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Mad Mardigan
07-18-22, 06:37 PM
Maybe... just maybe... find the aspect that transfers you from the Type II-B (I believe is what you had last command of, yes..???) to that Type II-D assignment... & convert it from a Type II-D, to... a Type VII-D, or whatever Type VII, that would be applicable for Lorient base to have had... at that time.



Just a thought... :hmmm:





:Kaleun_Salute:


M. M.

Bubblehead1980
07-18-22, 11:08 PM
Feb 1944 Type IXC Lorient.


Equipped my boat with a schnorchel Type IX. Now wont let me load my torpedo reserves (external) and two forward slots in the internal reserve. Is this supposed to be this way or a bug?

Mad Mardigan
07-18-22, 11:23 PM
Feb 1944 Type IXC Lorient.


Equipped my boat with a schnorchel Type IX. Now wont let me load my torpedo reserves (external) and two forward slots in the internal reserve. Is this supposed to be this way or a bug?

As I recall... the externals, stopped being loaded except for certain ports... which was very... very few, left in that later category. The vast majority of uboats that had external stores, were not used any more... owing to it being too dangerous to try & move them from there to inside the boat.


:hmmm:
Think that it's likely, that has been scripted into the sim.


Now, as for the 2 internal stores... no clue on them... with it being internal & NOT external... would figure that you'd be able to have those spots filled, before leaving base. :hmmm:





:Kaleun_Salute:


M. M.

Fifi
07-19-22, 12:33 AM
Feb 1944 Type IXC Lorient.


Equipped my boat with a schnorchel Type IX. Now wont let me load my torpedo reserves (external) and two forward slots in the internal reserve. Is this supposed to be this way or a bug?

It was intentional by Lurker… late war no more external torpedoes (as in real) and for internal slots, to simulate the lacking of ammunitions.
They suppressed external torp because of plane threat. Couldn’t stay surfaced long enough to load torpedoes.

:Kaleun_Salute:

Bubblehead1980
07-19-22, 01:11 AM
It was intentional by Lurker… late war no more external torpedoes (as in real) and for internal slots, to simulate the lacking of ammunitions.
They suppressed external torp because of plane threat. Couldn’t stay surfaced long enough to load torpedoes.

:Kaleun_Salute:


Figured, they can be loaded, just have to be in certain order.


In what is a incredibly stable mod until now, ive had my first CTD in Feb 1944 with Type IXC. Both times under air attack by RAF Liberator...

Also, do where are the aerial rockets located? They seem to suffer same issue hedgehogs had, cause no damage . I took two direct hits while diving to avoid from area rockets, zero damage. Another time, took another hit, no damage.

CTD both times..

CapitainEA
07-19-22, 05:17 AM
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.

@probeanie. No, the software did not interrupt my game, it was me who did CRTL+ALT+SUP to return to the desktop, because returning to the desktop fixes the graphical bug. As you can see before the 46mins the destroyers are transparent and after the 46mins the destroyers are no longer transparent.
The software is just the windows music software and it's not what bugs my game, because when I don't activate it it's the same problem.
On the other hand, I noticed that the bug appears when I go to the "command post" of my submarine.
And this bug does not appear at the beginning of the mission. Indeed, when I start a mission I can put the graphics to the maximum everything works correctly.

I too have a question: can DirectX be the cause of this bug?
In fact, when I install my game, the game asks me to install the old DirectX files... If I refuse, will my game still work with the new DirectX files? and can it fix my problem if i leave the new ones?

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...

These pixelations are not a problem at all, when I activate the "Texture quality high" option in the graphics options these pixelations in the wakes of the ships and my submarine disappear.
For information, I do not activate this option when I am in the presence of a large convoy otherwise my game crashes.

You might experiment with the SH4.exe "Properties" on the "Compatibility" tab for some of the video settings, and see if anything improves there.

I tried all the compatibilities of the "Properties" of SH4.exe. They don't solve the problem. But, thank you for this idea :Kaleun_Salute:

Another question, can the problem be caused by a defect in the refresh of the image, because when I lower the Hz of my screen compared to that of my game the bug is less strong?
For example, when I set my screen to 1920*1080 60Hz resolution and my game to 1920*1080 60Hz resolution when I return to desktop, my game crashes. However, when I put my screen at 60Hz and my game at 59Hz, my game does not crash when I return to desktop...

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.

It is true that I use the time compression a lot and at its maximum capacity, because I always sail at minimum speed, because I play with the limited diesel in order to save my diesel.
Indeed, I feel it's small jumps when a convoy is in my hydrophone detection zone.

Could this bug be caused by the fact that I compress time a lot?

Another question, what is the “Vertical Sync” option in the graphics option for? Because my game bugs a lot more when I activate it?

Cordially, Captain_PUJOL

https://youtu.be/jvJvK33Y9ME

propbeanie
07-19-22, 06:09 AM
@probeanie. No, the software did not interrupt my game, it was me who did CRTL+ALT+SUP to return to the desktop, because returning to the desktop fixes the graphical bug. As you can see before the 46mins the destroyers are transparent and after the 46mins the destroyers are no longer transparent.
The software is just the windows music software and it's not what bugs my game, because when I don't activate it it's the same problem.
On the other hand, I noticed that the bug appears when I go to the "command post" of my submarine.
And this bug does not appear at the beginning of the mission. Indeed, when I start a mission I can put the graphics to the maximum everything works correctly.

I too have a question: can DirectX be the cause of this bug?
In fact, when I install my game, the game asks me to install the old DirectX files... If I refuse, will my game still work with the new DirectX files? and can it fix my problem if i leave the new ones?
...

These pixelations are not a problem at all, when I activate the "Texture quality high" option in the graphics options these pixelations in the wakes of the ships and my submarine disappear.
For information, I do not activate this option when I am in the presence of a large convoy otherwise my game crashes.
...

I tried all the compatibilities of the "Properties" of SH4.exe. They don't solve the problem. But, thank you for this idea :salute:

Another question, can the problem be caused by a defect in the refresh of the image, because when I lower the Hz of my screen compared to that of my game the bug is less strong?
For example, when I set my screen to 1920*1080 60Hz resolution and my game to 1920*1080 60Hz resolution when I return to desktop, my game crashes. However, when I put my screen at 60Hz and my game at 59Hz, my game does not crash when I return to desktop...

Another question, what is the “Vertical Sync” option in the graphics option for? Because my game bugs a lot more when I activate it?

Cordially, Captain_PUJOL
One thing to remember about the SH games, is that they were written in the days of Windows XP, single-core cpu, and analog CRT monitors. The game has no concept of 'virtualization' of today's 'modern' OS and expects to find everything in the same place every time. When you "shell-out", the game can potentially "lose its place" in the game scencario. Sometimes, as you've seen, doing such can apparently initiate a "refresh" of sorts. However, something else has probably gone astray somewhere else. Generally speaking, nothing major such as a crash will come from it, but you will notice that some of the sounds you heard before no longer sound, or perhaps the sound of the background ocean noises are no longer in the background, and do not quit when you are in the sub interior view. Maybe you'll see a "steam cloud" following your submerged sub around, or any one of a number of graphic anomalies. Perhaps the CO2 builds up, and then will not clear when you surface, and crew members then start dropping like flies. Any one of a number of apparent issues are caused by shelling-out to Windows. If you do experience these symptoms, it is better to Save and Exit the game. Then re-start the game and Load that Save, then continue.

