing the looks of their ships, including altering the mast heights and painting funnels...


Hmm looking at it now..referring to this section?

How I am reading thos, if sink a neutral ship -1 renown? but then "Wrongship sunk" is -5000 as is end campaign. Now, in two patrols I sunk three neutral ships..two large tankers on last one so high value,. In the the folders, each vessels .cfg their renown value. I wonder if neutral, that becomes negative renown and perhaps enhanced based on figures in this file and once adds up to -5000, ends career.

If you sink a Axis ship, your own side, you get -10 which will end your career, the number as you is (positive) 1 for Allied.

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1 Renown value times (multiplied by) -1 = the negative value of the ship subtracted from your score ie: 500x(-1)=(-500) aka: 500 points removed from your score.
ALLIED=1
AXIS=-10 Similarly, only 10x the renown removed ie: 500x(-10)=(-5000) or 5000 renown deducted from your score.
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

Hopefully this will work, I don't like having to make there not be neutral ships per history, but given combat conditions in early war, hitting a neutral is inevitable if they are sailing in a convoy.
When you set the Neutral "modifier" value to 0, it is a 500x0=0 equation... You could set it to 1, and gain full renown, or try 0.5, and maybe get 1/2 the renown... ??

Bubblehead1980
06-13-22, 06:23 PM
K=Kingpost, M=Mast, F=Funnel, I forget "P"... It describes the lay-out of the ship, and helps differentiate between similar looking ships. However, you do have to be close enough to tell the difference between a post and a mast... The ONI books were sorted the same way. You had to know the "class" of the ship you were attempting to find first, including its approximate tonnage. That is one reason for the disparity between claimed tonnage, and actual tonnage sunk. Mistaken identity happened all of the time, on both sides, and both sides were constantly changing the looks of their ships, including altering the mast heights and painting funnels...



When you set the Neutral "modifier" value to 0, it is a 500x0=0 equation... You could set it to 1, and gain full renown, or try 0.5, and maybe get 1/2 the renown... ??


Okay that makes sense! Thank you for clearing it up.


I will try it, I set the neutral modifier to 0 for now

KaleunMarco
06-14-22, 11:05 AM
When you set the Neutral "modifier" value to 0, it is a 500x0=0 equation... You could set it to 1, and gain full renown, or try 0.5, and maybe get 1/2 the renown... ??

are any of the other parms in Basic.cfg multiplicative?

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
;NEUTRAL=-1 Multiplicative value times Ship Renown added to your score. In this case a negative value.
;ALLIED=1 Multiplicative value times Ship Renown
;AXIS=-10 Multiplicative value times Ship Renown added to your score. In this case a negative value.
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

Bubblehead1980
06-14-22, 11:07 AM
Something annoying I want to fix.


Seas get quite heavy in the Atlantic, North Sea etc, which is fine, and U Boats rode lower in water, so they swamped easily, I get that. However in the sim, has a annoying habit of considering boat submerged when a large wave swamps the bridge and knocks the player view back to the control room.

This can be fixed, its been fixed in other mods. I am sure now how....

I am thinking the storm conditions in the submarine.cfg file? Or surfaced depth?

Anyways, want to resolve this, immersion killer to be booted back to con every time a large wave hits, which is often in this theater of war.

TheGingerBaron
06-14-22, 02:17 PM
Ive re downloaed an reinstalled twice yet cant get past loading screen as it says im missing files.

propbeanie
06-14-22, 02:21 PM
You need to use v1.5 of Silent Hunter Wolves of the Pacific (with the U-Boat Missions), and you should not have the game installed in any of the Program Files folders. You must install it in a folder of your own making, such as "C:\Games \Silent Hunter 4..." or whatever you want. You also need to use either the 4Gig Patch or Large Address Aware (LAA). Be sure that the DirectX v9.0c and its codecs install when you do the game install. If you are using the Steam version, it usually does that for you without prompting.

KaleunMarco
06-14-22, 02:52 PM
Something annoying I want to fix.


Seas get quite heavy in the Atlantic, North Sea etc, which is fine, and U Boats rode lower in water, so they swamped easily, I get that. However in the sim, has a annoying habit of considering boat submerged when a large wave swamps the bridge and knocks the player view back to the control room.

This can be fixed, its been fixed in other mods. I am sure now how....

I am thinking the storm conditions in the submarine.cfg file? Or surfaced depth?

Anyways, want to resolve this, immersion killer to be booted back to con every time a large wave hits, which is often in this theater of war.

so....what would the change (fix) be? what would be the new behaviour of the Uboat?

Bubblehead1980
06-14-22, 03:13 PM
so....what would the change (fix) be? what would be the new behaviour of the Uboat?


I am not sure, why I asked lol.


I have theories but have not been able to test yet.

I've noticed when the u boat is swamped by heavy seas the depth reads 8 or 9 meters. In the cfg. file 8 meters is the cut off "surface depth" in which boat is considered submerged, where the player is booted to control room view. I encountered this when changing snorkel depth so could easily flood down to 7.5 meters for surface attack if needed, since clicking depth on the gauge in SH 4 for this does not always work properly.

Thinking if I change the surface depth to 9, 9.5, or even 10 meters may solve the problem. 10 may be too deep not sure yet.

KaleunMarco
06-14-22, 04:09 PM
I am not sure, why I asked lol.


I have theories but have not been able to test yet.

I've noticed when the u boat is swamped by heavy seas the depth reads 8 or 9 meters. In the cfg. file 8 meters is the cut off "surface depth" in which boat is considered submerged, where the player is booted to control room view. I encountered this when changing snorkel depth so could easily flood down to 7.5 meters for surface attack if needed, since clicking depth on the gauge in SH 4 for this does not always work properly.

Thinking if I change the surface depth to 9, 9.5, or even 10 meters may solve the problem. 10 may be too deep not sure yet.

ok, ok, i get it. never connected those features: surface depth and being swept off the bridge by heavy seas.
i may try an adjustment for my next patrol and see if it makes a difference.

Bubblehead1980
06-15-22, 03:23 PM
ok, ok, i get it. never connected those features: surface depth and being swept off the bridge by heavy seas.
i may try an adjustment for my next patrol and see if it makes a difference.


I tried it, seems to have helped. I have not been booted back to the control room as much when tower is swamped. Will have better conclusions by end of patrol.

Bubblehead1980
06-15-22, 03:35 PM
So do things get more challenging ( I Assume they do) in DW/OM?. I am in June 1940 currently and its so easy, finding it boring at times. I have the L2 toughest escort enabled. I still barely get aircraft unless very close to the coast of Britain. Even after attacking a single merchant with deck gun (I read early on U Boats saved torpedoes and used deck guns on unarmed merchants) 150 KM from shore, no aircraft. No expected ASW patrols.


I am guessing once French bases are available, patrol orders will send out to Atlantic to hunt convoys instead of patrol after patrol in Western approaches and AI will get a bit tougher? My first couple patrols AI seemed competent for time but its been terrible as of late. I am running full realism, contacts and cams off as well, overall things are just too easy.

KaleunMarco
06-15-22, 04:03 PM
So do things get more challenging ( I Assume they do) in DW/OM?. I am in June 1940 currently and its so easy, finding it boring at times. I have the L2 toughest escort enabled. I still barely get aircraft unless very close to the coast of Britain. Even after attacking a single merchant with deck gun (I read early on U Boats saved torpedoes and used deck guns on unarmed merchants) 150 KM from shore, no aircraft. No expected ASW patrols.


I am guessing once French bases are available, patrol orders will send out to Atlantic to hunt convoys instead of patrol after patrol in Western approaches and AI will get a bit tougher? My first couple patrols AI seemed competent for time but its been terrible as of late. I am running full realism, contacts and cams off as well, overall things are just too easy.

if you are using my fix, check the \Cfg\AirStrike.cfg, i may have dialed down the parms and forgot to delete the file before i zipped it.
Same thing for Sim.cfg. check the settings.

Bubblehead1980
06-16-22, 02:06 PM
if you are using my fix, check the \Cfg\AirStrike.cfg, i may have dialed down the parms and forgot to delete the file before i zipped it.
Same thing for Sim.cfg. check the settings.


Was not aware you mod changed the airstrike.cfg, I looked, guess I missed it. Will check when back in port.

Sim.cfg in L2 overrides all others. Same as has been since started.


I think one issue is from when checked the files last time, noticed a lot of escorts are set to "competent" , this was a issue in RSRD as well. Unless a escort is set to Veteran or Elite, they are just very easy to get away from submerged. I am trying to run a campaign through whole war without changes. Loving the mod but at this point in 1940 its just too easy. Probably historically in the sense accurate as this was the "happy time" and allied ASW was not yet on point but it makes for some dull encounters.



I am being patient, next patrol, should be more interesting, with bases in France open, likely assigned to the convoy lanes and should see some more interesting engagements.

KaleunMarco
06-16-22, 02:40 PM
Was not aware you mod changed the airstrike.cfg, I looked, guess I missed it. Will check when back in port.

Sim.cfg in L2 overrides all others. Same as has been since started.


I think one issue is from when checked the files last time, noticed a lot of escorts are set to "competent" , this was a issue in RSRD as well. Unless a escort is set to Veteran or Elite, they are just very easy to get away from submerged. I am trying to run a campaign through whole war without changes. Loving the mod but at this point in 1940 its just too easy. Probably historically in the sense accurate as this was the "happy time" and allied ASW was not yet on point but it makes for some dull encounters.



I am being patient, next patrol, should be more interesting, with bases in France open, likely assigned to the convoy lanes and should see some more interesting engagements.

IIRC, when you encounter the large convoys and manage to score a few hits, the escorts are on you like stink on stench.
to evade, you must use all three axis otherwise you and your crew are fishbait.

Bubblehead1980
06-16-22, 02:51 PM
IIRC, when you encounter the large convoys and manage to score a few hits, the escorts are on you like stink on stench.
to evade, you must use all three axis otherwise you and your crew are fishbait.



Thanks, looking forward to things getting interesting. Almost July 1940 and at sea, all the bases on French coast are now open, guess flotilla will transfer at some point. I'm with the 2nd out of Wilhelmshaven and according to responses here and docs I found in OM files, should transfer to Lorient, I believe in August I forget exact date.

Bubblehead1980
06-16-22, 05:38 PM
IIRC, when you encounter the large convoys and manage to score a few hits, the escorts are on you like stink on stench.
to evade, you must use all three axis otherwise you and your crew are fishbait.


I am sure once get better ASDIC and hedgehog, will get pretty tough.

Bubblehead1980
06-16-22, 08:55 PM
June/July 1940...I am in the Western Approaches...namely Grid AM 50.


Sun does not go down until just before midnight and nights are oddly light even with no moon, almost likely it never really becomes dark. This a summertime higher latitudes thing?

KaleunMarco
06-16-22, 09:08 PM
June/July 1940...I am in the Western Approaches...namely Grid AM 50.


Sun does not go down until just before midnight and nights are oddly light even with no moon, almost likely it never really becomes dark. This a summertime higher latitudes thing?

no, it's an UBI time compression thing. Same thing happens in the Pacific. Sun doesn't rise until 10 am and then doesn't set until after midnight.

i "think" it affects only the player. i believe one or more posters explained that the game AI uses the actual sunrise/sunset but somewhere in high TC, the user encounters messed-up sunrise/subset.

Bubblehead1980
06-16-22, 09:39 PM
no, it's an UBI time compression thing. Same thing happens in the Pacific. Sun doesn't rise until 10 am and then doesn't set until after midnight.

i "think" it affects only the player. i believe one or more posters explained that the game AI uses the actual sunrise/sunset but somewhere in high TC, the user encounters messed-up sunrise/subset.


Ehh Have not went above x256 tc entire patrol.


Night reminds me of patrols in Sea of Okhtosk/Aleutians, very short nights and some nights are brighter than others even with dark nights mod enabled.


AI behaved as if it was darker, mostly. I attacked submerged earlier sunk two tankers, then surfaced and pursued into the next morning. A light fog and overcast set in I was able to move inside the column of convoy undetected mostly. Just after firing tube No.1 on tanker, a destroyer came roaring out of fog firing, illuminated with spotlight. Fired Tube 2 at tanker turned toward DD planning a down the throat shot but realized he was closer than appeared and his machine gun fire was finding its target, so ordered crash dive. As passed 35 meters torpedoes hit target. Took some depth charges, minor leaks. Then of course once I made it past 120 meters, they lost me.



Edit: Once I headed a bit south towards Loritent and into Bay of Biscay, issue resolved.

Bubblehead1980
06-17-22, 12:02 AM
First patrol in DW with map contacts and external cam off. What a blast!

Sunk seven ships (6 by torpedo, one trawler by gunfire) for 48,928 tons.

A so-so somewhat boring patrol got interesting on July 4/5 1940 when ran into large convoy, sunk three large tankers in daytime submerged and night surface attack.





https://i.postimg.cc/T19c6kQB/47a.png (https://postimages.org/)

https://i.postimg.cc/qRcssbfg/clear.png (https://postimages.org/)

https://i.postimg.cc/bNyTThwP/damagedtankerfog.png (https://postimages.org/)

https://i.postimg.cc/qRHcCf59/ddclosing-crahsdive.png (https://postimages.org/)

https://i.postimg.cc/1zqctRJG/ddlight.png (https://postimages.org/)

https://i.postimg.cc/QC0cPFd3/ddlightfire.png (https://postimages.org/)

https://i.postimg.cc/ZYFHpRZj/fogdistatntt.png (https://postimages.org/)

https://i.postimg.cc/7ZcnwJMP/fogfidtnt.png (https://postimages.org/)

https://i.postimg.cc/dt59Nxhy/grayskies.png (https://postimages.org/)

https://i.postimg.cc/VLkqtWKL/night.png (https://postimages.org/)

https://i.postimg.cc/kGnxfQ9s/plane.png (https://postimages.org/)

https://i.postimg.cc/tR5d7MtM/signals.png (https://postimages.org/)

https://i.postimg.cc/NfC1k2n8/sunrise.png (https://postimages.org/)

https://i.postimg.cc/QdR1RGhH/survivors.png (https://postimages.org/)

https://i.postimg.cc/76NzG572/taker-listing.png (https://postimages.org/)

https://i.postimg.cc/nzx7h4sx/tanker-blow.png (https://postimages.org/)

https://i.postimg.cc/3wmmhSx9/tanker-sink.png (https://postimages.org/)

https://i.postimg.cc/CxZbPLy3/tankerfog.png (https://postimages.org/)

https://i.postimg.cc/rsFrSqCY/tankersunk.png (https://postimages.org/)

quick image upload (https://postimages.org/)

KaleunMarco
06-17-22, 01:47 PM
First patrol in DW with map contacts and external cam off. What a blast!

Sunk seven ships (6 by torpedo, one trawler by gunfire) for 48,928 tons.

A so-so somewhat boring patrol got interesting on July 4/5 1940 when ran into large convoy, sunk three large tankers in daytime submerged and night surface attack.

well, at least the escorts don't shoot torpedoes back at you.
that capability in FOTRSU is getting on my nerves.:doh::ping:

Bubblehead1980
06-17-22, 02:32 PM
well, at least the escorts don't shoot torpedoes back at you.
that capability in FOTRSU is getting on my nerves.:doh::ping:



:har: lol I am sure.

Bubblehead1980
06-17-22, 09:49 PM
Well, they got me. Corvette made a lucky shot from 4000 meters, hit my stern while I was decks awash just after torpedoing a freighter. I was turning to fire a down the throat shot at oncoming escort. Their gunnery is usually not that accurate lol. I love the damage model, boat was holed, no magic survival. Then I was rammed by the oncoming corvette which crippled boat, sunk to crush depth. Had a nice patrol going convoy battle...sunk 5 ships in two attacks, 24,879 tons sunk.