Similarly associated with this is the video stream of the computer through the game. Unlike modern games that can detect your computer's hardware and settings, Silent Hunter cannot. The best set-up for the game in this regard is to find your monitor's "native" resolution and set Windows to that. When you look at the Display Resolution settings, Windows will show a "(recommended)" next to what it sees is the display monitors native resolution. Be sure you have that. The refresh rate is also in there somewhere. In the game at its Options menu, Graphic Settings, use the drop-down box to change to the same setting. There should not be a huge difference between choosing 59Hz and 60Hz... but the old US analog standard was 29.97Hz, which was usually display rounded up to 30Hz. Similar is done for 59.94Hz. It is usually rounded to 60Hz. If you notice a difference between a 59 and 60 setting, that surprises me... Perhaps they have a difference addressing scheme or something...

Anyway, on a 'modern' computer with a digital display, the use of sync lock in the game generally will cause issues with the display of the water, and can turn it into a sea of "jello". Really odd looking. On the old analog displays, it did help with keeping the "clocks" of the game in sync with each other. The game is written to attempt to display a 30fps video stream (and it still runs best at), which most user computers at the time did not quite attain. The DirectX v9.0c supplies the library files that the game uses, and the "timer" function, as well as the "random number generator" used by the game come from that DirectX v9 dll set, hence you definitely need to install the DirectX v9.0c and its codecs, else the game will not run in the 3D environment. Doing the DirectX v9 install does not overwrite anything on the computer - Windows will not let it. However, it does add some files to the Windows install setup that the game then calls on. Any older game that ran on DirectX v9 needs the files.

When recording video of gameplay, if you do not have the functionality of the Windows Game Bar, or a video card applet that you can use hotkeys to start without changing screens and / or turning from the gameplay, then it is best to start the game and get to the menu. Then shell-out to the desktop to start your recording app, go back into the game and then start your career, Load a Save, Single Mission, or whatever. Then use a hotkey combination to begin recording when you want. You want to avoid, if at all possible, shelling-out to Windows while you are in the game's 3D world. If you do have to, pause the game (ESC or BACKSPACE key or whatever), and it might not impact it as much.

Sorry for the wall of text, but it is a rather complex subject. If you still have little niggly issues, post back with your JSGME active mod list. :salute:

propbeanie
07-19-22, 06:12 AM
I find this interesting
...
Also, do where are the aerial rockets located? They seem to suffer same issue hedgehogs had, cause no damage . I took two direct hits while diving to avoid from area rockets, zero damage. Another time, took another hit, no damage.

CTD both times..
I'm wanting to try an experiment for this Bubblehead1980. What boat are you in? Where approximately are you and the approximate date? What platform is shooting rockets at you? Have you altered any damage models? Thanks! :salute:

KaleunMarco
07-19-22, 09:52 AM
Maybe... just maybe... find the aspect that transfers you from the Type II-B (I believe is what you had last command of, yes..???) to that Type II-D assignment... & convert it from a Type II-D, to... a Type VII-D, or whatever Type VII, that would be applicable for Lorient base to have had... at that time.
Just a thought... :hmmm:
M. M.

actually, the effect i was seeking was the decision to end the career in the Black Sea as it actually played out in RL. and i accomplished that. it took a while and i burned some brain cells finding the path.

because of the Ubi design, there is an alternate path to career end and THAT logic has escaped me. i still do not understand why it transferred me to Lorient and not somewhere else. i am still thinking on that.

and then, last and certainly not least, there is the mission-end date of 8/26/44 and the next mission beginning on 8/25/44. THAT just blows my mind. because 8/25/44 is a decision-date within Flotillas (and other files) i may return to my save file and tool around for a day or so and then return to base. although as soon i type that i realize that my home base expires on 8/25/44 and if i delay i have no home base to return to.

maybe THAT is the bug. because i returned to base on 8/25/44 and Ubi automagically bumps the date by one before you are shown the home port screen, making the date 8/26/44, but the home base expires 8/25/44, so they backdated the next mission to get one out of home base before it expires? how could anyone code with illogic as messed up as that?

this mess drives me nuts.:/\\!!

Mad Mardigan
07-19-22, 12:02 PM
actually, the effect i was seeking was the decision to end the career in the Black Sea as it actually played out in RL. and i accomplished that. it took a while and i burned some brain cells finding the path.

because of the Ubi design, there is an alternate path to career end and THAT logic has escaped me. i still do not understand why it transferred me to Lorient and not somewhere else. i am still thinking on that.

and then, last and certainly not least, there is the mission-end date of 8/26/44 and the next mission beginning on 8/25/44. THAT just blows my mind. because 8/25/44 is a decision-date within Flotillas (and other files) i may return to my save file and tool around for a day or so and then return to base. although as soon i type that i realize that my home base expires on 8/25/44 and if i delay i have no home base to return to.

maybe THAT is the bug. because i returned to base on 8/25/44 and Ubi automagically bumps the date by one before you are shown the home port screen, making the date 8/26/44, but the home base expires 8/25/44, so they backdated the next mission to get one out of home base before it expires? how could anyone code with illogic as messed up as that?

this mess drives me nuts.:/\\!!

On the insanity that Ubi created, with some of their bone headed ideas, as well as coding... we can both agree on.


Heck, I say that we can all agree on that...:Kaleun_Cheers:


Any way, hope that idea I had may be found useful elsewhere... perhaps... :shucks:





:Kaleun_Salute:


M. M.

Bubblehead1980
07-19-22, 03:50 PM
I find this interesting

I'm wanting to try an experiment for this Bubblehead1980. What boat are you in? Where approximately are you and the approximate date? What platform is shooting rockets at you? Have you altered any damage models? Thanks! :salute:


Type IXC Feb 3 1944 2nd Flotilla Lorient. I have not touched the damage model.


RAF Liberator firing rockets, as well as Mosquito, another twin engine...similar to Ventura...all British planes.

Mad Mardigan
07-19-22, 07:47 PM
Type IXC Feb 3 1944 2nd Flotilla Lorient. I have not touched the damage model.


RAF Liberator firing rockets, as well as Mosquito, another twin engine...similar to Ventura...all British planes.

If... NOT mistaken... the Wellington, can also fire off rockets... as well.


Started a career outta Lorient, 1st patrol orders were to hit 5 way points, while on the way to... Penang.


Type IX uboat, think it was a C maybe D2, think tail end of Sept. 1st week in Oct of '43... Bay of Bis-pain (Biscay).


Dodged 4 attacks... 2 or 3 of them Wellingtons 1 of the 4 was a Sunderland.


5th & last attack, was a Wellington, I believe... event cam on... watched puffs of smoke... explosions, the sounds of men screaming... Mdddiiiiccccc...
damage reports flooding in, right along with water pouring into My uboats shattered hull.

After a few moments... the crushing oblivion of darkness...


So ended the career of 1 Dieter Trautmann... ahhh well... though... NO CTD's.





:Kaleun_Salute:


M. M.

CapitainEA
07-20-22, 09:12 AM
Sorry for the wall of text, but it is a rather complex subject.

Don't apologize, you seem so passionate and competent in your field that I really feel that you will solve my problem that it is a pleasure to read you :Kaleun_Wink:

Anyway, on a 'modern' computer with a digital display, the use of sync lock in the game generally will cause issues with the display of the water, and can turn it into a sea of "jello". Really odd looking. On the old analog displays, it did help with keeping the "clocks" of the game in sync with each other. The game is written to attempt to display a 30fps video stream (and it still runs best at), which most user computers at the time did not quite attain. The DirectX v9.0c supplies the library files that the game uses, and the "timer" function, as well as the "random number generator" used by the game come from that DirectX v9 dll set, hence you definitely need to install the DirectX v9.0c and its codecs, else the game will not run in the 3D environment. Doing the DirectX v9 install does not overwrite anything on the computer - Windows will not let it. However, it does add some files to the Windows install setup that the game then calls on. Any older game that ran on DirectX v9 needs the files.

Thank you again for this idea :Kaleun_Cheers:.

Is there a tutorial to properly install DirectX 9.0c with SH4?

Where should I install DirectX 9.0c? In x64 or x86?

Should I install certain DirectX files or subfiles directly into the game data?

And which ones should I install, because there are so many :k_confused:

Should I install only the June 2010 ones or the others are important too?

If you still have little niggly issues, post back with your JSGME active mod list. :salute:

Where can I find this list?

Another problem example of my situation: here I am in SCAPA FLOW, there is just an enemy destroyer patrolling. And I am unable to launch a backup with the “Texture Quality High” option selected....

Cordially :Kaleun_Salute:

Captain_PUJOL

propbeanie
07-20-22, 10:36 AM
Don't apologize, you seem so passionate and competent in your field that I really feel that you will solve my problem that it is a pleasure to read you

Thank you again for this idea

Is there a tutorial to properly install DirectX 9.0c with SH4?

Where should I install DirectX 9.0c? In x64 or x86?

Should I install certain DirectX files or subfiles directly into the game data?

And which ones should I install, because there are so many

Should I install only the June 2010 ones or the others are important too?

...

Where can I find this list?

Another problem example of my situation: here I am in SCAPA FLOW, there is just an enemy destroyer patrolling. And I am unable to launch a backup with the “Texture Quality High” option selected....
If your game runs in the 3D world, which it looks and sounds like it does, then you do not have to worry about the DirectXv9 files. They are apparently there. In theory, they are not the source of your trouble. However, if you do happen to re-install the game, do NOT skip them. The game will not enter the 3D world without them.

As for the JSGME list, open JSGME.exe, and on the middle bar is a "Tasks..." link. Click on that, and at the bottom is "Export activated mods list to >", and from that, you can choose "text file" or "clipboard". If you choose clipboard, you can use the <Ctrl><V> key combo to past it into your next post.

CapitainEA
07-20-22, 12:00 PM
As for the JSGME list, open JSGME.exe, and on the middle bar is a "Tasks..." link. Click on that, and at the bottom is "Export activated mods list to >", and from that, you can choose "text file" or "clipboard". If you choose clipboard, you can use the <Ctrl><V> key combo to past it into your next post.

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

OM_DarkWaters_V6
OM_Med_Env
OM_Warm_Clothes
DBSM_SH4

Is there a tutorial that explains how to install the OM DW mod on windows 10?

In order to observe if I have not omitted a step ....

Cordially, Captain_PUJOL :Kaleun_Salute:

propbeanie
07-20-22, 12:58 PM
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

OM_DarkWaters_V6
OM_Med_Env
OM_Warm_Clothes
DBSM_SH4

Is there a tutorial that explains how to install the OM DW mod on windows 10?

In order to observe if I have not omitted a step ....

Cordially, Captain_PUJOL :Kaleun_Salute:
What I highlighted in "Orange" above is the main problem you are having. Windows is not friendly at all to the old DirectX v9 games, and especially to "modded" games. The Program Files folders are 'protected' by Windows, and as such, it will not allow any editing of what are perceived to be "system" files, such as anything with an ini or cfg extension, among others. You do not have a complete mod activation is the main trouble. Your mod list itself should be fine. What I would do is use JSGME and de-activate all of your mods. Then navigate into the Program Files (x86) folder and select the "Ubisoft" folder below it. Press and hold the <Ctrl> key while you press the <C> key, which will copy the folder and all below it. Now navigate to the root C:\ drive, and paste the folder and its contents with a <Ctrl><V> key combination. It will probably take a minute or several to copy everything over. This will leave the game in the Program Files (x86) folder for those times you want to play stock. But back to what is now hopefully a "C:\Ubisoft \Silent Hunter..." path, go into the downloads section here on SubSim, and get yourself MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110). Put it inside your new "C:\Ubisoft \Silent Hunter..." folder and run it. In the little window it brings up, type a 3-character folder name for your Saves to go into, such a ODW or whatever yo want. The create yourself a desktop shortcut if you want, and point it to the new copy. Now activate the DW mods as you had them before, start the game, and make your settings match what you had. In theory, you should not have any more trouble... :salute:

propbeanie
07-20-22, 01:01 PM
Type IXC Feb 3 1944 2nd Flotilla Lorient. I have not touched the damage model.

RAF Liberator firing rockets, as well as Mosquito, another twin engine...similar to Ventura...all British planes.
OK, I built a little test mission, and here are the results:

https://www.youtube.com/watch?v=RdgOXINxBK0


The Wellington I included did not show, and the 2nd Mosquito was a pinch tardy, so whether those are related, I don't know, but the rockets performed flawlessly, and no CTD here, so it must be something else... ??

Bubblehead1980
07-20-22, 01:14 PM
OK, I built a little test mission, and here are the results:

https://www.youtube.com/watch?v=RdgOXINxBK0


The Wellington I included did not show, and the 2nd Mosquito was a pinch tardy, so whether those are related, I don't know, but the rockets performed flawlessly, and no CTD here, so it must be something else... ??


Did you have my DW mod activated for the test ? Not that I know of anything in there that would cause it. I think CTD may have been caused by the leigh lot mod.

Rockets could have been a fluke or what appeared to be direct hits were near misses and did not cause damage. Who knows. lol

propbeanie
07-20-22, 01:23 PM
No, that's just Dark Waters as it comes. Note the interior views, and bulkhead damge never goes over 1% after all those hits and bombs. However, the boat does sink from flooding, and all the crew are at a minimum injured.

Edit: put yours on top, and same thing. Sank perhaps a bit faster, no CTD.

Bubblehead1980
07-20-22, 03:01 PM
No, that's just Dark Waters as it comes. Note the interior views, and bulkhead damge never goes over 1% after all those hits and bombs. However, the boat does sink from flooding, and all the crew are at a minimum injured.

Edit: put yours on top, and same thing. Sank perhaps a bit faster, no CTD.

Interesting.

Yes, hull rarely takes damage bc HP for uboats are set to 15000 lol. Part of the damage model. I love the damage model for u boats overall, the sinking, think needs a little adjustment in flooding time, but excellent. Would love to get it into fleetboats.