Niume
06-18-22, 08:29 AM
Bubblehead what monitor resolution are you using?

KaleunMarco
06-18-22, 10:33 AM
Well, they got me. Corvette made a lucky shot from 4000 meters, hit my stern while I was decks awash just after torpedoing a freighter. I was turning to fire a down the throat shot at oncoming escort. Their gunnery is usually not that accurate lol. I love the damage model, boat was holed, no magic survival. Then I was rammed by the oncoming corvette which crippled boat, sunk to crush depth. Had a nice patrol going convoy battle...sunk 5 ships in two attacks, 24,879 tons sunk.

yeah, the enemy AI seems to be a sharpshooting thing.
this is why i have the Max Angle Error set to 20.

Bubblehead1980
06-18-22, 11:33 AM
yeah, the enemy AI seems to be a sharpshooting thing.
this is why i have the Max Angle Error set to 20.

I have the angle error set to 20 as well lol, like I said, he got lucky,

Bubblehead1980
06-18-22, 11:34 AM
Bubblehead what monitor resolution are you using?


I forget the number offhand but what it says in the readme

KaleunMarco
06-18-22, 12:52 PM
I have the angle error set to 20 as well lol, like I said, he got lucky,

Roy O'Bannon was on the weapon.
:har:

Bubblehead1980
06-18-22, 01:36 PM
Roy O'Bannon was on the weapon.
:har:



:har::har:

Bubblehead1980
06-18-22, 05:26 PM
Will someone make it so the Warmer Clothing mod included with DW is for the deck watch only?


I have tried but am doing something wrong and , even caused my first CTD in DW, which is one of the most stable mods Ive played. No CTD even with huge convoys etc.

Bubblehead1980
06-18-22, 08:16 PM
Bubblehead what monitor resolution are you using?


1920x1080 as specified in Dark Waters Readme. Trying to find a better resolution though.

Bubblehead1980
06-19-22, 02:50 PM
Anyone on here read this book? Thoughts?

https://uboat.net/books/item/1619


Part of my work for Dark Waters, I plan to add some "historic" contacts as I did with TMO Mainly convoys like SC 7 and HX 72, so being doing research and found this one. These were pivotal battles and would be great recreate. I actually really like the traffic in DW, it provides a realistic experience for U Boats in North Atlantic so not really messing with it, just adding roughly 10 or so historical contacts. I am looking to get torpedo firing AI subs ( Uboats in this case) into DW as have FOTRS and TMO, so could where appropriate have wolfpacks with the historic contacts. Would be great if, since using the U Boat side of SH 4 where can summon other ships, instead of a cruiser, could summon u boats but that is kind of beyond my skill set, but perhaps possible.

Love this mod, just looking to enhance it.

I for most part have night surface attacks down, little adjusting left to do but

Bubblehead1980
06-19-22, 04:31 PM
This really is a great mod, so many cool aspects, would love for TMO to have. Damage model...sinking when flooding from surface, deck hatch which opens and closes when diving on the Type VIIC, oil slicks for subs when damaged.


After a highly successful first patrol in U-95 , first in a Type VIIC, was in bay of biscay when pesky aircraft came along, I submerged first two times but after he came back, decided to fight it out. AA gun set him on fire but he scored a direct bomb hit on my uboat, killing nearly everyone topside, injuring all. Boat quickly went to the bottom, no hope of getting to surface.

So I was today years old when I learned not to joust with aircraft in Dark Waters lol. I rarely did it in TMO for same reason but get annoyed and decided to give it a try. Now have to start another career, again lol. Killed two careers in a row now lol.


https://i.postimg.cc/SsVKbh1B/ctsink.png (https://postimages.org/)

https://i.postimg.cc/wxfBW9mJ/damagefrombomb.png (https://postimages.org/)

https://i.postimg.cc/C5QLd4gJ/ddburning.png (https://postimages.org/)

https://i.postimg.cc/SNHxhVVx/ddlisting.png (https://postimages.org/)

https://i.postimg.cc/xd3fLQQX/downthethroat1.png (https://postimages.org/)

https://i.postimg.cc/VkMLLMHB/hatch-open.png (https://postimages.org/)

https://i.postimg.cc/pTV2ZSVq/record.png (https://postimages.org/)

https://i.postimg.cc/4NYxqj60/subdoomed2.png (https://postimages.org/)

https://i.postimg.cc/3wTryRsM/suboilslick1.png (https://postimages.org/)

https://i.postimg.cc/wM79KsmN/suboilslick2.png (https://postimages.org/)

https://i.postimg.cc/d3pwJt2x/suboilslick3.png (https://postimages.org/)

https://i.postimg.cc/4d8XF1mZ/subonbottom.png (https://postimages.org/)

keyboardtester com (https://keyboardtester.co/keyboard-tester)

KaleunMarco
06-19-22, 07:45 PM
This really is a great mod, so many cool aspects, would love for TMO to have. Damage model...sinking when flooding from surface, deck hatch which opens and closes when diving on the Type VIIC, oil slicks for subs when damaged.


After a highly successful first patrol in U-95 , first in a Type VIIC, was in bay of biscay when pesky aircraft came along, I submerged first two times but after he came back, decided to fight it out. AA gun set him on fire but he scored a direct bomb hit on my uboat, killing nearly everyone topside, injuring all. Boat quickly went to the bottom, no hope of getting to surface.

So I was today years old when I learned not to joust with aircraft in Dark Waters lol. I rarely did it in TMO for same reason but get annoyed and decided to give it a try. Now have to start another career, again lol. Killed two careers in a row now lol.
don't even think about tangling with Allied aircraft.
because if you get lucky and shoot down the first one, they keep coming after you.
i came to the conclusion while i was working with Fifi on DW that if you want to go and sink ships you have to dial-down the aircraft attacks.
otherwise you never make it out of Biscay Bay.
:k_confused::Kaleun_Salute:

Bubblehead1980
06-19-22, 10:26 PM
don't even think about tangling with Allied aircraft.
because if you get lucky and shoot down the first one, they keep coming after you.
i came to the conclusion while i was working with Fifi on DW that if you want to go and sink ships you have to dial-down the aircraft attacks.
otherwise you never make it out of Biscay Bay.
:k_confused::Kaleun_Salute:


Yep, I learned that today. lol I usually avoid aircraft and dive as do in TMO (once learned hard way with TMO planes). U Boats can dive fast enough but I chose to stay on surface and well paid price.


I altered the airstrike.cfg a bit as was not getting many air contacts and it was frustrating. Seem to have right balance but its still early in the war lol.

Bubblehead1980
06-20-22, 04:58 PM
Third career in a row have been killed lol. Guess have to start again.


This time, a G7a TI torpedo did a circle run. I was in the surface and nearly at a dead stop, well boat could not accelerate enough to get out of the way, torpedo hit me. large hole in boat, flooding, sunk.

Love it but first I was court martialed for sinking neutrals sailing in convoy with enemy. (Fixed that. New career started...lucky hit from a deck gun of escort during night surface attack.


Third, killed by airplane 90 km from port after highly successful patrol.


Fourth, the circular run.


Speaking of which....did the germans have problems with circle runners?

I've read on the torpedokrise (Torpedo Crisis) and no mention of circle runners being a problem.

KaleunMarco
06-20-22, 05:18 PM
Third career in a row have been killed lol. Guess have to start again.


This time, a G7a TI torpedo did a circle run. I was in the surface and nearly at a dead stop, well boat could not accelerate enough to get out of the way, torpedo hit me. large hole in boat, flooding, sunk.

Love it but first I was court martialed for sinking neutrals sailing in convoy with enemy. (Fixed that. New career started...lucky hit from a deck gun of escort during night surface attack.


Third, killed by airplane 90 km from port after highly successful patrol.


Fourth, the circular run.


Speaking of which....did the germans have problems with circle runners?

I've read on the torpedokrise (Torpedo Crisis) and no mention of circle runners being a problem.

yes, their G7a was essentially the same fish as our Mk14.
not sure who stole what from whom but, after all was said and done, it was like Spy v Spy in the old Mad magazine.
i do not think that the G7a/Mk14 (https://en.wikipedia.org/wiki/G7a_torpedo) were circle runners as much as the Mk18, but you could see them coming and they ran deep and they failed to explode.
it could be that an over-enthusiastic Ubi designer added it to the German side out of enthusiasm.

Bubblehead1980
06-21-22, 06:28 PM
yes, their G7a was essentially the same fish as our Mk14.
not sure who stole what from whom but, after all was said and done, it was like Spy v Spy in the old Mad magazine.
i do not think that the G7a/Mk14 (https://en.wikipedia.org/wiki/G7a_torpedo) were circle runners as much as the Mk18, but you could see them coming and they ran deep and they failed to explode.
it could be that an over-enthusiastic Ubi designer added it to the German side out of enthusiasm.


Yes, in my research I noticed there was some cross over, more than would be possible by simple coincidence, so likely some spying going on. Well MK 14 had bit of circle runner problems earlier in war...Grunion is believed to have been damage by MK 14 circle run exploded close to her when submerged. Tulibee was lost to a MK 14 circle run in March 1944. but yes MK 18, especially the MK 18-1 had among depth keeping and battery issues, circle run issues.

Interesting enough, sure you know, the MK 18 design was based on a German TII G7e electric torpedo which did not explode and ran up on the beach when was fired close to shore. G7e had depth control issues until Spring 1942. So the design flawed carried over from captured torpedo into the MK 18. No exploder issues with MK 18 because it used the simple MK 8 exploder, contact only, with the new firing pins that solved the dud issue.


All research thus far, have not read about U Boat's suffering circle run. I mean its possible and may have happened, but figured it would be mentioned. I did not remove it from the torpedo.sim file since such a small chance, when reworked them to match history .

propbeanie
06-21-22, 07:28 PM
In my opinion, the dangerous part of the Mark 14 and the Mark 18 was the failure to have vane limiters for the rudders. Cost saving... Spend all that money on a weapon, and especially the 18, the vane could lock full-over, especially if shooting with a higher angle.

Bubblehead1980
06-21-22, 08:16 PM
In my opinion, the dangerous part of the Mark 14 and the Mark 18 was the failure to have vane limiters for the rudders. Cost saving... Spend all that money on a weapon, and especially the 18, the vane could lock full-over, especially if shooting with a higher angle.

That is what caused the circle runs yes? Rudder locked hard over..


Quite infuriating to think how many lost their lives and the boats lost due to the torpedo issues...especially circle runs. We know of two for sure (Tang, Tullibee) and appears Grunion was lost to a circle run as well. Likely some of those unexplained losses were due to circle runs. Then all the close calls.


One that always sticks out to me is from the book "The Luck of the Draw", USS Pollack in 1943. Night surface attack on a convoy...this was before magnetic features were disabled. They fired MK 14's are convoy, one (unobserved) circled back and exploded directly below Pollack. Knocked her systems offline, she went dead in water. Only thing saved her is torpedo ran deeper than set, so they do not catch the full power of the explosion. However, this explosion alerted a nearby escort, which promptly spotted Pollack and began closing at high speed, while Pollack's engine and maneuvering rooms worked to get things back on line, which they did, barely in time. Two failures, but one actually saved the one (running deep).

propbeanie
06-22-22, 07:59 AM
I almost forgot that there was also mention of the material used on the Mark 18 for vane pivots... or maybe the friction bearing? I cannot remember... but due to the environment on a submarine, submerged in the saltwater and humidity of the ocean over time, the pivot points had a tendency to corrode, contributing to the stuck condition of the vanes, in that the gyro could not "pull" the vane back once it went over, so whereas the Mark 14 would run erratically, the Mark 18 just turned into a circle runner...

Kapitän
06-22-22, 10:50 AM
Yep, I learned that today. lol I usually avoid aircraft and dive as do in TMO (once learned hard way with TMO planes). U Boats can dive fast enough but I chose to stay on surface and well paid price.


I altered the airstrike.cfg a bit as was not getting many air contacts and it was frustrating. Seem to have right balance but its still early in the war lol.


Hi Bubblehead1980,


This is interesting to me! I'm currently trying out KSDIIAce, October 1942, leaving Bordeaux through the Bay of Biscay and now postioned west of the Canary Islands, heading toward South America: Not a single enemy A/C in 1 week!


I'm beginning to wonder, if there is something wrong with the airstrike.cfg settings. Don't get me wrong: It's not like that I want to be killed by A/C, but zero airplanes seems a bit "unrealistic" to me. Would you (or anyone else) have any ideas, what could be the issue?


Here are my current "Data/Cfg/AirStrike.cfg" settings (no changes made):

[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.7 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=1.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.7 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=2.2 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=2.5 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.15 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=30 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=40 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

propbeanie
06-22-22, 11:48 AM
Here are a couple of examples to consider Kapitän:
First, the Stock game:
Maximum Aircraft Range=2000 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
... and from FotRSU
Maximum Aircraft Range=986 ;[>0] In kilometers[STOCK=2000/FOTRSU=1500]
Poor Airbase Modifier=0.3 ;[>0] Modifier for poor airbase (carrier) rating[STOCK=0.2/FOTRSU=0.25]
Novice Airbase Modifier=0.45 ;[>0] Modifier for novice airbase (carrier) rating[STOCK=0.35/FOTRSU=0.3]
Competent Airbase Modifier=0.65 ;[>0] Modifier for competent airbase (carrier) rating[STOCK=0.5/FOTRSU=0.35]
Veteran Airbase Modifier=0.85 ;[>0] Modifier for veteran airbase (carrier) rating[STOCK=0.7/FOTRSU=0.4]
Elite Airbase Modifier=1.0 ;[>0] Modifier for elite airbase (carrier) rating[STOCK=1/FOTRSU=1]
Night Modifier=0.45 ;[>0] Modifier on strike probability at night[STOCK=0.5/FOTRSU=0.5]
Default Air Strike Probability=8 ;[>0] Default probability to send an airstrike from a airbase (carrier)STOCK=10/FOTRSU=10]
Enemy Air Strike Probability Increase on Radio Messages Sent=35;[>0] Increase over the default probability on a radio message sent[STOCK=30/FOTRSU=38]
Friendly Air Strike Probability Increase on Contact Report Sent=60;[>0] Increase over the default probability on contact message sent[STOCK=70/FOTRSU=65]
Enemy Air Strike Probability Increase on Player Detection=48;[>0] Increase over the default probability on player detection[STOCK=40/FOTRSU=70]
Atenuation Factor=10 ;[>0] Decrease from an increased probability to default on each air session[STOCK=10/FOTRSU=10]
Logic Steps Between Air Sessions=42 ;[>0] Steps between air fighting sessions, 10*Logic Interval (90sec) [STOCK=10/FOTRSU=25]
We set all airplanes and airbases to "Elite" so the planes fly better. We also shortened the range in FotRSU since we were getting small planes way beyond their actual capabilities, and increased the Logic Steps substantially. The math for that is "42 steps times the 90, times 10) which equals 378000 seconds, which comes to about every 10.5 hours, which seems to make sense in most areas, as far as traffic patterns are concerned. A few things to remember about the figures is that ALL the AirBases near where you are respond to your submarine's presence. So if you are detected, you might four or five or more airbases sending everything they have after your submarine. Very unrealistic. That Logic Steps is something to really experiment with.

The AirBase Modifiers are multiplication things that increase (>1) or decrease an AirBases (<1) capability to respond, and how strong that response is. So an Elite AirBase in the mod not only sends a strong airplane, but it sends 2.5 times that response, and that figure divides the Logic Steps, since the AirBase is capable of responding faster, so now in FotRSU, that 2.5 modifier would make our 10.5 hour session into less than 2 and a quarter hours - from each base of that CrewRating level that you are within range of, so you might be blanketed in airplanes if detected in the Bay of Biscay. Most of the other "modifiers" for radio and night, etc., are "percentages", which modify the Logic Steps also, such that if you sent a radio message to BdU, you increase the odds of an air attack in your immediate area by 40%. It can be a real bother to attempt to balance those settings, and as mentioned, the number of available airbases (land or carrier based) comes into play.