KaleunMarco
07-20-22, 04:25 PM
Well, that cuts it then... nothing but specific dates for all future releases of anything... sigh. This complicates testing though... :salute:
i did some additional testing. Keep in mind that Flot, Base, & Boat all expire on 1944-08-25 and the latest available mission expires 1944-08-15

if i finish patrolling and get back to base by August 23 (as opposed to August 25), i am offered command of a new type of boat, which is bad. i should have been offered retirement instead, because the next mission should not begin until September and that date is after the Flot/Base/Boat expiration.

also, if i refuse the XXIII, i keep the IIB-BlkSea and get assigned the default mission (Thames) with a start date of August 25.

does the Pacific theatre perform the same way? like when the Asiatic fleet runs from base to base until they land at Fremantle and then Brisbane? does that logic assign a new mission on the day a base closes?

i am starting to think that UBI-illogic cannot handle a Flot/Base/Boat expiration....the illogic needs a follow-on Flot/Base at a minimum or it goes back to the default mission. this is partly why those Germany-based kaleuns were getting assigned Fremantle missions: the illogic could not assign a local mission and went back to the default mission which was defined for Pacific-only German Uboats and therefore was the Fremantle mission. i modded that out to be the Thames mission for Dark Waters but the illogic still ends up there under certain conditions.

propbeanie
07-20-22, 05:37 PM
The Pacific would probably do the same thing... the Cachalot that expires, actually expires at an active base, and the player should upgrade boats. The Aleutians are similar, in that the base and campaign expires, but the boats transfer to Pearl first, then the boats expire, and a player should upgrade to another boat. The player does have the option to transfer to San Diego, but that is a dead-end hole there. I might try to do that tonight, along with a "hat" test for Kal. Your making the Thames the default mission is probably why you are getting it. The game falls through all of the 'logic' it can muster, and lands there when nothing makes sense... As for the transfer stuff, yes, the player should get one last assignment at their first "home port" after they transfer to a new port - so if a player would attempt to out-smart the game, and transfer to another flotilla (which none are available with a IIB at the time), then they wake-up at the new location, but still have that assignment from when they came back in from their previous patrol, which would be in the Black Sea in this case... Catch-uh Twenty-Two-uh... again. I do not think there is a way to have the game end, and the player just has to accept that they did their duty, and are now POWs, and should just do a new career...

KaleunMarco
07-20-22, 06:52 PM
The Pacific would probably do the same thing... the Cachalot that expires, actually expires at an active base, and the player should upgrade boats. The Aleutians are similar, in that the base and campaign expires, but the boats transfer to Pearl first, then the boats expire, and a player should upgrade to another boat. The player does have the option to transfer to San Diego, but that is a dead-end hole there. I might try to do that tonight, along with a "hat" test for Kal. Your making the Thames the default mission is probably why you are getting it. The game falls through all of the 'logic' it can muster, and lands there when nothing makes sense... As for the transfer stuff, yes, the player should get one last assignment at their first "home port" after they transfer to a new port - so if a player would attempt to out-smart the game, and transfer to another flotilla (which none are available with a IIB at the time), then they wake-up at the new location, but still have that assignment from when they came back in from their previous patrol, which would be in the Black Sea in this case... Catch-uh Twenty-Two-uh... again. I do not think there is a way to have the game end, and the player just has to accept that they did their duty, and are now POWs, and should just do a new career...

yes, the illogic reigns supreme.

the only use-case where a player has the opportunity to end their career in the Black Sea is if they end their career on August 25.
any other use-case will result in the default mission assignment followed by no-home-base for the remainder of the war.

CapitainEA
07-20-22, 10:01 PM
What I highlighted in "Orange" above is the main problem you are having. Windows is not friendly at all to the old DirectX v9 games, and especially to "modded" games. The Program Files folders are 'protected' by Windows, and as such, it will not allow any editing of what are perceived to be "system" files, such as anything with an ini or cfg extension, among others. You do not have a complete mod activation is the main trouble. Your mod list itself should be fine. What I would do is use JSGME and de-activate all of your mods. Then navigate into the Program Files (x86) folder and select the "Ubisoft" folder below it. Press and hold the <Ctrl> key while you press the <C> key, which will copy the folder and all below it. Now navigate to the root C:\ drive, and paste the folder and its contents with a <Ctrl><V> key combination. It will probably take a minute or several to copy everything over. This will leave the game in the Program Files (x86) folder for those times you want to play stock. But back to what is now hopefully a "C:\Ubisoft \Silent Hunter..." path, go into the downloads section here on SubSim, and get yourself MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110). Put it inside your new "C:\Ubisoft \Silent Hunter..." folder and run it. In the little window it brings up, type a 3-character folder name for your Saves to go into, such a ODW or whatever yo want. The create yourself a desktop shortcut if you want, and point it to the new copy. Now activate the DW mods as you had them before, start the game, and make your settings match what you had. In theory, you should not have any more trouble... :salute:

Thank you, my game seems to work much better :Kaleun_Cheers:

However, I don't have my saves in the game...

Is there a way to get them back?

Because, as you can see, I'm relatively high enough in the game :Kaleun_Wink:

ps: I downloaded and installed the "multiSH4 1.5" for SH4 uboat mission. Is this the right one?


In addition, when reinstalling my game automatically put these "GAMEPLAY SETTINGS"

1- Manual targeting system

2- map contact update

3- event camera

Can I turn them off? Because I played well in real difficulty... ;)

And finally the game automatically set the "Measurement units to "Authentic".

Should I leave it or should I put on "Metric", because I read in the description of the Mod that @fifi advised to put on "Metric".

Cordially, Captain_PUJOL

propbeanie
07-20-22, 11:49 PM
There is an Options menu, and on that is Gameplay options, and you can do any combination you want. When you do a career though, there is an Options menu in the Office while you are in port, and that is accessed by clicking on the radio icon to the left of the desk in the office. The same settings are in there, but these apply to each individual career you run, and do not affect the main menu, and vice versa. A person would use metric measure in a German campaign only because that was what the Germans used, so it is just for "authenticity". If you prefer imperial, use it.

Unfortunately, there is no way your old Save data would be usable now. Even if you had saved it aside somewhere, it would not be usable. Once the game is messed-up, the Save data is messed-up also.

Yes, the MultiSH4 v1.5 is what you use for the V1.5 of the game, which is the Uboat Missions. If you have v1.4 of the game, you would use MultiSHv1.4... :salute:

CapitainEA
07-22-22, 09:00 AM
There is an Options menu, and on that is Gameplay options, and you can do any combination you want. When you do a career though, there is an Options menu in the Office while you are in port, and that is accessed by clicking on the radio icon to the left of the desk in the office. The same settings are in there, but these apply to each individual career you run, and do not affect the main menu, and vice versa. A person would use metric measure in a German campaign only because that was what the Germans used, so it is just for "authenticity". If you prefer imperial, use it.

Unfortunately, there is no way your old Save data would be usable now. Even if you had saved it aside somewhere, it would not be usable. Once the game is messed-up, the Save data is messed-up also.

Yes, the MultiSH4 v1.5 is what you use for the V1.5 of the game, which is the Uboat Missions. If you have v1.4 of the game, you would use MultiSHv1.4... :salute:

@propbeanie A BIG HUGE AT YOU!!!!!!!! For your help, I rediscover the game graphically. It now works perfectly, even with the graphics pushed to the maximum :P.

This is how my new videos look now thanks to you :Kaleun_Wink:

Sincerely, Captain_PUJOL :Kaleun_Salute:

https://youtu.be/sYAU0LNnYHI

propbeanie
07-22-22, 12:05 PM
Oooohh-ooohh - prehty!!! :) Glad you are going better, and you are welcome! :salute:

frostedflaker
07-23-22, 10:36 AM
Hello, I am just getting back into playing SH 4 after a long absence, and as Ubisoft will not let me play my copy of SH 5, have decided to go for an ATO campaign here. A few quick questions, mostly about the Type IX:

1) Are there any peculiarities of the Type IX I should be aware of in this mod? Any general tips would be appreciated. What is the best way to use crew stations, for example the conning tower station?

2) I've noticed that the 3.7cm FlaK is missing from the Type IX deck at war's start, with only the conning tower 2cm. Is this deliberate? Is it a quirk to using a boat from II Flotilla?

3) In the most general terms how does this mod differ from KSD II? In specific terms, how is the Type IX implemented in each?