One really strange quirk in the game's airplanes, no matter the mod or how high the airplane's CrewRating (Elite flies the best), but if your submarine is detected and an airbase responds and sends airplanes your way, but there is an intervening land mass higher than 500 meters (the default height planes spawn at), the airplanes will crash into said land mass... they cannot fly over or around the land mass. They will beeline on the shortest route to your submarine... :arrgh!:

Kapitän
06-22-22, 12:40 PM
Here are a couple of examples to consider Kapitän:
First, the Stock game:
Maximum Aircraft Range=2000 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
... and from FotRSU
Maximum Aircraft Range=986 ;[>0] In kilometers[STOCK=2000/FOTRSU=1500]
Poor Airbase Modifier=0.3 ;[>0] Modifier for poor airbase (carrier) rating[STOCK=0.2/FOTRSU=0.25]
Novice Airbase Modifier=0.45 ;[>0] Modifier for novice airbase (carrier) rating[STOCK=0.35/FOTRSU=0.3]
Competent Airbase Modifier=0.65 ;[>0] Modifier for competent airbase (carrier) rating[STOCK=0.5/FOTRSU=0.35]
Veteran Airbase Modifier=0.85 ;[>0] Modifier for veteran airbase (carrier) rating[STOCK=0.7/FOTRSU=0.4]
Elite Airbase Modifier=1.0 ;[>0] Modifier for elite airbase (carrier) rating[STOCK=1/FOTRSU=1]
Night Modifier=0.45 ;[>0] Modifier on strike probability at night[STOCK=0.5/FOTRSU=0.5]
Default Air Strike Probability=8 ;[>0] Default probability to send an airstrike from a airbase (carrier)STOCK=10/FOTRSU=10]
Enemy Air Strike Probability Increase on Radio Messages Sent=35;[>0] Increase over the default probability on a radio message sent[STOCK=30/FOTRSU=38]
Friendly Air Strike Probability Increase on Contact Report Sent=60;[>0] Increase over the default probability on contact message sent[STOCK=70/FOTRSU=65]
Enemy Air Strike Probability Increase on Player Detection=48;[>0] Increase over the default probability on player detection[STOCK=40/FOTRSU=70]
Atenuation Factor=10 ;[>0] Decrease from an increased probability to default on each air session[STOCK=10/FOTRSU=10]
Logic Steps Between Air Sessions=42 ;[>0] Steps between air fighting sessions, 10*Logic Interval (90sec) [STOCK=10/FOTRSU=25]
We set all airplanes and airbases to "Elite" so the planes fly better. We also shortened the range in FotRSU since we were getting small planes way beyond their actual capabilities, and increased the Logic Steps substantially. The math for that is "42 steps times the 90, times 10) which equals 378000 seconds, which comes to about every 10.5 hours, which seems to make sense in most areas, as far as traffic patterns are concerned. A few things to remember about the figures is that ALL the AirBases near where you are respond to your submarine's presence. So if you are detected, you might four or five or more airbases sending everything they have after your submarine. Very unrealistic. That Logic Steps is something to really experiment with.

The AirBase Modifiers are multiplication things that increase (>1) or decrease an AirBases (<1) capability to respond, and how strong that response is. So an Elite AirBase in the mod not only sends a strong airplane, but it sends 2.5 times that response, and that figure divides the Logic Steps, since the AirBase is capable of responding faster, so now in FotRSU, that 2.5 modifier would make our 10.5 hour session into less than 2 and a quarter hours - from each base of that CrewRating level that you are within range of, so you might be blanketed in airplanes if detected in the Bay of Biscay. Most of the other "modifiers" for radio and night, etc., are "percentages", which modify the Logic Steps also, such that if you sent a radio message to BdU, you increase the odds of an air attack in your immediate area by 40%. It can be a real bother to attempt to balance those settings, and as mentioned, the number of available airbases (land or carrier based) comes into play.

One really strange quirk in the game's airplanes, no matter the mod or how high the airplane's CrewRating (Elite flies the best), but if your submarine is detected and an airbase responds and sends airplanes your way, but there is an intervening land mass higher than 500 meters (the default height planes spawn at), the airplanes will crash into said land mass... they cannot fly over or around the land mass. They will beeline on the shortest route to your submarine... :arrgh!:

Hi propbeanie,

Wow, seems to be a real science and YOU are the professor! Many thanks for your answers!

Quick clarification questions:

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

- What does 'FotRSU' stand for?

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

- When looking at 'my' (KSDII-Ace) airstrike.cfg settings, is it in your estimation 'normal' that I would not encounter any A/C?

- Which settings should I use to increase the probabilty of A/C attacks?

Thanks again!

Bubblehead1980
06-22-22, 02:12 PM
Hi Bubblehead1980,


This is interesting to me! I'm currently trying out KSDIIAce, October 1942, leaving Bordeaux through the Bay of Biscay and now postioned west of the Canary Islands, heading toward South America: Not a single enemy A/C in 1 week!


I'm beginning to wonder, if there is something wrong with the airstrike.cfg settings. Don't get me wrong: It's not like that I want to be killed by A/C, but zero airplanes seems a bit "unrealistic" to me. Would you (or anyone else) have any ideas, what could be the issue?


Here are my current "Data/Cfg/AirStrike.cfg" settings (no changes made):

[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.7 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=1.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.7 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=2.2 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=2.5 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.15 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=30 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=40 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)





I am still looking into the Dark Waters airplane situation.


I used my airstrike.cfg from TMO Update V.20 mod I made. I'm not at home or would just post the file here.

Thus far I have had more planes but still too few. I am waiting to see how things perform as war goes on. There may be issues with airbase placement (Propbeanie mentioned the land mass issue) as well as the airbase rosters. If numbers are too few to cover their patrol radius defined in the airstrike.cfg, will not see many, if any planes.

I have not had a chance but also possible they are set to competent or worse and not veteran or elite, that can play into things.


The factors below are rather low also.

Default Air Strike Probability=30>>>I increased it to 90 I believe


Enemy Air Strike Probability Increase on Player Detection=50>>>changed this to 95 I believe.

Bubblehead1980
06-22-22, 02:48 PM
I loaded up Dark Waters on my laptop while out of town. Ugh I miss the desktop use exclusively for SH 4 at home lol.


Anyways, left port on Feb 3 1941 in a Type IXB (prefer Type VII but figured would give the big boy a try). I am assigned to U-123 and as such decided to change captain to her real Captain's name, Reinhard Hardegen.

Patrol took me down to Africa, off Cape Verde Islands. I searched and searched for convoys but nothing. Used the maps that came with Dark Wates, nothing.

All found so far was three merchants, armed, making fast runs solo. Two were not even in my assigned grid, the third was.


Now April 1941 and turning for home after 60+ days at sea. Wondering if its just me if anyone else found convoys in this time period? Seems the Africa convoys from Freetown would be booming by this point

Mad Mardigan
06-22-22, 02:57 PM
Hi propbeanie,

Wow, seems to be a real science and YOU are the professor! Many thanks for your answers!

Quick clarification questions:

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

- What does 'FotRSU' stand for?

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

- When looking at 'my' (KSDII-Ace) airstrike.cfg settings, is it in your estimation 'normal' that I would not encounter any A/C?

- Which settings should I use to increase the probabilty of A/C attacks?

Thanks again!




To answer your "quick clarification questions" :

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5, Yes... :yep:

- What does 'FotRSU' stand for?

Fall of the Rising Sun - Ultimate

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

The "we" in this instance, would be propbeanie, s7rikeback & others who work to update & upgrade FotRS-U, which at last check was in v1.7x (x being whatever # in use after the 7 here... :hmmm:) & from what I've read, the team is looking to release a newer version, what the version #'ing will be, has yet to be fully announced I do believe... :hmmm:


As for... the last 2 points, I shall defer to another to answer on them... who is... better equipped to do so... :shucks: :yep:




Hope this helps... clarify things, for you there... Kapitän :shucks: :up:





:Kaleun_Salute:


M. M.

propbeanie
06-22-22, 03:05 PM
Hi propbeanie,

Wow, seems to be a real science and YOU are the professor! Many thanks for your answers!

Quick clarification questions:

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes? Yes

- What does 'FotRSU' stand for? Fall of the Rising Sun mod - US Pacific fleet boats

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'? The FotRSU Mod Team

- When looking at 'my' (KSDII-Ace) airstrike.cfg settings, is it in your estimation 'normal' that I would not encounter any A/C? Eh... as BH says, experiment

- Which settings should I use to increase the probabilty of A/C attacks?

Thanks again!
The AirBase Modifiers up top are rather high, so when you do get a response, it will be quick, it will be often, it might then also be continuous, and most likely deadly. The original Fall of the Rising Sun mod team had airstrikes set more frequently, and especially around the upper Solomon Islands into the Bismarck Sea, around Formosa, and off Kyushu to Honshu, you might encounter so many planes that you could not charge your batteries. Some of that was probably from the fact that the mod was origininally in SH4 v1.4, and we converted it to SH4 v1.5, which might have affected sensors.

Anyway, I would probably start with turning down the AirBase Modifiers a bit, and then increase what Bubblehead1980 mentions, but I don't think I would go very much higher than what the mod already has. You are liable to be blanketed with airplanes once you are sighted. I would probably then decrease the Logic Steps down to maybe 35 for an experiment, and see if that does the trick.

Early in the war, there are not enough airplanes for the Allies, and not many that could do the long haul of an ocean search. Once Lend/Lease kicks in, then the airplane traffic should increase, and once you get to mid to late 1942, you should find it rather difficult to get across the Bay of Biscay without being spotted at least once, and having to deal with "hiding" for a while by direction and speed changes submerged, causing you to take at least twice as long to get out of the air coverage there. When the H/K CVE groups start to roam about the place, and radar improves, you would expect to be Leigh-lighted a time or two at night, and you never having seen any indication of inbound radar beams...

In SH3, the only time I made it past Spring of 1943 was when I started the game then... :arrgh!: - I have not played enough KSD or DW or OM to get a handle on how they are when the Happy Times are over and Black May approaches... But "experimentation" and "one setting at a time" are the catch phrases when trying to adjust the AirStrike cfg file. Also, you might open the Mission Editor and then the respective "... AirCover.mis" files to see where the Land AirBases are, and what their CrewRating is set to. The "default" in the game for them is "Competent", and a "Competent" plane cannot do a dive bombing and survive... they'll crash into the ocean, or "stall" when pulling out of the dive. Even at "Elite", they do stupid stuff, like flying into mountains, but at least they can manage to get a couple of strafing runs in on you... usually. But then of course, at Elite, they have a better chance of dropping a 500kg bomb right down the conn hatch... :roll:

Bubblehead1980
06-22-22, 08:54 PM
Are there any alternate interiors for Type IXA/B? The interior used i for Type IXC on, with both scopes in conning tower. From what understand, A/B had attack scope in conning tower and observation scope in control room.

Bubblehead1980
06-24-22, 12:17 AM
Love this mod, but haven not been killed this much since first played TMO way back lol and that was always by depth charge. Now, none were by depth charge, once was pure luck on enemy's part.


1st career Type VIIB Sep 1939-April 1940

Court Martialed for sinking too many neutral vessels (all in convoys with enemy). I was unaware of this, changed it in DW, no longer happens.


So I started another career in a Type VIIB in summer 1940...freak long range lucky shot from corvette while on surface at night after sinking multiple sips in convoy....hit in stern torpedo...of course with the great damage model...hole in pressure hull means flooding. I was then rammed on surface.


Started another career in Type VIIC In Fall 1940. Excellent patrol, really cleaned up. 90 KM from Lorient, killed by aircraft , direct bomb hit. My fault for underestimating planes of the mod and time period, staying up to gun it out. Although, he was on fire and did crash just after we went under to the bottom.



Spring 1941..Type IXB U-123....ran into convoy in North Atlantic...they zigged throwing their columns all out of whack, I got inside on surface...
sunk four ships....three merchants and one 8500 ton tanker...One torpedo each, damaged (unsure if sunk) two more with stern torpedoes...just after last torpedo impact....large freighter came out of nowhere it seems and rammed my boat.Flooding in three aft compartments. Then to top if off, a armed merchant scored a gun hit on my conning tower. Boat sunk quickly.


So, now restarted July 1941 in Type IX U-43. Back in North Atlantic Convoy lanes.


Love this damage mod, may tweak it a little. Would love to get something like this into current TMO model.

Bubblehead1980
06-24-22, 12:48 AM
Hmmm just had a aircraft spotted at 11 KM (Clear Sunny day) in Grid AL 58.

That is 1033 KM south of Iceland and 1391 KM West of Ireland. I easily submerged and do not believe he spotted me, so obviously not running ASV yet. However, should have contacts this far out in July 1941? This is the air gap no?

KaleunMarco
06-24-22, 10:35 AM
Hmmm just had a aircraft spotted at 11 KM (Clear Sunny day) in Grid AL 58.

That is 1033 KM south of Iceland and 1391 KM West of Ireland. I easily submerged and do not believe he spotted me, so obviously not running ASV yet. However, should have contacts this far out in July 1941? This is the air gap no?

maybe in real life there was an air coverage gap, but clearly there is no gap within the air squadrons and search patterns and Airstrike parms for this submarine simulator. :salute:

some of that you may be able to mod but some you will probably be stuck with.

propbeanie
06-24-22, 11:19 AM
I forget how we arrived at our figures in FotRSU - but I do remember is was NOT scientific by any stretch of the imagination... We considerably shortened the "Maximum Aircraft Range" to less than 1000km - Stock is 2000km - made a "world" of difference... sorry for the pun... :roll: - Check this out:

https://cimsec.org/close-the-gaps-airborne-asw-yesterday-and-tomorrow/

There is "historical" info there, along with a little map.

Kapitän
06-24-22, 11:49 AM
I am still looking into the Dark Waters airplane situation.


I used my airstrike.cfg from TMO Update V.20 mod I made. I'm not at home or would just post the file here.

Thus far I have had more planes but still too few. I am waiting to see how things perform as war goes on. There may be issues with airbase placement (Propbeanie mentioned the land mass issue) as well as the airbase rosters. If numbers are too few to cover their patrol radius defined in the airstrike.cfg, will not see many, if any planes.

I have not had a chance but also possible they are set to competent or worse and not veteran or elite, that can play into things.


The factors below are rather low also.

Default Air Strike Probability=30>>>I increased it to 90 I believe


Enemy Air Strike Probability Increase on Player Detection=50>>>changed this to 95 I believe.


Thanks! I will give these two settings a try. Can I do that with a current game save, i.e., make the change and restart the game and load a current game save, or do I need to start a new patrol?

Kapitän
06-24-22, 11:50 AM
To answer your "quick clarification questions" :

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5, Yes... :yep:

- What does 'FotRSU' stand for?

Fall of the Rising Sun - Ultimate

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

The "we" in this instance, would be propbeanie, s7rikeback & others who work to update & upgrade FotRS-U, which at last check was in v1.7x (x being whatever # in use after the 7 here... :hmmm:) & from what I've read, the team is looking to release a newer version, what the version #'ing will be, has yet to be fully announced I do believe... :hmmm:


As for... the last 2 points, I shall defer to another to answer on them... who is... better equipped to do so... :shucks: :yep:




Hope this helps... clarify things, for you there... Kapitän :shucks: :up:





:Kaleun_Salute:


M. M.


Thanks, as always !!! :up:

Kapitän
06-24-22, 11:58 AM
The AirBase Modifiers up top are rather high, so when you do get a response, it will be quick, it will be often, it might then also be continuous, and most likely deadly. The original Fall of the Rising Sun mod team had airstrikes set more frequently, and especially around the upper Solomon Islands into the Bismarck Sea, around Formosa, and off Kyushu to Honshu, you might encounter so many planes that you could not charge your batteries. Some of that was probably from the fact that the mod was origininally in SH4 v1.4, and we converted it to SH4 v1.5, which might have affected sensors.