Thank you:Kaleun_Salute:

Aktungbby
07-23-22, 10:56 AM
frostedflaker!:Kaleun_Salute: I see in infamous :subsim: seven-year-itch has struck agin':arrgh!: Nice 'silent run' since August 2014!:up:

KaleunMarco
07-23-22, 11:13 AM
Hello, I am just getting back into playing SH 4 after a long absence, and as Ubisoft will not let me play my copy of SH 5, have decided to go for an ATO campaign here. A few quick questions, mostly about the Type IX:

1) Are there any peculiarities of the Type IX I should be aware of in this mod? Any general tips would be appreciated. What is the best way to use crew stations, for example the conning tower station?

2) I've noticed that the 3.7cm FlaK is missing from the Type IX deck at war's start, with only the conning tower 2cm. Is this deliberate? Is it a quirk to using a boat from II Flotilla?

3) In the most general terms how does this mod differ from KSD II? In specific terms, how is the Type IX implemented in each?

Thank you:Kaleun_Salute:

ahoy FF,

can't answer your comparative questions as i have only dabbled in SH5 and have never ventured into KSD.

now, as for your other questions:
crew stations: as in previous releases, there are six/seven skills for a crewman and each skill is best used in one department. if you purchased SH4 it should come with some documentation on which skills are best for each compartment. if i type it all out here i would be dead by the time i finished. :03:

conning tower: command and sensor skills would probably fit the best.

flak guns: sometimes, the game will not present a Kaleun the most up-to-date list of upgrades at the time you are assigned a boat. you need to save, exit SH4, and then relaunch it and reload the savegame. you may see new options available. if they are not available after you have performed this, then whoever developed the mod has other availability dates for that equipment.

personally, i do not worry at all about flak guns when playing DW as it is a fool's errand. when you hear, "aircraft spotted", dive the boat to 50 m as quickly as you can. aircraft will pass by and then 15-30 minutes later they will make the return trip overhead. then you can surface. if you attempt to fight it out, no matter if you shoot the plane down or not, THAT aircraft will radio your position, course, speed, etc and his brothers will make an immediate and continuous effort to sink you. dive to 50m, stay quiet and undetected, live to sink ships.

good luck, Herr Kaleun!
:Kaleun_Salute:

frostedflaker
07-23-22, 11:54 AM
Thank you both so much for the speedy reply. I'm amazed to see how far the community has progressed these last years, some very cool mods and even new games (Wolfpack, UBOAT).

I take your point about the futility of trying to shoot it out on the surface. Once I get a rivet counting detail stuck in my head I just feel the need to ask. I was just wondering if this is a technical limitation of SH 4 or something or other. Thank you again for indulging my pedantry!

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

Now that I've fussed, any tips to the Type IX? I don't think any of the newer subsims have it, so I'm trying to fall back on memories of GWX and coming up empty. A bit slower to dive, right?

KaleunMarco
07-23-22, 12:23 PM
Thank you both so much for the speedy reply. I'm amazed to see how far the community has progressed these last years, some very cool mods and even new games (Wolfpack, UBOAT).

I take your point about the futility of trying to shoot it out on the surface. Once I get a rivet counting detail stuck in my head I just feel the need to ask. I was just wondering if this is a technical limitation of SH 4 or something or other. Thank you again for indulging my pedantry!


Now that I've fussed, any tips to the Type IX? I don't think any of the newer subsims have it, so I'm trying to fall back on memories of GWX and coming up empty. A bit slower to dive, right?

you have to keep in mind that DW is a mega-mod of SH4 which is a Pacific Theatre simulation. we were severely handicapped from the start because of the focus of the game.

now...have said that, we tried to take advantage of everything learned from SH3 and implement it in SH4. we got most of it pretty-good. you can fight in just about anywhere on the Atlantic side of things from the Arctic to the Indian Ocean, driving just about every boat from a IIB to a XXXIII.

as far as actual date availability of the flak guns of Type IX, i will have to look it up in the mod and get back to you later.

:Kaleun_Salute:

Mad Mardigan
07-23-22, 02:19 PM
Thank you both so much for the speedy reply. I'm amazed to see how far the community has progressed these last years, some very cool mods and even new games (Wolfpack, UBOAT).

I take your point about the futility of trying to shoot it out on the surface. Once I get a rivet counting detail stuck in my head I just feel the need to ask. I was just wondering if this is a technical limitation of SH 4 or something or other. Thank you again for indulging my pedantry!

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

Now that I've fussed, any tips to the Type IX? I don't think any of the newer subsims have it, so I'm trying to fall back on memories of GWX and coming up empty. A bit slower to dive, right?


Think, it was up to some kaleuns,... to pick & chose their subs a/c line of defense... up to a point. That being of course, what flak gun to have on board.


Of the different type uboats, available...


Type II (A-D variants):

Quickest to dive, not to mention... a greyhound as to maneuverability once submerged. Meaning this was a very nimble & agile sub.


The downside to them, was it had very short sea legs. i.e short fuel/rang economy... add to that, less storage capacity on batteries.

Add to that, it only carried... 5 at minimum, torpedo's. 3 loaded into the tubes... & 2 internal in reserve. Think I recall some leaving base with 3 stored away, inside the forward torpedo room. Which was another limitation of the Type II's, as well.


Not the 1st choice for patrolling far from base, more suited for intercoastal picket defense. Now, get a pack of them together... & it'd stand a bit better odds of doing some damages. :hmmm:


Type VII (A, B C, C/41-C/42, D):


The work horse of the Uboat service. More produced than any other type.

Not as fast at diving as the II's, but... better sea legs & able to pack more punch for the deutschmark.


Type IX (A, B, C & D variants)

Not as extensively built as the VII's & not sure if more of them built than the II's... but...

Better sea legs, more punch pack than the VII's... BUT...

major drawback, was its seriously slower dive time, overall.


This, of course... doesn't take into account, the other types... that actually saw the light of day... much less, so late to be built that didn't see action, to speak of.





:Kaleun_Salute:


M. M.

CapitainEA
07-24-22, 12:03 PM
Oooohh-ooohh - prehty!!! :) Glad you are going better, and you are welcome! :salute:

:Kaleun_Wink:

However, I would like to inform you of a bug that happened to me in this video. Indeed, at 1min50 I get rammed by a destroyer. It disables my attack periscope, but neither the hull nor my periscope appears damaged in the damage table...

Sorry to report this bug, but your mod is really close to perfection for me, so I really want it to improve ;)

Cordially. Captain_PUJOL

https://youtu.be/xGXLKQWLIYw

KaleunMarco
07-24-22, 12:41 PM
It disables my attack periscope, but neither the hull nor my periscope appears damaged in the damage table...


what you experienced is most likely an unexpected feature of SH4 where there is a piece of equipment that is part of the periscope "subsystem", that is not documented anywhere in the eqp or unitparts or UPC files but has become damaged beyond repair. the reason it does not appear in the damage-table is because it is undocumented.

when you return to your home base and end your patrol, you may hear "periscope repaired, sir".
and then again, you may not. :03: this is an Ubi-creation, as you know.
:Kaleun_Salute:

propbeanie
07-24-22, 09:39 PM
There is the head of the periscope, which shows on the system, and the shaft, which shows on the system, then there is the slot they sit in, which does not show. If you got rammed, the game "assumes" that your periscope shaft was bent. You took a direct hit by the DD running over the top of your periscope. You do not show "damage" because it is not leaking, only bent, hence the disabled and no damage - maybe. Look on the damage screen, and note the two parts of the periscope that you can see, one in the conning tower (the head), the other in the submarine control room (the shaft). See if there isn't a "red line" drawn around the border of one or both of those:

https://i.imgur.com/4mA7ci0.jpg


A bent shaft, of course, is irreparable in the field. If you were not up too high, you might still have use of the Observation periscope, which you might be able to get by with, but I am not certain of being able to target with it too well in Dark Waters... You might have some 'splainin' to do for Adm Doenitz upon RTB...

rainbowjose
07-25-22, 10:09 AM
Also, there are too few maps and tables (the ideal amount in the SH3 mod from onealex), there is no autopilot from Kiel.