Anyway, I would probably start with turning down the AirBase Modifiers a bit, and then increase what Bubblehead1980 mentions, but I don't think I would go very much higher than what the mod already has. You are liable to be blanketed with airplanes once you are sighted. I would probably then decrease the Logic Steps down to maybe 35 for an experiment, and see if that does the trick.

Early in the war, there are not enough airplanes for the Allies, and not many that could do the long haul of an ocean search. Once Lend/Lease kicks in, then the airplane traffic should increase, and once you get to mid to late 1942, you should find it rather difficult to get across the Bay of Biscay without being spotted at least once, and having to deal with "hiding" for a while by direction and speed changes submerged, causing you to take at least twice as long to get out of the air coverage there. When the H/K CVE groups start to roam about the place, and radar improves, you would expect to be Leigh-lighted a time or two at night, and you never having seen any indication of inbound radar beams...

In SH3, the only time I made it past Spring of 1943 was when I started the game then... :arrgh!: - I have not played enough KSD or DW or OM to get a handle on how they are when the Happy Times are over and Black May approaches... But "experimentation" and "one setting at a time" are the catch phrases when trying to adjust the AirStrike cfg file. Also, you might open the Mission Editor and then the respective "... AirCover.mis" files to see where the Land AirBases are, and what their CrewRating is set to. The "default" in the game for them is "Competent", and a "Competent" plane cannot do a dive bombing and survive... they'll crash into the ocean, or "stall" when pulling out of the dive. Even at "Elite", they do stupid stuff, like flying into mountains, but at least they can manage to get a couple of strafing runs in on you... usually. But then of course, at Elite, they have a better chance of dropping a 500kg bomb right down the conn hatch... :roll:


Okay, thanks for that!

For now, I would like to see my first enemy A/C period and set the following acc. to what Bubblehead1980 said:

- "Default Air Strike Probability=30>>>I increased it to 90 I believe"
- Enemy Air Strike Probability Increase on Player Detection=50>>>changed this to 95 I believe"

Depending on what happens after that, I might adhust the other parameters.

Can I do the changes on a current patrol/game save or do I need to start new patrol?

Bubblehead1980
06-24-22, 04:14 PM
Thanks! I will give these two settings a try. Can I do that with a current game save, i.e., make the change and restart the game and load a current game save, or do I need to start a new patrol?


Yes, will need to be "in port" when enable the mod and changes, make a new save file for current career and start a patrol. Changes should never be made when at sea.

KaleunMarco
06-24-22, 04:14 PM
I forget how we arrived at our figures in FotRSU - but I do remember is was NOT scientific by any stretch of the imagination... We considerably shortened the "Maximum Aircraft Range" to less than 1000km - Stock is 2000km - made a "world" of difference... sorry for the pun... :roll: - Check this out:

https://cimsec.org/close-the-gaps-airborne-asw-yesterday-and-tomorrow/

There is "historical" info there, along with a little map.

pb, my comments were not a criticism but a statement of facts of the game: the conditions available within the game are NOT the same as in real life and we only have the game conditions to work with.

as you are well aware, we can only work with airfield geography and aircraft specs.
in real life there are these items that limit a/c performance and create "gaps":

parts and maintenance issue
personnel staffing numbers for both pilots and ground crew (which is the greater number of heads)
training of ground crew and flight crews
attitude of ground crew and flight crews (who do you think had higher morale: the guys in Adak or the guys 35 minutes from London?):yeah:
weather. i list it here because in the game will send a plane out no matter what the weather is and if it crashes, who cares. humans don't make the same decision. :haha:


i'm going to stop here.

Hmmm just had a aircraft spotted at 11 KM (Clear Sunny day) in Grid AL 58.

That is 1033 KM south of Iceland and 1391 KM West of Ireland. I easily submerged and do not believe he spotted me, so obviously not running ASV yet. However, should have contacts this far out in July 1941? This is the air gap no?

i recommend modifying the parameters we have available such that you can actually get from your base to the frickin North Atlantic and sink some ships.

Bubblehead1980
06-24-22, 04:20 PM
maybe in real life there was an air coverage gap, but clearly there is no gap within the air squadrons and search patterns and Airstrike parms for this submarine simulator. :salute:

some of that you may be able to mod but some you will probably be stuck with.





Well I given Lurkers penchant for historical accuracy and that the air gap is mentioned in the intel miles etc I assumed the mid atlantic air gap, the black pit, was scripted into the sim. May be, looking at some things I may have been just at the end of a airbase in iceland's limit for time period.

I'll gain more knowledge of it as go on and will make changes as required. I'm into August 1941 now and planes are still not that much of a problem but I know its coming. I'm working on getting the leigh lights into the sim.

KaleunMarco
06-24-22, 05:10 PM
Well I given Lurkers penchant for historical accuracy and that the air gap is mentioned in the intel miles etc I assumed the mid atlantic air gap, the black pit, was scripted into the sim. May be, looking at some things I may have been just at the end of a airbase in iceland's limit for time period.

I'll gain more knowledge of it as go on and will make changes as required. I'm into August 1941 now and planes are still not that much of a problem but I know its coming. I'm working on getting the leigh lights into the sim.

yeah, well, there were many performance issues in conjunction with the gap and we cannot simulate every thing in SH4. :doh::ping:

with regard to leigh lights, are you using the same device as the spot lights that are shipborne or a different device?

Bubblehead1980
06-24-22, 07:42 PM
yeah, well, there were many performance issues in conjunction with the gap and we cannot simulate every thing in SH4. :doh::ping:

with regard to leigh lights, are you using the same device as the spot lights that are shipborne or a different device?

True, but pretty sure air gap can be simulated properly via proper placement of airbases and limitation of ranges. I'll look into it more when back home. Have not looked in depth but based on what read thus far I may have been at the end of their range. Like anything in modding its about finding the balance between historical accuracy and playability.

Before I make any major changes (aside from the airstrike.cfg and the dakr nights with some minor sim.cfg tweaks so can pull off night surface attacks) file to campaign I am playing through all years to have a feel for how things are by default. Thus far I am happy as not much needs changed. AI is a little easy in 39-41 when submerged and evading, mostly because the escorts are nearly all set to "competent" which should be in most cases "incompetent"
lol. I am sure it will get tougher though.



For leigh light I am working with a light Ref_light_02(think thats what it called) which is a search light . Do not have file in front of me. According to someone helping me out, looks like the the node is present on the PBY and in the library as well in DW, just has to add to .eqp file which has been done. I have not been able to test it because could not get the test mission to show up yet. When I get a chance will try to perfect it and test out. Hopefully that simple, if not it will be a process. Of course will have to add it to other planes I am sure.

Bubblehead1980
06-25-22, 12:13 AM
How do we reduce the number of full moons? Seem to get a absurd number of full moons in this mod. I assume its the environmental. Makes night surface attacks impossible many times, more than it should. Especially in summer months in North Atlantic.

Fifi
06-25-22, 12:52 AM
I don’t think you can reduce full moon numbers of what I know … to me it might be hardcoded.
Anyway from memory this environment is based on FORTSU one, so both have exact same number of full moon!… and probably all sh4 mods…

Kapitän
06-26-22, 03:38 AM
Yes, will need to be "in port" when enable the mod and changes, make a new save file for current career and start a patrol. Changes should never be made when at sea.

Thanks! Not questioning just trying to understand:

Should changes only be done "in port", because if done "at sea", it could lead to CTDs and/or the changes won't even take effect, unless they are done "in port "?

Bubblehead1980
06-26-22, 05:20 AM
Thanks! Not questioning just trying to understand:

Should changes only be done "in port", because if done "at sea", it could lead to CTDs and/or the changes won't even take effect, unless they are done "in port "?

Yes, can lead to corrupt files and CTD/failure to load save game etc. SOme mods may no activate when "at sea" either

Bubblehead1980
06-26-22, 08:01 PM
March 6 1943.


For first time in the mod, underwent a competent and effective depth charge attack. Without the L1 or L2 mod, wanted to see how default AI did on in 1943.



Love the damage model in this mod other than I took two hedgehog hits at 210 meters and 230 meters and barely did any damage. No hull damage indicated, no flooding etc.

Bubblehead1980
06-27-22, 04:39 PM
https://www.subsim.com/radioroom/showthread.php?p=2815872#post2815872

KaleunMarco
06-27-22, 04:48 PM
https://www.subsim.com/radioroom/showthread.php?p=2815872#post2815872

why didn't you get out of her way?

Bubblehead1980
06-27-22, 05:23 PM
why didn't you get out of her way?

Not enough time to clear the keel.

Was inside a convoy submerged daytime attack. Sunk three ships outright. Fired a fourth torpedo hit a hog island freighter in the bow, blew its bow off (see link with screen shot). Seemed disabled and was ahead, figured if did not sink would finish off. Large freighter was about to cross my stern, so started speed plot on him, dropped scope while timing. I raised scope for observation to mark speed, did a sweep and there was the damaged freighter, mangled bow now filling the scope, apparently he decided to turn in and ram me. Ordered to go deep to avoid and ahead flank but not enough time to clear his keel, hit my boat aft end of control room and propulsion room, the compartments that flooded. Love the damage model, its realistic (although think flooding rate is a bit fast) but does make things tough. One small mistake or some bad luck can and will get you killed usually.


Earlier in patrol survived a very intense depth charge and hedgehog attack, had flooding in all compartments at one point, but managed to survive, then to be taking out by ramming. Hedgehogs had to be adjusted though, I took two hedgehog hits and no damage. Look at .zon file. Max hitpoints for hedgehog is 10...thats not very much really. Wonder why was set so low.

KaleunMarco
06-27-22, 07:43 PM
Not enough time to clear the keel.

Was inside a convoy submerged daytime attack. Sunk three ships outright. Fired a fourth torpedo hit a hog island freighter in the bow, blew its bow off (see link with screen shot). Seemed disabled and was ahead, figured if did not sink would finish off. Large freighter was about to cross my stern, so started speed plot on him, dropped scope while timing. I raised scope for observation to mark speed, did a sweep and there was the damaged freighter, mangled bow now filling the scope, apparently he decided to turn in and ram me. Ordered to go deep to avoid and ahead flank but not enough time to clear his keel, hit my boat aft end of control room and propulsion room, the compartments that flooded. Love the damage model, its realistic (although think flooding rate is a bit fast) but does make things tough. One small mistake or some bad luck can and will get you killed usually.


Earlier in patrol survived a very intense depth charge and hedgehog attack, had flooding in all compartments at one point, but managed to survive, then to be taking out by ramming. Hedgehogs had to be adjusted though, I took two hedgehog hits and no damage. Look at .zon file. Max hitpoints for hedgehog is 10...thats not very much really. Wonder why was set so low.

hedgehogs did not carry much of a charge, IIRC.
their effect was to make some kind of a hit such that the sonar-guy could hear the noise and echo of the hit and then the captain could order a quick change of weapon to bring the full rage-and-fury upon the Uboat. Combat Tactics, Mr BH.

Bubblehead1980
06-27-22, 08:22 PM
hedgehogs did not carry much of a charge, IIRC.
their effect was to make some kind of a hit such that the sonar-guy could hear the noise and echo of the hit and then the captain could order a quick change of weapon to bring the full rage-and-fury upon the Uboat. Combat Tactics, Mr BH.


"Combat Tactics, Mr. BH"

Okay Captain Ramius :Kaleun_Salute::har:


One of of things about DW is it is much more difficult to keep aware of what's going on without external cam ( I do not use it for attack etc, only for screen shots or enjoying "cinematic moments" such as ships being torpedoed etc. This is because of the sound, for example the depth charge splashes are not as pronounced I am used in TMO with EAX. You don't hear the "boom" of depth charges firing of the y/k guns, or the engine noises of ships close aboard. Still adjusting. Some point hope to make EAX compatible with DW.


True, but would you not agree to take two hits from hedgehogs and have no damage because as I found in the hedgehog.zon file, their max HP is 10 and min is 2, likely needs adjusting?

Mad Mardigan
06-27-22, 10:31 PM
:Kaleun_Cheers:


Interesting read...

https://en.wikipedia.org/wiki/Hedgehog_(weapon)#:~:text=During%20WWII%20out%20of %205%2C174%20British%20depth%20charge,kills%2C%20a %20ratio%20of%205.7%20to%201.%20


https://www.history.navy.mil/content/history/museums/nmusn/explore/photography/wwii/wwii-atlantic/battle-of-the-atlantic/anti-submarine-warfare/hedgehog.html





:Kaleun_Salute:


M. M.

KaleunMarco
06-28-22, 12:14 AM
True, but would you not agree to take two hits from hedgehogs and have no damage because as I found in the hedgehog.zon file, their max HP is 10 and min is 2, likely needs adjusting?

i don't know.
there is only so much one can simulate...and some things cannot be simulated.
i suppose that you can make that HP value whatever you want.
me, personally, i would leave it there and play on.
"I should have died many times, Captain, but I continue to survive somehow. This time it was your hedgehogs fault."

propbeanie
06-28-22, 07:54 AM
A hedgehog hit should be near catastrophic to a submarine. Two would usually "kill" it. I know this site is not the most reliable, but there are other sources:

Wikipedia: Hedgehog (weapon) (https://en.wikipedia.org/wiki/Hedgehog_(weapon))

toward the bottom 1/3 of the page:
4. A direct hit by one or two Hedgehog bombs was usually sufficient to sink a submarine.[citation needed]
Many depth charges were required to inflict enough cumulative damage to sink a submarine; even then, many U-boats survived hundreds of detonations over a period of many hours—678 depth charges were dropped against U-427 in April 1945. The depth charge, usually exploding at a distance from the submarine, had a cushion of water between it and the target which rapidly dissipated the explosive shock. The Hedgehog's charge, on the other hand, exploded in direct contact with the hull. However, near misses with the Hedgehog were silent and did not cause any damage, unlike the cumulative damage caused by several depth charge near-misses; nor did it have the same psychological effect as a depth charge attack.
Who do you inquire of about that 'citation' detail?? I also wonder who they asked about that "...nor did it have the same psychological effect as a depth charge attack"... quote?... lol - In the game, you don't hear a drop as they're passing over, so you ~know~ they are up to something - but what?? Then BOOM BOOM "we're taking damage sir!" "we have heavy flooding sir!" "Medic!" spinning screen rapidly fading to black. Imagine real life... war is not good, and should not happen. Alas, man is greedy and wants what his neighbor possesses, so it shall be until we die. :salute:

"whoah!!! where did this conversation go???"... lol - sorry

KaleunMarco
06-28-22, 09:54 AM
Imagine real life... war is not good, and should not happen. Alas, man is greedy and wants what his neighbor possesses, so it shall be until we die. :salute:

"whoah!!! where did this conversation go???"... lol - sorry

i don't know.
i was paraphrasing the Kaleun from Enemy Below.