KaleunMarco
07-25-22, 11:28 AM
Also, there are too few maps and tables (the ideal amount in the SH3 mod from onealex), there is no autopilot from Kiel.

don't know what "too few maps and tables" means as i have never played much SH3.

re:Kiel Canal Autopilot....a modder developed an autopilot capability years ago for the OpMonsun mega-mod, which is the precursor to DW, but i could never get it to work: CTD. it might still be in the Downloads forum if you want to give it a try.

although SH4 is built on SH3, there are substantial differences in the manner in which things are executed. not sure HOW one could develop a standardized and universal mod for SH4 that would allow a player to cruise the Kiel Canal hands-free. i do not believe there is a modding tool available for that type of functionality.
:Kaleun_Salute:

Kapitän
07-25-22, 12:23 PM
Thank you both so much for the speedy reply. I'm amazed to see how far the community has progressed these last years, some very cool mods and even new games (Wolfpack, UBOAT).

I take your point about the futility of trying to shoot it out on the surface. Once I get a rivet counting detail stuck in my head I just feel the need to ask. I was just wondering if this is a technical limitation of SH 4 or something or other. Thank you again for indulging my pedantry!

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

Now that I've fussed, any tips to the Type IX? I don't think any of the newer subsims have it, so I'm trying to fall back on memories of GWX and coming up empty. A bit slower to dive, right?


Yes, same in KSDII ...

CapitainEA
07-25-22, 01:11 PM
Yesterday I performed my best blind kill (Without TDC, without RAOBF disc and without lockage... Just with mathematics ;)) :k_confused: . Indeed, I was able to lock this aircraft carrier only at the last minute. But, using trigonometry calculations I managed to sink this aircraft carrier :D

Just with this simple formula:

Let x = 0.01 or 0.03.

Distance from submarine to target = Mast height / Tan (vertical mark + x)

@propbeanie thanks again. Now when I sink a boat, I see magnificent fireworks thanks to you :Kaleun_Wink:.

ps: sorry for your compatriot, he had the misfortune to cross my path... :(

https://youtu.be/q0u1p7Tm3UU

rainbowjose
07-25-22, 02:37 PM
Crash dive isnt working when the waves are high. How to evade aircrafts?

KaleunMarco
07-25-22, 06:45 PM
Crash dive isnt working when the waves are high. How to evade aircrafts?

ok.
explain the boat's reaction/performance?
and....
please post your JSGME config (Tasks-Export to-Clipboard then Ctrl+v here)

KaleunMarco
07-25-22, 06:51 PM
Thank you both so much for the speedy reply. I'm amazed to see how far the community has progressed these last years, some very cool mods and even new games (Wolfpack, UBOAT).

I take your point about the futility of trying to shoot it out on the surface. Once I get a rivet counting detail stuck in my head I just feel the need to ask. I was just wondering if this is a technical limitation of SH 4 or something or other. Thank you again for indulging my pedantry!

Now that I've fussed, any tips to the Type IX? I don't think any of the newer subsims have it, so I'm trying to fall back on memories of GWX and coming up empty. A bit slower to dive, right?

you have to keep in mind that DW is a mega-mod of SH4 which is a Pacific Theatre simulation. we were severely handicapped from the start because of the focus of the game.

now...have said that, we tried to take advantage of everything learned from SH3 and implement it in SH4. we got most of it pretty-good. you can fight in just about anywhere on the Atlantic side of things from the Arctic to the Indian Ocean, driving just about every boat from a IIB to a XXXIII.

as far as actual date availability of the flak guns of Type IX, i will have to look it up in the mod and get back to you later.


you must be driving a Type IX/IX-A, correct?
that model boat does not get its flak gun upgraded.
if you are driving any other Type IX you would have the 37 mm already.

rainbowjose
07-26-22, 10:51 AM
https://dl.dropboxusercontent.com/s/tipppxuknkgfzxj/SH4%202022.07.26%20-%2018.48.00.01.mp4

Whats going on with my hydrophone?


I have CLEAN install

propbeanie
07-26-22, 01:36 PM
The crew prefers it that way. Union work rules and all that - you understand... :arrgh!:

but seriously, the engine power on the ship might not be strong enough, or perhaps there is a node that links the ship sounds that is missing. That is a rather common occurrence, even in the stock game - not to excuse it of course, but it does happen. . The next ship will probably be fine. I have a small screen here right now, and could not see the notepad very well. What ship was that?

rainbowjose
07-26-22, 02:39 PM
https://i.imgur.com/W18KBrp.png
https://i.imgur.com/FMwXJKx.png

Whats difference between these two RAOBF's? Why in v6 RAOBF was changed?

CapitainEA
07-28-22, 06:48 PM
Yesterday I sank my best target, the very rare and very fast (32 kts) R.M.S QUEEN MARY with a manual shot :k_confused:

ps: @propbeanie thank you again, thanks to you, now I can admire magnificent plumes of black smoke :Kaleun_Wink:

https://youtu.be/nni8lhAchdM

KaleunMarco
07-28-22, 06:50 PM
Yesterday I sank my best target, the very rare and very fast (32 kts) R.M.S QUEEN MARY with a manual shot :k_confused:


was she solo, doing 17+ kts?

CapitainEA
07-28-22, 07:03 PM
was she solo, doing 17+ kts?

she was solo and she was sailing at 31 knots... speed which I set to 10mins13secs in my video.

But as, seeing the torpedoes, the lookout always commands the boat to slow down, I always adjust the speed with 1 knot less, so there it was 30 knots ;)

Speed ​​found by taking two distance readings and using this formula:

Speed ​​= Distance / Time

Four torpedoes launched Four torpedoes hit.

I play with defective torpedoes. So, I was lucky that all four exploded....

Bubblehead1980
07-29-22, 01:10 PM
Yesterday I sank my best target, the very rare and very fast (32 kts) R.M.S QUEEN MARY with a manual shot :k_confused:

ps: @propbeanie thank you again, thanks to you, now I can admire magnificent plumes of black smoke :Kaleun_Wink:

https://youtu.be/nni8lhAchdM


Nice, that is a tough target. :Kaleun_Salute:

CapitainEA
07-29-22, 07:01 PM
Nice, that is a tough target. :Kaleun_Salute:

Thanks mate :Kaleun_Salute:

Especially since it was quite badly angular...

AOB 27° :k_confused:

SonnySmiles
07-30-22, 06:53 AM
Damn been away too long again from this game damn life lol
So any new fixes to download at all?

About to go to Lorient to Penang anything mod order wise I need to know
And is it ok to fill all the crew slots in even the conning tower? or will it kill them all randomly after one depth charge hit thinking people are outside on the deck gun
Sure that's what happened last time I tried this lol

JapLance
07-30-22, 07:14 AM
And is it ok to fill all the crew slots in even the conning tower? or will it kill them all randomly after one depth charge hit thinking people are outside on the deck gun
Sure that's what happened last time I tried this lol

In all the subs I've played in Dark Waters I never needed to add crew. Part of the people watching outside need to be moved to the resting room (can't remember the proper name right now, located above the damage team) when underwater.