Bubblehead1980
06-28-22, 01:39 PM
A hedgehog hit should be near catastrophic to a submarine. Two would usually "kill" it. I know this site is not the most reliable, but there are other sources:

Wikipedia: Hedgehog (weapon) (https://en.wikipedia.org/wiki/Hedgehog_(weapon))

toward the bottom 1/3 of the page:
4. A direct hit by one or two Hedgehog bombs was usually sufficient to sink a submarine.[citation needed]
Many depth charges were required to inflict enough cumulative damage to sink a submarine; even then, many U-boats survived hundreds of detonations over a period of many hours—678 depth charges were dropped against U-427 in April 1945. The depth charge, usually exploding at a distance from the submarine, had a cushion of water between it and the target which rapidly dissipated the explosive shock. The Hedgehog's charge, on the other hand, exploded in direct contact with the hull. However, near misses with the Hedgehog were silent and did not cause any damage, unlike the cumulative damage caused by several depth charge near-misses; nor did it have the same psychological effect as a depth charge attack.
Who do you inquire of about that 'citation' detail?? I also wonder who they asked about that "...nor did it have the same psychological effect as a depth charge attack"... quote?... lol - In the game, you don't hear a drop as they're passing over, so you ~know~ they are up to something - but what?? Then BOOM BOOM "we're taking damage sir!" "we have heavy flooding sir!" "Medic!" spinning screen rapidly fading to black. Imagine real life... war is not good, and should not happen. Alas, man is greedy and wants what his neighbor possesses, so it shall be until we die. :salute:

"whoah!!! where did this conversation go???"... lol - sorry



That is the impression I received from my research, one hit by a hedgehog was usually enough to mortally wound it, two would sink it.


DW did something I implemented into TMO which is how cumulative damage from depth charge attacks sink your boat in most cases vs "instadeath" when get too many hitpoints which is default SH 4 model. I've learned some things since at and some point will update TMO damage model again.


Well, until I took two hits with no damage lol I feared hedgehog more, which is why i am modifying it in the mod. One big advantage player has with hedgehog is if you are submerged deep, they have a harder time getting hits. I took two hits out of 8 salvos of hedgehog fired and on the two salvos I was hit I was at 100-150 meters, vs when I was at 180-200 meters on others. The time it takes for them to fall to deep depth, sub even moving slowly will be clear, typically. Of course run risk of taking a hit at deep depth and hull collapse as well.


I believe I read that it was recommended to escorts to not use hedgehog on targets at depth below 400 feet as depth charges worked better, given the excess pressure to "crack" the hull.

propbeanie
06-28-22, 04:24 PM
i don't know.
i was paraphrasing the Kaleun from Enemy Below.

lol - That sir, is younger than me!... lol - but yeah, I was talking about the dude who posted in #1416... :roll: :arrgh!:


That is the impression I received from my research, one hit by a hedgehog was usually enough to mortally wound it, two would sink it...
The deeper, the worser for the sub, I'm sure... I mention that "[citation needed]" quote again, since from what I have seen (or NOT seen), is that the U-Boats (and by extension, the BdU) had no idea what was taking them out. Mum's the word was SOP. Dunno fershure though, of course. My dad was a PO1c on LSTs beginning with Leyte Gulf landings, was six years active (WW2 & Korea), and had not heard of hedgehogs until 1955 when he started hanging out with my future uncle, who was a tin can sailor... Probably neither of them knew about the Mark14 issues at the time either... "Didn't concern me, didn't need to know"... lol

Jeff-Groves
06-28-22, 04:30 PM
Someone needs to build the "Mouse trap" for smaller patrol vessels.
:03:
https://www.history.navy.mil/content/history/museums/nmusn/explore/photography/wwii/wwii-atlantic/battle-of-the-atlantic/anti-submarine-warfare/mousetrap/80-g-14292/jcr%3acontent/mediaitem/image.img.jpg/1499274733453.jpg

Bubblehead1980
06-28-22, 10:40 PM
Someone needs to build the "Mouse trap" for smaller patrol vessels.
:03:
https://www.history.navy.mil/content/history/museums/nmusn/explore/photography/wwii/wwii-atlantic/battle-of-the-atlantic/anti-submarine-warfare/mousetrap/80-g-14292/jcr%3acontent/mediaitem/image.img.jpg/1499274733453.jpg


Yes! and "Squid" as well:Kaleun_Wink:

JapLance
06-29-22, 12:24 AM
Yes! and "Squid" as well:Kaleun_Wink:

There 's a Squid for SH3 (https://www.subsim.com/radioroom/showthread.php?t=222342&highlight=Squid)

Squid Mod for SH3

LGN1 April 2016

Model done by gap!
------------------

Version 2.0

This mod provides a squid launcher for SH3

martinchi
07-03-22, 06:03 PM
It's work? ask from a player with 1024x768:03:



Eh I am a bit lost here.

Okay so 1920x1080 needs to have the ; removed from in front of in the various entries listed and that is it?


Prior to seeing the post I loaded up your mod. I finally had the chronometer, thankfully. However, the resolution looked strange, things were too small compared to normal, conning tower seemed stretched, taller than should be and the 3d crew looked strange.





This correct?


[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
;Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768
Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600õ1200
Color=0xFFFFFFFF

Bubblehead1980
07-05-22, 08:43 PM
It's work? ask from a player with 1024x768:03:

Yes, changes worked:Kaleun_Salute:

Bubblehead1980
07-05-22, 09:06 PM
U Flak Career...well that is interesting lol.


Trying it out

Fifi
07-05-22, 11:48 PM
U Flak Career...well that is interesting lol.


Trying it out

From memory it was WIP … :03:

JapLance
07-06-22, 01:39 AM
Hey Fifi :salute:

Do you have intentions to keep updating OM Dark Waters? I've read your posts in the SH3 forum and love the addition of new ships you're doing there :up:. And something DW really needs is updated models of ships (specially some of the escorts).

ImBatman
07-06-22, 01:41 AM
I'm having a hard time following the instructions for the turm fix. I'd like to try this mod out, but if the game breaks every time there is a conning tower upgrade, thats going to be a problem. I'm having several interpretations of the instructions.


1. Copy the relevant data from the original aupu file into the dummy file. Then copy dummy file into UPCinitial folder (which is not in a save game folder at all)


2. Copy the relevant data from the dummy aupu file into a copy of the original aupu file. Then copy the copy of the original into UPCinitial folder.


3. Neither of these

Fifi
07-06-22, 02:32 AM
Hey Fifi :salute:

Do you have intentions to keep updating OM Dark Waters? I've read your posts in the SH3 forum and love the addition of new ships you're doing there :up:. And something DW really needs is updated models of ships (specially some of the escorts).

Hi, I’m sorry I don’t plan to update DW anymore for the moment …
:Kaleun_Salute:

JapLance
07-06-22, 02:05 PM
OK. Sad to read this, but I can understand. Thanks for the hard work :salute:.

ImBatman
07-06-22, 04:36 PM
I'm having a hard time following the instructions for the turm fix. I'd like to try this mod out, but if the game breaks every time there is a conning tower upgrade, thats going to be a problem. I'm having several interpretations of the instructions.


1. Copy the relevant data from the original aupu file into the dummy file. Then copy dummy file into UPCinitial folder (which is not in a save game folder at all)


2. Copy the relevant data from the dummy aupu file into a copy of the original aupu file. Then copy the copy of the original into UPCinitial folder.


3. Neither of these

After digging around, it seems the step about the UPCinitial is causing the confusion. There is no such folder within the save folder. So now I'm interpreting as:

1. Copy relevant info from autosave aupu.
2. Overwrite corresponding info in the dummy save aupu with copied info in step 1.
3. Save modified dummy aupu
4. Replace autosave aupu with modified dummy aupu
5. ?
6. Profit!

Am i understanding this correctly? I've developed quite the headache trying to puzzle this out!

KaleunMarco
07-06-22, 07:28 PM
U Flak Career...well that is interesting lol.


Trying it out

Very dangerous. you go first.

actually, Fifi created that model because there were some who wanted to emulate the awful decision by the Kreigsmarine to fight it out on the surface.

he did a good job but the career is short and violent.

Bubblehead1980
07-06-22, 08:10 PM
Hey Fifi :salute:

Do you have intentions to keep updating OM Dark Waters? I've read your posts in the SH3 forum and love the addition of new ships you're doing there :up:. And something DW really needs is updated models of ships (specially some of the escorts).


I am working on update for DW. Will take a while but adding a few things.

Bubblehead1980
07-06-22, 08:18 PM
Very dangerous. you go first.

actually, Fifi created that model because there were some who wanted to emulate the awful decision by the Kreigsmarine to fight it out on the surface.

he did a good job but the career is short and violent.



I survived the first U Flak patrol. Located and escorted two U Boats into Brest Harbor, under heavy air attack. Shot down 7 aircraft over 96 hours in Bay of Biscay.

However, I can see how it will become tough. November 1943 is next "patrol"

propbeanie
07-06-22, 08:27 PM
Very dangerous. you go first.

actually, Fifi created that model because there were some who wanted to emulate the awful decision by the Kreigsmarine to fight it out on the surface.

he did a good job but the career is short and violent.
Booo-oooh-ah-ha-ha-ha-ha-haaa.... :arrgh!:

Zee airplanes, zay are like flies, are zay not?... Ja!


As to what you are trying ImBatman, I do not remember it being real complicated, but it seems to me that it is the data in the Save folder, but that it must be the proper latest numbered Save folder set (ie "00000001" etc), and it might have to be duplicated in a 2nd numbered folder with the same date/time stamp. I do not remember the exact location, but I thought it was the ActiveUserPlayerUnits.upc file under the numbered folders that had to be altered with the proper entries from the \UPCDataGE \UPCUnitsData \UnitParts#SubName.upc file in the mod's Data folder... don't take my word for it though, the EEPROM in this device is rapidly losing its charge. In fact, the system battery might be quite low...

KM or some of the others might remember, but can you decline a "Re-Fit" for a turm "upgrade", or is it foisted upon you without authority?... :hmmm:

Fifi
07-07-22, 12:16 AM
I am working on update for DW. Will take a while but adding a few things.

That’s good news !:yeah:

Bubblehead1980
07-07-22, 04:05 PM
Started career in Dec 1941 with a Type IXB to see how "Drumbeat" is in DW.


Off New York area...nice amount of unescorted and mostly unarmed traffic. Based on what read some skippers did, sit on bottom during day, surface at night. Interesting, can sit on bottom in DW, no damage. Just dive with no speed and let boat float and just before settling on bottom, hit the A key to level planes, boat will lightly settle onto sea floor.

KaleunMarco
07-07-22, 08:14 PM
Herr Kaleuns,

be advised that there is an unexpected logic error in the Black Sea Flotilla home ported in Contanza, Romania.

when you reach the end of the life of the port in August 1944, you should be ordered to scuttle your boat and retire. instead, you are given a Type XXIII, still based in Contanza and when you shove off on your next mission, SH4 takes a CTD.

if you reach this point, definitely refuse the boat upgrade and end your career.

i'll have to take a look at the logic again and try and figure out what we mis-calculated.

:Kaleun_Salute:

Bubblehead1980
07-07-22, 10:34 PM
Just wrapped up first "Drumbeat" patrol December 25, 1941- February 27, 1942.


Patrolled off New York and down to Outer Banks of North Carolina. Sunk eight ships for 51,054 tons. Six merchants, two tankers.


No surface ASW patrols encountered, even when just a few KM off shore. Only one Ventura patrol aircraft spotted, did not spot me.

Interesting enough, did have two merchants attempt to ram me when got too close at night.

Also, had a merchant respond to area after torpedoed another merchant. While waiting for it to sink, second merchant arrived in area, fired star shells and searched for my boat. Armed with deck guns fired at me, but submerged and attacked, sinking it.


Following what many Kaleuns did when off east coast during this time, submerged during daylight, rested on sea floor, surfaced at night to hunt. Exception being when a contact came near, detected by sound, would close for submerged attack in daylight. Sunk a large tanker off entrance to Chesapeake Bay.


Hopefully will be bit more of a challenge next patrol which has me off Jacksonville, FL area.

Bubblehead1980
07-07-22, 10:35 PM
Herr Kaleuns,

be advised that there is an unexpected logic error in the Black Sea Flotilla home ported in Contanza, Romania.

when you reach the end of the life of the port in August 1944, you should be ordered to scuttle your boat and retire. instead, you are given a Type XXIII, still based in Contanza and when you shove off on your next mission, SH4 takes a CTD.

if you reach this point, definitely refuse the boat upgrade and end your career.

i'll have to take a look at the logic again and try and figure out what we mis-calculated.

:Kaleun_Salute:


Thanks for the headsup:Kaleun_Salute:


I have not explored that portion of the mod yet.

propbeanie
07-08-22, 12:18 PM
Herr Kaleuns,

be advised that there is an unexpected logic error in the Black Sea Flotilla home ported in Contanza, Romania.

when you reach the end of the life of the port in August 1944, you should be ordered to scuttle your boat and retire. instead, you are given a Type XXIII, still based in Contanza and when you shove off on your next mission, SH4 takes a CTD.

if you reach this point, definitely refuse the boat upgrade and end your career.

i'll have to take a look at the logic again and try and figure out what we mis-calculated.

:Kaleun_Salute:
Check the "Command" dates, versus the Base dates, versus the Type IIB dates. I thought we had done a "fix" for that, but it probably did not go out in time for the v6 mix. Specifically, the Command (ID=30Flotilla") has
AvailabilityInterval=1942-09-21, 1944-09-01
While the base Constanza has
AvailabilityInterval= NULL, 1944-08-25 pre-dating the Command
and the Type IIB submarine has
AvailabilityInterval= NULL, NULL
In effect, what happens, is that the boat with the NULL, NULL follows the Base date of 1944-08-25 and is terminated then. However, since you are still assigned to "30Flotilla" (the ID line) for the actual Command, you then are in need of a Submarine with which to patrol in, so the game, out of the kindness of its heart, grants you a new one... even though it is an inappropriate assignment and there is no base from which to sail again, the game did in fact, give it to you, and has therefore "done its job". So what if it causes a CTD? meh

To "fix" it, try the Base itself as a NULL, NULL also, so that both the boat and the base follow the Availability of the 30Flotilla Command... maybe... :roll: - If that does not work, then change the date of the 30Flotilla to 1942-09-21, 1944-08-24, a day earlier than the Base's demise... I am almost positive though, that the "fix" was to do the NULL, NULL... ??

Bubblehead1980
07-08-22, 03:50 PM
While on patrol in North Atlantic in Feb 1942, searching for convoys, decided to pull up losses for 1942. While I was aware of heavy overall losses for the war, seeing it broken down by year, especially seeing how losses were relatively low until 1943, when the numbers grew staggering. Quite sobering.


1939- 9 U Boats lost.

1940- 24 U Boats lost


1941-35 U boats lost


1942- 87 U Boats lost


1943- 244 U Boats lost


1944-249 U Boats lost.


1945- 120 U Boats lost.




https://uboat.net/fates/losses/

Mad Mardigan
07-08-22, 05:21 PM
While on patrol in North Atlantic in Feb 1942, searching for convoys, decided to pull up losses for 1942. While I was aware of heavy overall losses for the war, seeing it broken down by year, especially seeing how losses were relatively low until 1943, when the numbers grew staggering. Quite sobering.


1939- 9 U Boats lost.

1940- 24 U Boats lost


1941-35 U boats lost


1942- 87 U Boats lost


1943- 244 U Boats lost


1944-249 U Boats lost.


1945- 120 U Boats lost.




https://uboat.net/fates/losses/


...of the more than 40,000 men that served on U-boats between 1939 and 1945, fewer than 10,000 survived the war.

:doh:

Sobering. :o





:Kaleun_Salute:


M. M.


https://www.warhistoryonline.com/instant-articles/horrors-of-serving-a-u-boat.html?edg-c=1

Bubblehead1980
07-08-22, 09:02 PM
...of the more than 40,000 men that served on U-boats between 1939 and 1945, fewer than 10,000 survived the war.