SonnySmiles
07-31-22, 12:24 AM
In all the subs I've played in Dark Waters I never needed to add crew. Part of the people watching outside need to be moved to the resting room (can't remember the proper name right now, located above the damage team) when underwater.

Ok my friend I shall attempt it that way
I've been playing to much gfo so going into the Lorient run hardcore style lol and always hate to see the crew compartments empty lol but I'll give it a go like silent hunter 3 style lol lol

KaleunMarco
07-31-22, 09:28 AM
Damn been away too long again from this game damn life lol
So any new fixes to download at all?

About to go to Lorient to Penang anything mod order wise I need to know
And is it ok to fill all the crew slots in even the conning tower? or will it kill them all randomly after one depth charge hit thinking people are outside on the deck gun
Sure that's what happened last time I tried this lol

if you are based in Europe and were given a mission in the Far East, i have a fix for that that keeps you in Europe.

JapLance
08-02-22, 07:30 AM
After a really long long time of shaping up my DW install, I could finally set my type IX for some action.

First patrol was quite boring, but the second one gave me this present: a British battleship slightly ahead of an otherwise apparently unescorted convoy next to the Portuguese coast (Gibraltar-UK).

https://i.imgur.com/M3dIEpf.jpg

Why was the battleship miles ahead of the convoy? No idea. I've checked the convoy layers and the battleship was supposed to be part of the convoy :hmmm:. Anyway, I just couldn't let it get through... Fired a full bow-tubes salvo and:

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

All four hit. It rolled and sank just like that HMS Barham sinking movie we've all seen, but without the final explosion

https://i.imgur.com/5sTWNFZ.jpg

I think it's the biggest ship I've bagged in a campaign since I started playing this game :yeah: +30k tons

One thing i've noticed is the large amount of neutral ships in the British convoys in 1939. I've met a few ones of about 20-30 merchants, and more than half were ships of nations that were neutral at that point of the war (Greece, Netherlands, Panama, Norway). Far too many, in my opinion.

CapitainEA
08-03-22, 09:57 AM
One thing i've noticed is the large amount of neutral ships in the British convoys in 1939. I've met a few ones of about 20-30 merchants, and more than half were ships of nations that were neutral at that point of the war (Greece, Netherlands, Panama, Norway). Far too many, in my opinion.

It does not prevent me from sinking them :p. If they are neutral, they do not have to trade with England.... :Kaleun_Cheers:

https://www.youtube.com/watch?v=ru6BIFL1H7k

Bubblehead1980
08-03-22, 10:59 AM
It does not prevent me from sinking them :p. If they are neutral, they do not have to trade with England.... :Kaleun_Cheers:

https://www.youtube.com/watch?v=ru6BIFL1H7k


Have to be careful, sunk too many of them, you will los your command, career over.

In three patrols I sunk three neutrals (not on purpose, they were in convoys and either mistaken for British during night attacks on convoys or hit by torpedo which missed its original target) and at end of third patrol, was informed I was removed from command, court martialed etc.


I changed this my mod for dark waters, still neutral but no career ending penalty for sinking them. Since the penalty is neutral, I do not believe gain renown for their sinking either.

rainbowjose
08-06-22, 04:36 AM
Someone uses the calculations through RAOBF? It feels like there are errors somewhere, either in the table, or in the disk itself. Please tell me your opinion.

JapLance
08-06-22, 10:21 AM
My most successful patrol so far:

https://i.imgur.com/MWZK1kQ.jpg

Got me a HMS Furious for dinner :D.

https://i.imgur.com/Dr9Of6c.jpg

Unfortunately, the two merchants have not been recorded by the campaign master because I saved the game while at sea, and when I reloaded it somehow they were lost (together with the 2nd patrol zone and a "Sink merchants" objective), despite the marks being visible in the map all the time and appearing in the Captain's log...:hmmm:

Bugs, bugs, plenty of bugs. This game could have been so good if properly developed... Damn you, Ubisoft!

KaleunMarco
08-06-22, 11:24 AM
My most successful patrol so far:

Got me a HMS Furious for dinner :D.

Unfortunately, the two merchants have not been recorded by the campaign master because I saved the game while at sea, and when I reloaded it somehow they were lost (together with the 2nd patrol zone and a "Sink merchants" objective), despite the marks being visible in the map all the time and appearing in the Captain's log...:hmmm:

Bugs, bugs, plenty of bugs. This game could have been so good if properly developed... Damn you, Ubisoft!
yes, that's a nice haul.

on a side note on the not-getting-credit-for-sinkings, i am playing the Real Fleet Boat (RFB) megamod, which has the longest sinking times of any of the major mods, such that you may not get credit for sinkings because you are detecting the sinking when it happens. really frustrating.

JapLance
08-06-22, 02:19 PM
yes, that's a nice haul.

on a side note on the not-getting-credit-for-sinkings, i am playing the Real Fleet Boat (RFB) megamod, which has the longest sinking times of any of the major mods, such that you may not get credit for sinkings because you are detecting the sinking when it happens. really frustrating.

I guess you mean that "because you are NOT detecting the sinking when it happens." But that's a different story, probably intentional by the developers. If you can't confirm the sinking either visually or by hydrophones, it makes sense that you don't get the kill.

What I experienced that last patrol is just another bug. I knew something was wrong as the game loaded the file and the sound of a launching torpedo was played and the XO called four or five times "torpedo in the water" :o

KaleunMarco
08-06-22, 02:24 PM
I guess you mean that "because you are NOT detecting the sinking when it happens." But that's a different story, probably intentional by the developers. If you can't confirm the sinking either visually or by hydrophones, it makes sense that you don't get the kill.

yeah, but, we are maybe 3000 yds distant from the sinking ship. the combination of the lack of noise detection by the sonar suite must be coupled with the fact that the Ubi programmers neglected to program sinking and breaking up noises such that the sonar suite hears nothing. really bad programming.

What I experienced that last patrol is just another bug. I knew something was wrong as the game loaded the file and the sound of a launching torpedo was played and the XO called four or five times "torpedo in the water" :o
you will get that effect from time to time when you reload a save file. i still cannot recreate the effect at will.:hmmm:

RussianDude
08-07-22, 05:54 AM
So I'm playing 1942 type IXC career, Paukenshlag operation, in April. On 19 April I receive a message from HQ, that a U-Tanker will be avaliable for ressuply in grid CC, since 21 April. And indeed, after 21 April an icon appeared on my map, like in ports. But after some time, on like, May 4 or May 5 it dissapears. I searched the location of the U-Tanker, thinking that it might be just a bugged map icon, but U-Tanker is not there. So uh, any info on U-Tankers in this mod?

KaleunMarco
08-07-22, 08:29 AM
So I'm playing 1942 type IXC career, Paukenshlag operation, in April. On 19 April I receive a message from HQ, that a U-Tanker will be avaliable for ressuply in grid CC, since 21 April. And indeed, after 21 April an icon appeared on my map, like in ports. But after some time, on like, May 4 or May 5 it dissapears. I searched the location of the U-Tanker, thinking that it might be just a bugged map icon, but U-Tanker is not there. So uh, any info on U-Tankers in this mod?

the mid-ocean replenishment Uboats are part of the Campaign and, yes, some of them are open-for-business for a day or two or three and then they are gone.

so, sadly, you must plan to meet them when they are available or you are SOL (american slang for Short on Luck, or something close to that:D).

RussianDude
08-07-22, 10:39 AM
the mid-ocean replenishment Uboats are part of the Campaign and, yes, some of them are open-for-business for a day or two or three and then they are gone.

so, sadly, you must plan to meet them when they are available or you are SOL (american slang for Short on Luck, or something close to that:D).

Got it, thanks for the tip. Was afraid that it's a bug or something like that.

Aktungbby
08-07-22, 11:57 AM
RussianDude!:Kaleun_Salute:...somewhat belatedly forgive our bad manners.:oops:

Mad Mardigan
08-07-22, 01:08 PM
:Kaleun_Cheers:



RussianDude! :Kaleun_Salute:

RussianDude
08-07-22, 02:13 PM
RussianDude!:Kaleun_Salute:...somewhat belatedly forgive our bad manners.:oops:

:Kaleun_Salute:

RussianDude
08-07-22, 02:14 PM
:Kaleun_Cheers:



RussianDude! :Kaleun_Salute:

:Kaleun_Salute:

SonnySmiles
08-09-22, 04:29 PM
Gotta say absolutely love this mod 😁

KaleunMarco
08-09-22, 05:29 PM
Gotta say absolutely love this mod 😁

that is exactly why we made it.
:D

SonnySmiles
08-09-22, 09:36 PM
that is exactly why we made it.
:D

Seriously never had so much fun in my life lol just Lorient to Penang just amazes me
You guys have done such a great job 😁👍

KaleunMarco
08-10-22, 10:57 AM
Seriously never had so much fun in my life lol just Lorient to Penang just amazes me
You guys have done such a great job 😁👍

i have a fix for that. if you are interested in a fix.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6213

SonnySmiles
08-10-22, 03:30 PM
i have a fix for that. if you are interested in a fix.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6213


I shall get that later my friend thankyou
Had an issue once with a type 2 couple of times so left Europe alone lol but now I think it's time to show my face in the Atlantic
Thanks again

KaleunMarco
08-19-22, 08:11 AM
this one was brought to me...and Fifi, from a Kaleun and we are stumped.

Fifi and i worked on developing the emblems for Version 6. actually, i am stumped...Fifi no longer has SH4 installed. :03:

you can build a VIIB and assign the U51 emblem and it displays ok during the mission.
if you assign the U52 emblem to the same Uboat, and the U52 is also a VIIB Uboat, nothing displays on the Turm.

i've looked at the emblems in the Texture folder and they are ok.
i've looked at both the U51 and U52 entries in the Upgradepacks.UPC file and there are no differences, other than the boat names.

so, why does one graphic appear and the next one does not?

since the reporting Kaleun and I do not share the same installation, and we can each recreate the situation at will, it would seem that this is not installation or mod-related.

the chair will open the floor for suggestions.
:yep:

CapitainEA
08-19-22, 03:42 PM
Hi all captains :Kaleun_Salute:, I just finished my career with this end message:

"Welcome back kaptain. You and your crew have performed wonder bar! Because you have performed well. You have a choice. You can retire honorably. Having done your duty to the Fatherland or you can continue your stellar career and accept command of a new boat. Make your choice below."

Following this, obtains a new assignment at the port of LORIENT to go to AUSTRALIA, for a reconnaissance mission in the port of FREMANTLE to photograph boats in the port....

Is this a joke or just a bug? :k_confused:

KaleunMarco
08-19-22, 05:28 PM
Hi all captains :Kaleun_Salute:, I just finished my career with this end message:

"Welcome back kaptain. You and your crew have performed wonder bar! Because you have performed well. You have a choice. You can retire honorably. Having done your duty to the Fatherland or you can continue your stellar career and accept command of a new boat. Make your choice below."

Following this, obtains a new assignment at the port of LORIENT to go to AUSTRALIA, for a reconnaissance mission in the port of FREMANTLE to photograph boats in the port....

Is this a joke or just a bug? :k_confused:
it's a bug. there is a fix for that. however, you have to apply the fix before you get the Lorient to Fremantle mission.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6213

CapitainEA
08-19-22, 07:15 PM
it's a bug. there is a fix for that. however, you have to apply the fix before you get the Lorient to Fremantle mission.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6213

Thanks captain @KaleunMarco for the information :Kaleun_Salute:. But, it's too late this mission has aroused my curiosity to know if my submarine has the capacity to go to Australia ....

So, by carrying out a first supply in Italy at "La Speza" (I managed to get there via the Strait of Gibraltar;)) and a second supply in Greece at "Salamis". Passing through the Suez Canal I managed to reach Australia ..... Nevertheless, Arrived on the spot the mission cannot be done, but there are American ships in the port. How frustrating.... It is therefore possible to reach Australia with diesel engines in slow gear. :Kaleun_Salute:

https://www.youtube.com/watch?v=DXRKru2z9y8

JapLance
08-20-22, 01:26 AM
If you could make it through the Suez Canal there's something wrong :D

JapLance
08-20-22, 01:36 AM
it's a bug. there is a fix for that. however, you have to apply the fix before you get the Lorient to Fremantle mission.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6213

Is this different from another mod I got called XXX_DW_SoWesPacMissionFix? That one consists only of a patrolobjectives.cfg file (which is overwritten by this new one), while this new one also has a flotilla.upc.

KaleunMarco
08-20-22, 07:33 AM
Is this different from another mod I got called XXX_DW_SoWesPacMissionFix? That one consists only of a patrolobjectives.cfg file (which is overwritten by this new one), while this new one also has a flotilla.upc.

don't know.

who uploaded the "xxx" mod? if you got it from the underground then i cannot say it is safe to use.

if you are using the mod i uploaded, i can say that it was tested thoroughly and is safe to use.

KaleunMarco
08-20-22, 07:37 AM
If you could make it through the Suez Canal there's something wrong :D

i would agree, however, having said that, this is an instance that the modders (and i am one) never conceived of an Axis sub having a need to transit Suez so we never installed coastal batteries.

my recommendation is to d/l and install the mission-fix and stay in the ATO.
:03:
:Kaleun_Salute:

JapLance
08-20-22, 10:16 AM
don't know.

who uploaded the "xxx" mod? if you got it from the underground then i cannot say it is safe to use.

if you are using the mod i uploaded, i can say that it was tested thoroughly and is safe to use.

Can't remember where I got it from , but most probably somewhere in this forum. I don't get SH4 stuff from anywhere else (I don't think there are many other places left on the web). Tried to find it with the search tool, but no luck.

The XXX was because I know it had a number prefix, but I changed it to suit my install order. Now I checked the downloaded file again and it's 900. So, the name of this other file is 900_DW_SoWesPacMissionFix.

KaleunMarco
08-20-22, 11:20 AM
Can't remember where I got it from , but most probably somewhere in this forum. I don't get SH4 stuff from anywhere else (I don't think there are many other places left on the web). Tried to find it with the search tool, but no luck.

The XXX was because I know it had a number prefix, but I changed it to suit my install order. Now I checked the downloaded file again and it's 900. So, the name of this other file is 900_DW_SoWesPacMissionFix.

yeah, it turns out one was a quick fix and the other a much better fix.
use the later one. https://www.subsim.com/radioroom/downloads.php?do=file&id=6213

JapLance
08-20-22, 02:19 PM
yeah, it turns out one was a quick fix and the other a much better fix.
use the later one. https://www.subsim.com/radioroom/downloads.php?do=file&id=6213

Unfortunately this later one gets me a CTD as soon as I select the "U-boat Campaign" option.

Zinmar
08-20-22, 03:29 PM
I keep getting a runtime error when