:doh:

Sobering. :o





:Kaleun_Salute:


M. M.


https://www.warhistoryonline.com/instant-articles/horrors-of-serving-a-u-boat.html?edg-c=1



Yes, quite sobering.

Bubblehead1980
07-08-22, 09:49 PM
This mod will test patience lol . Grid AK in North Atlantic, in the convoy routes...almost 50 days on patrol, 41 in area with no contacts lol.

Larry
07-08-22, 11:31 PM
Gooday all, trying to fix this but need some good advice please. When I have tool helper on and go to use the ruler the "+" that is to mark the start point is not centered on protractor. If I turn off the tool helper, then use ruler the "+" is centered. I am not good at modeing/coding any help is Greatly Appreciated. Thank You in advance.

I am using

Silent Hunter 4 V1.5 (STEAM)
Ops Monsun V705 patched to V720
OM V720 patch 5
OM Dark Waters 6
900 Dark WatersV6 Errors Mod
OM PlotV415

Bubblehead1980
07-08-22, 11:32 PM
Apparently US DD's have the same invincible qualities as enemy DD's in TMO.


Torpedoed a Fletcher "down the throat" but torpedo hit the side when it turned, it left me alone but did not sink no visible damage.



Torpedoed a second down the throat, hit him right in the bow, he shrugged it off!! lol Ugh.

JapLance
07-09-22, 12:20 AM
Gooday all, trying to fix this but need some good advice please. When I have tool helper on and go to use the ruler the "+" that is to mark the start point is not centered on protractor. If I turn off the tool helper, then use ruler the "+" is centered. I am not good at modeing/coding any help is Greatly Appreciated. Thank You in advance.

I am using

Silent Hunter 4 V1.5 (STEAM)
Ops Monsun V705 patched to V720
OM V720 patch 5
OM Dark Waters 6
900 Dark WatersV6 Errors Mod
OM PlotV415

Don't know if this will solve your problem, but for Dark Waters you DON'T need Operation Monsoon.

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

Larry
07-09-22, 07:49 PM
Japlance
Thank you for the reply will give that a go and see if it works. Much Appreciated.

Larry

Bubblehead1980
07-09-22, 08:38 PM
Trying to add some historical convoy battles...HX-72, HX-79, SC-7 etc along with proper messages, AI subs for wolfpack attack into the campaign.


Need to merge the patrol grid into the ME (without saving) so can place ships accurately. In PTO, the campaign.NMS had the patrol areas, but not sure here, no the campaign.loc. Any idea which file can be merged in so can see where the grids are?

KaleunMarco
07-10-22, 08:31 AM
Trying to add some historical convoy battles...HX-72, HX-79, SC-7 etc along with proper messages, AI subs for wolfpack attack into the campaign.


Need to merge the patrol grid into the ME (without saving) so can place ships accurately. In PTO, the campaign.NMS had the patrol areas, but not sure here, no the campaign.loc. Any idea which file can be merged in so can see where the grids are?

i believe the zone-grid is a graphic and not an MIS file.
i believe Atlantic Grid map is a combination of C:\Ubisoft\Dark Waters\MODS\100 OM_DarkWaters_V6\Data\Textures\TNormal\tex\g1Compl eteMap.dds and the text files located in C:\Ubisoft\Dark Waters\MODS\100 OM_DarkWaters_V6\Data\Menu\KGrid, although i do NOT know HOW they are combined to display what we see in the Nav Map.

propbeanie
07-10-22, 10:35 AM
There is a web site, which I cannot find just now (my "search" skills have apparently deteriorated), that describes the grid's layout in lat/long terms for some of the major divides, and describes the distances between the lines... You can then use the bottom border of the ME to see your mouse pointer's lat/long location, and do some "rough" routing that way. Note though, that there were some missions lurker did, as well as several that we did with Fifi that are off by several kilometers, and sometimes hundreds of kilometers, so that is why some of the "orders" text is not accurate. Some are due to the grid system and its idiosyncrasies, and others are due to math calculation issues ( :roll: ) on the part of the modders... Sometimes, you just have to guess, then run the mission, see where everything is, and then go back into the mis / tsr file and change the text to match the actual game display, or vice versa... One final point, lurker did a LOT of 'historical' convoys in there, so look really close at their GroupNames and make certain he hasn't already done the heavy lifting, and all you need to do is add-in a few AI subs. I do not recall if he put the documentation of the convoys in the mod the way he did RSRDC, but it wouldn't surprise me if he did. Look in the Documentatioin and Support folders of OM. The Documentation folder is NOT transferred to the game folders path the way Data and Support are, but would only be found in the mod folder.

Jeff-Groves
07-10-22, 10:46 AM
This one maybe?
:hmmm:

https://www.kartengruppe.it/

propbeanie
07-10-22, 10:58 AM
He has the maps there, but my high skrule German cannot carry me through his left-hand menu... but it looks to be more of a shopping site. He has posted here on SubSim several times, and has some really cool stuff, but somewhere else has the "description" of the system they used to draw those maps. I have found a better search clue here:

https://www.german-navy.de/kriegsmarine/articles/feature6.html

so now I am off to look-up "Marinequadratkarte" and "Großquadrate"... lol


Edit: getting closer
https://de.wikipedia.org/wiki/Marinequadrat (use Translate)
http://www.uboataces.com/articles-naval-grid.shtml

but still no lat/long that they built the system from... it does get to be a real bother though (at least for me) to have to do calculation math for each coordinate you want to place in the ME... they should have made it to where you could overlay the grid in it... :hmmm:

Jeff-Groves
07-10-22, 11:12 AM
Maybe this will be of use.
https://www.mediafire.com/file/ziqsdjn8y3j7s90/KM_maps.rar/file

Jeff-Groves
07-10-22, 11:20 AM
Here ya go.

http://www.navalgrid.com/

propbeanie
07-10-22, 11:22 AM
That's the one!

Bubblehead1980
07-10-22, 04:25 PM
Thanks for all the answers, the SH 4 world including the KM map in DW does not exactly correspond to the real world positions in documentation, unfortunately.. SH 4 earth is flat etc.

I was hoping to load it in ME , so could accurately place convoys and have proper corresponding sighting reports etc.

Bubblehead1980
07-10-22, 04:32 PM
There is a web site, which I cannot find just now (my "search" skills have apparently deteriorated), that describes the grid's layout in lat/long terms for some of the major divides, and describes the distances between the lines... You can then use the bottom border of the ME to see your mouse pointer's lat/long location, and do some "rough" routing that way. Note though, that there were some missions lurker did, as well as several that we did with Fifi that are off by several kilometers, and sometimes hundreds of kilometers, so that is why some of the "orders" text is not accurate. Some are due to the grid system and its idiosyncrasies, and others are due to math calculation issues ( :roll: ) on the part of the modders... Sometimes, you just have to guess, then run the mission, see where everything is, and then go back into the mis / tsr file and change the text to match the actual game display, or vice versa... One final point, lurker did a LOT of 'historical' convoys in there, so look really close at their GroupNames and make certain he hasn't already done the heavy lifting, and all you need to do is add-in a few AI subs. I do not recall if he put the documentation of the convoys in the mod the way he did RSRDC, but it wouldn't surprise me if he did. Look in the Documentatioin and Support folders of OM. The Documentation folder is NOT transferred to the game folders path the way Data and Support are, but would only be found in the mod folder.


Yes, aware of the "in game" coordinates displayed at bottom of screen. Problem I noticed when creating TMO is those coordinates do not always correspond to real world positions due to the differences in the SH 4 map and real Earth.


I've looked all through the traffic layers in DW and far as I can tell Lurker did not do the historic convoys in North Atlantic layers I am working on. They are all random generated groups that spawn every so many hours with a 70-80 percent chance to spawn. The readme mentioned due to the scale/number of convoys he did not take the RSRD approach. In the Arctic convoy layers, some are historic, spawn only one once etc but in the Atlantic Convoys traffic layers (Lant Convoys 41 for example) they are all random groups. I am adding historic as I did in TMO where they spawn once. Currently working on HX 72 in September 1940 and then want to add HX 79 and SC-7 in October 1940. Want to add the sighting reports etc and set the AI subs up to be present. Although at this time don't have a submerged model nor ones the fire torpedoes, hope to have that at some point. Anything they will add immersion to the attack and distract escorts while player attacks. Still researching for 42-45

Bubblehead1980
07-10-22, 04:38 PM
Here ya go.

http://www.navalgrid.com/

Excellent. Thanks for the link :Kaleun_Salute:

propbeanie
07-11-22, 10:04 AM
The real KM grid was created with a Mercator map, which is what SH4's NavMap is. The game's KM grid does not have all of the idiosyncrasies that the real one does, but it is very close. As for the Lat Long coordinates in SH4, remember that they use the decimal system n the ME, and not the minutes / seconds, so if you see -153.74, you are going west from the Meridian, probably somewhere just east of Pearl Harbor (depending upon the Latitude of course), but that the .74 would equate to roughly 44 minutes, 24 seconds, or round it to 45 minutes. I have not seen too many locations off by much. Just remember that everything is "flat" Mercator, even when you are on the boat. As you say though, a KM grid that can be imported into the ME would have been a really nice touch for them to do... It might be possible to do, but I cannot wrap my brain around it just yet. Maybe someone else has some ideas??

Larry
07-11-22, 01:18 PM
Japlance, FYI your suggestion did not work, but I over rote with "Bigger Better Protractor" mod and that did work. Again, Thank You for your reply.
Larry

Larry
07-11-22, 02:25 PM
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.

Mad Mardigan
07-11-22, 02:51 PM
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.

How... about posting your mod list of activated mods, here... in a reply back.... hmmm... :hmmm:

This can be accomplished by opening up jsgme, clicking 'tasks' in the center of it... selecting from the pop up menu, "Export activated mods list to..." highlighting that choice & selecting, "to clipboard."


This will allow you to paste that list in your reply back... allowing us to see what you're rolling with, exactly & see if there isn't a mod in there.. that should NOT be or a mod not in the right place in activation... perhaps...






:Kaleun_Salute:


M. M.

Bubblehead1980
07-11-22, 03:25 PM
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.



Year? Date? Possible your home port shifted. Look for the fouled anchor. Mid 1940 once France falls...2nd flotilla for example, transfers to Lorient.

Mad Mardigan
07-11-22, 03:36 PM
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.


Year? Date? Possible your home port shifted. Look for the fouled anchor. Mid 1940 once France falls...2nd flotilla for example, transfers to Lorient.



Bubblehead, raises another salient point here, as well...

Basically, the more info you provide, beyond the "I'm upset because... A, or B... or even C, happened... with little to no real details", does make it downright difficult to pinpoint a cause & effect solution... to an issue.


So... in retrograde conclusion...

the more info, the better. :shucks:





:Kaleun_Salute:


M. M.

Bubblehead1980
07-11-22, 03:48 PM
The real KM grid was created with a Mercator map, which is what SH4's NavMap is. The game's KM grid does not have all of the idiosyncrasies that the real one does, but it is very close. As for the Lat Long coordinates in SH4, remember that they use the decimal system n the ME, and not the minutes / seconds, so if you see -153.74, you are going west from the Meridian, probably somewhere just east of Pearl Harbor (depending upon the Latitude of course), but that the .74 would equate to roughly 44 minutes, 24 seconds, or round it to 45 minutes. I have not seen too many locations off by much. Just remember that everything is "flat" Mercator, even when you are on the boat. As you say though, a KM grid that can be imported into the ME would have been a really nice touch for them to do... It might be possible to do, but I cannot wrap my brain around it just yet. Maybe someone else has some ideas??


I understand that, but things are still off in many cases. I noticed this when building the campaign traffic for TMO Update, especially with historic contacts and Ultras. Real world coordinates often differ than those in the sim, so I would have to give slightly different coordinates in ULTRA's vs real world in order for things to work properly. Due to earth being flat, journeys often take longer than would have in real world, so have to alter start dates and times as well.

Im sure you are aware of this. For example, HX-79 departed Halifax on 9 September 1940 but if have it leave historic time in game, not possible for it bd proper position for historic engagement even at max speed, so have had to make it depart on 6 September in order to be in proper position for first contact with U-47 and for follow up attacks.

Larry
07-12-22, 12:20 AM
Mad Mardigan and Bubblehead1980 Thank you for the replies and my apologies. Again, Thank you in advance.

Date-03 Mar 1940
Home Port- Wilhelmshaven (still showing Fouled Anchor)

MODS
Generic Mod Enabler - v2.6.0.157
[H:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

OM_DarkWaters_V6
900 DarkWaters V6_Errors-Mod
OM_FritzGraphicTweaks
OM_Fritz Fix
900_DW_SoWesPacMissionFix
OM_Plot_V415
410 Rockin Robbins EZ Plot V2.0
A Green Atlantic 8k Greener
00 enable snorkel in cfg file
jimimadrid Torpedos
Elite_Crew_Complete
Spaxs SH4 Uboat SPEECH FIX_V8
Silhouette and RecManual Mod v1.3
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Radio Berlin
SMALLER SEABED ROCKS
SMALLER SEA PLANTS MEDIUM
Webster's 300' Underwater Visability for v1.5
LESS WATER LIMBER HOLES
OM_MultiCmd_Keys
OM_UMark
Enable Type XVIII Career Start
Longer_Ship_Wake_V1_TMO1.7
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
Type_9D2_CamoTri_Malte
Webster's Better Waterline Colors for v1.5
Webster's Free Camera and Scope Fix for v1.5
Webster's No Crew Fatigue
Alternate OM Loading Screen
Bstanko6's Low Contrast Message Box
Bstanko's Night Filter

CapitainEA
07-12-22, 05:58 AM
Nice video, but is it really maximal difficulty when you're pausing the game to get range and AOB? :hmmm:

Since I do all the distance and AOB calculations by hand and I'm alone in my submarine (which is never the case in reality). I think I have the right to press the pause button my captain :k_confused:

CapitainEA
07-12-22, 06:12 AM
Hi all captains, I like it a lot and I have a lot of fun with this mod, but when I come across large convoys I have to reduce the graphics as much as possible otherwise I have lags and screens that freeze as you can see in this video at 46 mins. When the screen or I have freezes, I have to return to the desktop to stop freezing.

Fifi can you tell me how to resolve this issue?

Cordially. Captain_PUJOL

Here is my hardware configuration

Time of this report: 7/12/2022, 14:01:55
Machine name: DESKTOP-9K7QL6A
Machine Id: {D61750EE-4B39-4DF9-A71B-747F0021AF3D}
Operating System: Windows 10 Famille 64-bit (10.0, Build 19043) (19041.vb_release.191206-1406)
Language: French (Regional Setting: French)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: BIOS Date: 05/11/12 11:59:45 Ver: 04.06.05 (type: BIOS)
Processor: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 32768MB RAM
Available OS Memory: 32658MB RAM
Page File: 15428MB used, 22094MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 144 DPI (150 percent)
DWM DPI Scaling: Disabled
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: 1.0.8
DxDiag Version: 10.00.19041.1741 64bit Unicode

Card name: AMD Radeon RX 5700 XT
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x731F)
DAC type: Internal DAC(400MHz)
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_1002&DEV_731F&SUBSYS_0B361002&REV_C1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_E NUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 24480 MB
Dedicated Memory: 8151 MB
Shared Memory: 16329 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
HDR Support: Not Supported
Display Topology: Internal
Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
Color Primaries: Red(0.625000,0.339844), Green(0.280273,0.594727), Blue(0.155273,0.070312), White Point(0.283203,0.297852)
Display Luminance: Min Luminance = 0.500000, Max Luminance = 270.000000, MaxFullFrameLuminance = 270.000000
Monitor Name: Generic PnP Monitor
Monitor Model: SONY TV
Monitor Id: SNYEE01
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: HDMI
Monitor Capabilities: HDR Not Supported
Display Pixel Format: DISPLAYCONFIG_PIXELFORMAT_32BPP
Advanced Color: Not Supported
Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository\u03 80677.inf_amd64_dba19d925381d5ad\B380472\aticfx64. dll,C:\WINDOWS\System32\DriverStore\FileRepository \u0380677.inf_amd64_dba19d925381d5ad\B380472\aticf x64.dll,C:\WINDOWS\System32\DriverStore\FileReposi tory\u0380677.inf_amd64_dba19d925381d5ad\B380472\a ticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRe pository\u0380677.inf_amd64_dba19d925381d5ad\B3804 72\amdxc64.dll
Driver File Version: 30.00.21023.1015 (English)
Driver Version: 30.0.21023.1015
DDI Version: 12
Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1
Driver Model: WDDM 2.7
Hardware Scheduling: Supported:False Enabled:False
Graphics Preemption: Primitive
Compute Preemption: DMA
Miracast: Not Supported
Detachable GPU: No
Hybrid Graphics GPU: Not Supported
Power P-states: Not Supported
Virtualization: Paravirtualization
Block List: DISABLE_HWSCH
Catalog Attributes: Universal:False Declarative:True
Driver Attributes: Final Retail
Driver Date/Size: 22/06/2022 02:00:00, 1849704 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: Unknown
Device Identifier: {D7B71EE2-305F-11CF-4570-29796EC2D335}
Vendor ID: 0x1002
Device ID: 0x731F
SubSys ID: 0x0B361002
Revision ID: 0x00C1
Driver Strong Name: oem32.inf:cb0ae41454c51b94:ati2mtag_Navi10:30.0.21 023.1015:PCI\VEN_1002&DEV_731F&REV_C1
Rank Of Driver: 00CF2000
Video Accel: Unknown
DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeH264_VLD_NoFGT {4245F676-2BBC-4166-A0BB-54E7B849C380} {6719B6FB-5CAD-4ACB-B00A-F3BFDEC38727} {9901CCD3-CA12-4B7E-867A-E2223D9255C3} DXVA2_ModeHEVC_VLD_Main {EA72396A-67EC-4781-BEDE-56F498F04EF2} {C152CA8F-738C-461B-AD89-FC292CF8F162} {514A356C-7027-4AFF-8A60-AFD2C1F672F1} DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeVC1_VLD {CA15D19A-2B48-43D6-979E-7A6E9C802FF8} {7C74ADC6-E2BA-4ADE-86DE-30BEABB40CC1} DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC {D1C20509-AE7B-4E72-AE3B-49F88D58992F} {84AD67F6-4C21-419A-9F0B-24F0578906C1} {725AD240-786C-471E-AD3C-38F739936517} {95664FF5-9E03-4C74-BB4F-9178D6035E58} {5EF7D40D-5B96-49E7-B419-23342094A4CF} DXVA2_ModeHEVC_VLD_Main10 {65D1FA41-58AF-453A-9CAB-5D981156DA9F} {2DB154B6-DBB2-4079-A3FF-60D7A898A6AB} {C74A3FD0-D713-4581-A02E-8EDFB112ACE3} DXVA2_ModeVP9_VLD_Profile0 DXVA2_ModeVP9_VLD_10bit_Profile2 {603A4756-A864-4F91-BB62-2C935B7A1391} {C58B9A06-7E89-11E1-BB00-70B34824019B}
Deinterlace Caps: n/a
D3D9 Overlay: Not Supported
DXVA-HD: Not Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
MPO MaxPlanes: 2
MPO Caps: ROTATION,VERTICAL_FLIP,HORIZONTAL_FLIP,RGB,YUV,BIL INEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIAT E,HDR (MPO3)
MPO Stretch: 16.000X - 0.250X
MPO Media Hints: rotation, resizing, colorspace Conversion
MPO Formats:
PanelFitter Caps: ROTATION,VERTICAL_FLIP,HORIZONTAL_FLIP,RGB,YUV,BIL INEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIAT E,HDR (MPO3)
PanelFitter Stretch: 16.000X - 0.250X

https://youtu.be/jvJvK33Y9ME

propbeanie
07-12-22, 08:03 AM
@ Larry: What boat are you sailing, IXA or IXB? Wilhelmshaven transfers to Lorient 1940-06-30 and 1940-07-01. My guess is that one of your other added in mods is messing with things. My primary suspect would be the "Enable Type XVIII Career Start" mod, since it probably overwrites the Flotillas and CareerStart files at a minimum.


@ CapitainEA: Your computer specs look more than enough to handle running at least four copies of SH4 with Op Monsun / Dark Waters activated on it. How many background apps are running in the systray, and are you swapping out to the desktop to do other tasks besides the game, while the game is running? Also, if you could post with your mod list, as MM requested of Larry, that would help immensely, as well as give the boat you are sailing, where you sailed from, what the current date is you are encountering the issue, and your Lat/Long location. If this happens everytime you encounter a convoy, there is something wrong on the system...

Bubblehead1980
07-12-22, 11:09 PM
Release. My mod for Dark Waters.

See README for details.


https://www.subsim.com/radioroom/showthread.php?p=2817938#post2817938

CapitainEA
07-12-22, 11:44 PM
@Propbeanie I just noticed that the version of my MO DW is 5, while I see that there is a 6th. But, what I don't understand, I download v.5 when I click on the v.6 link....

When the game loads the screen shows the following: OPERATION MONSUN DARK WATERS V.5

Is this normal?

For information, my game is installed in my hard disc in program (x86); I installed version 1.3 of SH4 then add u-boat mission (1.5)
No software is running at the same time as my game and I sail with the U-boat Type IX. March 27 1943, Location near SCAPA FLOW 3°0 W & 58°0 N


Resolution of my game:

1920*1080 16:9 60Hz
Measurement units: Metric


Resolution of my monitor:

1920x1080 60,000Hz
10-bit
Color format: YCbCr444

My mods are:

OM_DarkWaters_V6
OM_Med_Env
OM_Warm_Clothes
and DBSM_SH4 for German voices

Cordially Capitaine_PUJOL

Mad Mardigan
07-12-22, 11:52 PM
@Propbeanie I just noticed that the version of my MO DW is 5, while I see that there is a 6th. But, what I don't understand, I download v.5 when I click on the v.6 link....

Latest downloadable Dark Waters, is indeed... v6.

Was a slip of memory by Fifi, that he forgot to tag the splash screen with the upgrade from v5 status, to v6.


Just so you know... :shucks:





:Kaleun_Salute:


M. M.

propbeanie
07-13-22, 10:02 AM
It does not look like your mod list would be the cause of the issue CapitainEA. However, looking at your video, I do have a question: what is that program that interrupts your gameplay just before the 46 minute mark? That is a "shell-out to Windows Desktop", and that can cause issues with the game, since it is an old single-core program, written for DirectX v9.0c. It does not understand "multi-tasking" or the cpu powering up or down, etc., none of that 'modern' OS stuff. So when the computer shells-out, sometimes not all of the resources are in the same place for the game to find. I notice also that there is pixelation on the ship's wake there just after the 46 minute mark, and if that is in the game, that is not correct. Of course, it could be a video processing artifact, I don't know, but if it is displaying like that in the game, there is something amiss in the video stream... You might experiment with the SH4.exe "Properties" on the "Compatibility" tab for some of the video settings, and see if anything improves there.

But I am at a loss as to what would be impacting your game, other than game mechanics (bandwidth) when ships and planes spawn nearby, which each spawn will cause a slight "hitch" in the display if you are using much time compression, so as a convoy gets within roughly 24nm, you'll start experiencing little "hiccups" as each ship spawns into the game, and if using high TC, the whole convoy might spawn within a second or two of real time, and cause a noticeable "pause" in the game, but then it should resolve, and then just the bandwidth used for display would impact the game. This is somewhat similar in nature to getting close to a major port with a lot of ships and planes in the area.

What game-date was that video encounter showing? I cannot quite read it in the video. Also, latitude and longitude location?


@ Mad Mardigan: Didn't somebody do a "fix" for the version number display not too long ago?

Mad Mardigan
07-13-22, 12:06 PM
@ Mad Mardigan: Didn't somebody do a "fix" for the version number display not too long ago?


Yeah, that'd be fellow subsimmer "themrwho", who did that... to cover for the lack of the splash screen having the proper tag of it being v6, rather than v5 that we saw on the load up.


That can be found here, in post # 1194, on page 80 of the thread... or just click the link thoughtfully provided, 6 that leads directly to that post:

https://www.subsim.com/radioroom/showpost.php?p=2783326&postcount=1194




I think, KaluenMarko, redid it, in 1 of the mod add ins that he did... if, I am not mistaken... tagging it, I believe as being now v6.67...:hmmm:



(Just checked & there is indeed a flash screen tagged as 6.7, rather than 6.67... it's all Oldtimerz fault... I lay the blame, squarely at their feet... :har:
:haha: :D)





:Kaleun_Salute:


M. M.

Bubblehead1980
07-14-22, 04:10 PM
Updated version of my DW mod will be posted later this evening. I've made some adjustments as in further testing, did not like how things were playing out.

Just a heads up for those interested.

KaleunMarco
07-15-22, 06:45 PM
Check the "Command" dates, versus the Base dates, versus the Type IIB dates. I thought we had done a "fix" for that, but it probably did not go out in time for the v6 mix. Specifically, the Command (ID=30Flotilla") has
AvailabilityInterval=1942-09-21, 1944-09-01
While the base Constanza has
AvailabilityInterval= NULL, 1944-08-25 pre-dating the Command
and the Type IIB submarine has
AvailabilityInterval= NULL, NULL
In effect, what happens, is that the boat with the NULL, NULL follows the Base date of 1944-08-25 and is terminated then. However, since you are still assigned to "30Flotilla" (the ID line) for the actual Command, you then are in need of a Submarine with which to patrol in, so the game, out of the kindness of its heart, grants you a new one... even though it is an inappropriate assignment and there is no base from which to sail again, the game did in fact, give it to you, and has therefore "done its job". So what if it causes a CTD? meh

To "fix" it, try the Base itself as a NULL, NULL also, so that both the boat and the base follow the Availability of the 30Flotilla Command... maybe... :roll: - If that does not work, then change the date of the 30Flotilla to 1942-09-21, 1944-08-24, a day earlier than the Base's demise... I am almost positive though, that the "fix" was to do the NULL, NULL... ??

well, this is a new one for me.
check out the change i implemented in Flotillas:
[Flotilla 8]
ID= 30Flotilla
NameDisplayable= 30Flotilla-Flotilla-Name
AvailabilityInterval=1942-09-21, 1944-08-25

[Flotilla 8.Base 1]
ID= F8Constanza
NameDisplayable= 30Flotilla-Base-Name
Info= 30Flotilla-Base-Info
ExternalBaseName= Constanza
AvailabilityInterval= NULL, NULL

[Flotilla 8.UserPlayerUnitType 1]
ID= F8IIBlkS
NameDisplayable= Type IIB U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= IIBlkS
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL

Now, we hove into port on August 25, right on schedule.
we were asked if we wanted a whole, new boat, and answered, No, Mein Herr.
so, we were in port with our old IIB.
clicked on the New Mission icon and.......
https://i.ibb.co/xzXkMCX/Picture0015.jpg

never seen that before.

propbeanie
07-15-22, 09:04 PM
:arrgh!: So they (devs) are insistent that you are going to take a new (impossible) submarine, and do the coastal waters Inshore Campaign, eh? I wonder where some of those Black Sea submariners ended up? I mean, besides the Eastern Front and POW camps? Did any skippers or other officers make it back to submarines? Perhaps you could have your boat transfer to... Wilhelmshaven maybe, since they're sending you to the Channel?... No. won't work... Trondheim?? But the Type IIB then would be dated last to August 23 (or maybe 24th??) with an "IDFlotillaLinkTransferTo= 13thFlot_Trondheim"...?? You would have to add a Type IIB there though, such as
ID= F25IIB
NameDisplayable= Type IIB U-boat
AvailabilityInterval= 1944-08-20, 1944-09-01 (or earlier, like 1944-08-26)
IDLinkUserPlayerUnitType= IIB
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL
The dates are kind of a kicker, until you run through it a few tries and find out what happens with what. You might want to add a temporary CareerStart to the bottom of the list to do an early August start, to help ease the pain of testing... Anyway, it seems the game doesn't want you to quit playing just then - unless you die, but all of the bases are being closed in France, so you can't transfer to them reliably... but you want a transfer to a base such that you "upgrade" naturally to a higher class boat, and that Trondheim we added has a VIIC, IXC-40, and IXD-2 that go kind of deep into the war, plus you are close enough to a XXI base if you get that anyway... but apparently, the game is going to continue from Constanza... and you have already been through the XXI saga, trying to get by Constantinople and what happens then... :roll:

Very strange though. :arrgh!:

P.S.: You would also need one valid mission assignment for the IIB at Trondheim in the North Sea...

KaleunMarco
07-15-22, 09:15 PM
:arrgh!: So they (devs) are insistent that you are going to take a new (impossible) submarine, and do the coastal waters Inshore Campaign, eh? I wonder where some of those Black Sea submariners ended up? I mean, besides the Eastern Front and POW camps? Did any skippers or other officers make it back to submarines? Perhaps you could have your boat transfer to... Wilhelmshaven maybe, since they're sending you to the Channel?... No. won't work... Trondheim?? But the Type IIB then would be dated last to August 23 (or maybe 24th??) with an "IDFlotillaLinkTransferTo= 13thFlot_Trondheim"...?? You would have to add a Type IIB there though, such as
ID= F25IIB
NameDisplayable= Type IIB U-boat
AvailabilityInterval= 1944-08-20, 1944-09-01 (or earlier, like 1944-08-26)
IDLinkUserPlayerUnitType= IIB
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL
The dates are kind of a kicker, until you run through it a few tries and find out what happens with what. You might want to add a temporary CareerStart to the bottom of the list to do an early August start, to help ease the pain of testing... Anyway, it seems the game doesn't want you to quit playing just then - unless you die, but all of the bases are being closed in France, so you can't transfer to them reliably... but you want a transfer to a base such that you "upgrade" naturally to a higher class boat, and that Trondheim we added has a VIIC, IXC-40, and IXD-2 that go kind of deep into the war, plus you are close enough to a XXI base if you get that anyway... but apparently, the game is going to continue from Constanza... and you have already been through the XXI saga, trying to get by Constantinople and what happens then... :roll:

Very strange though. :arrgh!:

P.S.: You would also need one valid mission assignment for the IIB at Trondheim in the North Sea...

no, no , no, no......
the Black Sea-Constanza-IIB career should be ended on August 25, 1944, or thereabouts.
all of the Black Sea Uboats were either sunk by that time or scuttled at approximately that time.

When the Romanians switched sides in 1944, U-9, U-18 and U-24 were scuttled near the harbour, and later raised by the Soviets. The Flotilla's history ended in September 1944, when its three last boats U-19, U-20 and U-23 had to be scuttled[1] on 10 and 11 September near the Turkish coast.

"how does one get off of this thing?"

propbeanie
07-16-22, 07:52 AM
Yeah, but you wouldn't want a new boat either, if that's what the game is insistent upon doing... but would it just transfer you doing that and start giving you the new assignments, or would it transfer you and give you one last Black Sea assignment anyway? That'd be just as bad as what it does now... I suppose just quitting the career and ignoring the new assignment is probably easier. Just Start a new career...

KaleunMarco
07-16-22, 09:41 AM
Yeah, but you wouldn't want a new boat either, if that's what the game is insistent upon doing... but would it just transfer you doing that and start giving you the new assignments, or would it transfer you and give you one last Black Sea assignment anyway? That'd be just as bad as what it does now... I suppose just quitting the career and ignoring the new assignment is probably easier. Just Start a new career...

it did offer me a new boat, which i turned down.
it gave me the default new mission which is a North Sea mission...with the IIB.
however, it did the back-in-time date-thing (assigning me a departure date of August 25 on August 26) and it left me without a home base.
it was my goal to be retired after August 25 but i guess that didn't pan out as expected.

so to recap...on the day we arrived back at home base after a mission:
my Flotilla expires and with it both my home port and my boat expire.
the current Roster end date for a Black Sea IIB is 19451231.
i wonder what the game would do if i changed that to 19440825, matching the Flotilla, Constanza, and IIB?

i think i may try that scenario.

KaleunMarco
07-16-22, 02:40 PM
it did offer me a new boat, which i turned down.
it gave me the default new mission which is a North Sea mission...with the IIB.
however, it did the back-in-time date-thing (assigning me a departure date of August 25 on August 26) and it left me without a home base.
it was my goal to be retired after August 25 but i guess that didn't pan out as expected.

so to recap...on the day we arrived back at home base after a mission:
my Flotilla expires and with it both my home port and my boat expire.
the current Roster end date for a Black Sea IIB is 19451231.
i wonder what the game would do if i changed that to 19440825, matching the Flotilla, Constanza, and IIB?

i think i may try that scenario.

my idea did not work.
made the Roster change while in port.
shoved off on a repeat of what should have been the last mission in the Black Sea on August 20 or 21st.
sunk some ships, took some damage, returned to Constanza on August 25/26.
was offered the same upgrade and refused it.
our boat stayed in Constanza on August 26 despite the FLot, the Base, and the Boat being expired on August 25. :timeout:
we were assigned the same North Sea mission as we were previously.
we shoved off from Constanza and a week or so later we were just west of Gilbraltar (Sept 1?) and had no home base assigned.
according to the latest Save file, we are still assigned to Flot 30 in Constanza.
i think it's broke, Hawkeye.:wah:

KaleunMarco
07-16-22, 06:29 PM
Yeah, but you wouldn't want a new boat either, if that's what the game is insistent upon doing... but would it just transfer you doing that and start giving you the new assignments, or would it transfer you and give you one last Black Sea assignment anyway? That'd be just as bad as what it does now... I suppose just quitting the career and ignoring the new assignment is probably easier. Just Start a new career...

one more DAQ, how do you end a captain's career with a specialty boat in the Pacific?

propbeanie
07-16-22, 06:49 PM
:hmmm: ... probably the same way it ends the Type IIB in the Black Sea... :roll:

I haven't tried the Cachalot class yet, but it does run out of missions and home port at Pearl 1943-02-14... I bet you go into suspended animation with it also... sigh - shtinking irritating frustrating game... lol

I would almost guarantee you two slices of hot, buttered toast that the same holds true for S-Boats as well as the Narwhal / Nautilus... Emergency surgery might be needed to save the patient!!!

KaleunMarco
07-16-22, 10:46 PM
:hmmm: ... probably the same way it ends the Type IIB in the Black Sea... :roll:

I haven't tried the Cachalot class yet, but it does run out of missions and home port at Pearl 1943-02-14... I bet you go into suspended animation with it also... sigh - shtinking irritating frustrating game... lol

I would almost guarantee you two slices of hot, buttered toast that the same holds true for S-Boats as well as the Narwhal / Nautilus... Emergency surgery might be needed to save the patient!!!

i think that we have to use the IDFlotillaLinkTransferTo option and assign the Black Sea-IIB to another Flotilla that is still in business in September 1944 and then use that Flot to upgrade the boat.:ping:

one problem is keeping enough bases open between the Black Sea and Germany to enable a little IIB to make it the whole, long way.:hmmm:

i'll look for a Flot that HAD IIB's so that then the Black Sea IIB shows up she will be upgraded to a 7 or a 9 or whatever.
or
somehow, arrange for a message to be sent to the user that says you need to voluntarily end your career in August 1944.:D

propbeanie
07-17-22, 07:46 AM
i think that we have to use the IDFlotillaLinkTransferTo option and assign the Black Sea-IIB to another Flotilla that is still in business in September 1944 and then use that Flot to upgrade the boat.:ping:

one problem is keeping enough bases open between the Black Sea and Germany to enable a little IIB to make it the whole, long way.:hmmm:

i'll look for a Flot that HAD IIB's so that then the Black Sea IIB shows up she will be upgraded to a 7 or a 9 or whatever.
or
somehow, arrange for a message to be sent to the user that says you need to voluntarily end your career in August 1944.:D
That's what I was showing here:
:arrgh!: So they (devs) are insistent that you are going to take a new (impossible) submarine, and do the coastal waters Inshore Campaign, eh? I wonder where some of those Black Sea submariners ended up? I mean, besides the Eastern Front and POW camps? Did any skippers or other officers make it back to submarines? Perhaps you could have your boat transfer to... Wilhelmshaven maybe, since they're sending you to the Channel?... No. won't work... Trondheim?? But the Type IIB then would be dated last to August 23 (or maybe 24th??) with an "IDFlotillaLinkTransferTo= 13thFlot_Trondheim"...?? You would have to add a Type IIB there though, such as
ID= F25IIB
NameDisplayable= Type IIB U-boat
AvailabilityInterval= 1944-08-20, 1944-09-01 (or earlier, like 1944-08-26)
IDLinkUserPlayerUnitType= IIB
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL
The dates are kind of a kicker, until you run through it a few tries and find out what happens with what. You might want to add a temporary CareerStart to the bottom of the list to do an early August start, to help ease the pain of testing... Anyway, it seems the game doesn't want you to quit playing just then - unless you die, but all of the bases are being closed in France, so you can't transfer to them reliably... but you want a transfer to a base such that you "upgrade" naturally to a higher class boat, and that Trondheim we added has a VIIC, IXC-40, and IXD-2 that go kind of deep into the war, plus you are close enough to a XXI base if you get that anyway... but apparently, the game is going to continue from Constanza... and you have already been through the XXI saga, trying to get by Constantinople and what happens then... :roll:

Very strange though. :arrgh!:

P.S.: You would also need one valid mission assignment for the IIB at Trondheim in the North Sea...
I don't think that will work though, because the game will assign the player one last mission at the old flotilla, remember? So you are in the Black Sea, and you are transferred by the game to Trondheim. Your first mission assignment when you go on patrol from Trondheim is in the Black Sea... of course though, you can ignore that assignment and just go North Sea convoy hunting, but the game is more than a bit strange in several regards about this.

I thought more about the Cachalot and Narwhal, and they're fine, because unlike the Black Sea campaign, their base of operations isn't ending, just the boat, and since there are other boats at the base, you 'upgrade' boats automatically (in theory) when the old one expires.

KaleunMarco
07-17-22, 03:57 PM
That's what I was showing here:

I don't think that will work though, because the game will assign the player one last mission at the old flotilla, remember? So you are in the Black Sea, and you are transferred by the game to Trondheim. Your first mission assignment when you go on patrol from Trondheim is in the Black Sea...
ok, i understand that, however the next mission after the Flot, the Base, and the Boat all expire is a Thames/North Sea mission, which, last time i checked, is NOT in the Black Sea. there is no transfer of any kind.:03:

I thought more about the Cachalot and Narwhal, and they're fine, because unlike the Black Sea campaign, their base of operations isn't ending, just the boat, and since there are other boats at the base, you 'upgrade' boats automatically (in theory) when the old one expires.

so...the game is broken in that we cannot force a Flot/Base/Boat expiration and end a career.:06:
then why can't we continue with the breakage and when the IIB/BS expires, convert her to a Type VIID, while still in the Black Sea, assign her the same Thames mission or some such, and transfer her to Bergen, where the VIID lives?

propbeanie
07-17-22, 04:54 PM
That might work, young feller... but you still might get a Black Sea mission... only one way to find out! lol

KaleunMarco
07-17-22, 07:55 PM
That might work, young feller... but you still might get a Black Sea mission... only one way to find out! lol

this is maddening!!!
excuse the hyperbole, but Ubi is playing games with us.
++
here is my modded Flotillas file:
[Flotilla 8]
ID= 30Flotilla
NameDisplayable= 30Flotilla-Flotilla-Name
AvailabilityInterval=1942-09-21, 1944-08-25

[Flotilla 8.Base 1]
ID= F8Constanza
NameDisplayable= 30Flotilla-Base-Name
Info= 30Flotilla-Base-Info
ExternalBaseName= Constanza
AvailabilityInterval= NULL, NULL
DepartureDescription1= 3436719.000000, 5298106.000000, 135.0000
DepartureDescriptionOut1= 3449068.000000, 5293404.000000, 090.0000

[Flotilla 8.UserPlayerUnitType 1]
ID= F8IIBlkS
NameDisplayable= Type IIB U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= IIBlkS
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= 11Flotilla_BERGEN

now, compare it to the Flotillas file that Ubi creates in its cache folder at program-launch-time:
[Flotilla 8]
ID=30Flotilla
NameDisplayable=30th Flotilla ( Constanza )
AvailabilityInterval=1942-09-21, 1944-08-25

[Flotilla 8.Base 1]
ID=F8Constanza
NameDisplayable=Constanza Harbor
Info= 30th Flotilla Home Base
ExternalBaseName=Constanza
AvailabilityInterval=1900-01-01, 1999-12-31
DepartureDescription1=3.43672e+006,5.29811e+006,13 5
DepartureDescriptionOut1=3.44907e+006,5.2934e+006, 90

[Flotilla 8.UserPlayerUnitType 1]
ID=F8IIBlkS
NameDisplayable=Type IIB U-boat
AvailabilityInterval=1900-01-01, 1999-12-31
IDLinkUserPlayerUnitType=IIBlkS
UnitTypeCommonality=1.000000
IDFlotillaLinkTransferTo=11Flotilla_BERGEN

no wonder the changes are not working. Ubi is overwriting them with its own parm values. WTF!!!!
i've checked every reference to Constanza and Type IIB & IIB/BS and none of them extends beyond 1945: base files, CFG files, Eqp, Sim, Zone, Unitparts, you-name-it.
so, from where is 1999 coming?

propbeanie
07-17-22, 08:08 PM
Oh my! You have just violated the space / time continuum!... run for our lives!!!

https://c.tenor.com/H9xnBKsU3X0AAAAC/run-away-run.gif

That does explain a lot! I wonder if something similar is contributing to the early sub "awards" the game does?... maybe the Balao is dated 1938-01-01 to 1999-12-31?? You of course, realize, you have found the Y2K problem...

propbeanie
07-17-22, 08:18 PM
We need the game to do this:

https://c.tenor.com/NzSuuW3JCVoAAAAd/firework-dont-try-this.gif


I STILL can't stop watching that and laughing... unfortunately, that's what the game does for us... lights one in our shorts

KaleunMarco
07-18-22, 10:04 AM
Oh my! You have just violated the space / time continuum!... run for our lives!!!

That does explain a lot! I wonder if something similar is contributing to the early sub "awards" the game does?... maybe the Balao is dated 1938-01-01 to 1999-12-31?? You of course, realize, you have found the Y2K problem...

but Ubi doesn't reset the expiration date for ALL bases/boats, etc.
just some. Typical.
i spent a bit of time trying to find the common denominator to the changed base date, etc, but things started to blend together, visually, and i fell asleep with nightmares of 1999-12-31 mocking me.


p.s. it just clicked: Ubi seems to sub 1999-12-31 in Flotillas (and possibly elsewhere) when we use NULL as an end date.

propbeanie
07-18-22, 12:58 PM
... p.s. it just clicked: Ubi seems to sub 1999-12-31 in Flotillas (and possibly elsewhere) when we use NULL as an end date.
Well, that cuts it then... nothing but specific dates for all future releases of anything... sigh. This complicates testing though... :salute:

KaleunMarco
07-18-22, 01:49 PM
Well, that cuts it then... nothing but specific dates for all future releases of anything... sigh. This complicates testing though... :salute:

yep.
complicates many related items.:/\\!!

Hawkins
07-18-22, 04:17 PM
Doing a Med Campaign and it’s the summer of 1942, not a single convoy. Barely a handful of ships. Constant storms. What the heck? Is it supposed to be like this? I assumed the Ames would be dangerous and target rich but I’ve done 2 patrols where I’ve seen maybe 6 map contacts and 1 actual ship sighted. I’m using BHs mod which adjusts crew view range but even still I can’t seem to intercept targets and when I checked to see if they’re where indeed ships by waiting at a choke point. I finally spotted a ship. A German ship! Very frustrating. Any thoughts?

KaleunMarco
07-18-22, 04:26 PM
Doing a Med Campaign and it’s the summer of 1942, not a single convoy. Barely a handful of ships. Constant storms. What the heck? Is it supposed to be like this? I assumed the Ames would be dangerous and target rich but I’ve done 2 patrols where I’ve seen maybe 6 map contacts and 1 actual ship sighted. I’m using BHs mod which adjusts crew view range but even still I can’t seem to intercept targets and when I checked to see if they’re where indeed ships by waiting at a choke point. I finally spotted a ship. A German ship! Very frustrating. Any thoughts?

i am playing a different mod set and i encounter massive Allied convoys as well as verdamdt multi-ship destroyer task forces, six or eight aggressively searching DD's.

in fact, i was making the long trek from the Black Sea back to Germany and i had a very, very difficult time keeping out of the way of Allied ships on my way through the Med and Gibraltar.

:Kaleun_Salute:
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
jimimadrid Torpedos

Hawkins
07-18-22, 04:33 PM
Well thanks for the feedback. Good to know there is actually something to shoot out there! Maybe next patrol and later into 1942.

KaleunMarco
07-18-22, 04:34 PM
Well, that cuts it then... nothing but specific dates for all future releases of anything... sigh. This complicates testing though... :salute:

well, the fix works: changed the 30Flot exit dates to hard core dates and when we dock we get an entirely different decision screen:
https://i.ibb.co/ZNMjngN/Picture0016.jpg

if you click No, you get a screen with some kind words and your career is over (which is desired).
if you click Yes (and there should not be a Yes branch) you are assigned to a Type XXIII based in Constanza which is no longer a base and assigned a mission off the east coast of England. starting said mission takes you to the land of CTD, which is probably appropriate.

since Ubi is insistent on continuing the career-thing, i may play around with trying to code for a transfer to a boat that could make it to Germany/Norway. however, as soon as i type that idea, it dawns on me that if i code for the transfer, there will be no career-ending decision.
i wish i could figure how Ubi coded the XXIII upgrade and then i could intercept that.:hmmm:

KaleunMarco
07-18-22, 05:51 PM
Well, that cuts it then... nothing but specific dates for all future releases of anything... sigh. This complicates testing though... :salute:

ok, i took the changes one more step deeper...i changed all end dates of Boats and Bases from NULL to a date that matched either the Base End Date or the Flotilla End Date, whichever was more logical. i also tidied up the XXIII availability. :D

fired up that end-of-August mission (8/25-26), docked, took the Yes path and was assigned a IID with the same Thames mission (which is the default mission).

BUT (notice the big butt) we were no longer assigned to Constanza, we were assigned to Lorient (F27), which does not close up until 8/30/44. No way any boat except a nuke going balls-out could make from the Black Sea to NW France in 4 days, but let's leave that out of the discussion for the moment.

i may follow this path and see where it leads...probably to Germany or Norway, but there is no telling what Ubi logic will do. :06: no idea why/how the transfer -logic made it from a IIB-BlkSea to Lorient-IID. i will have to think on it.

i would still like to know how we can dock at Constanza on August 26 and have our next mission begin the day before, on August 25. All kidding aside, please. :03: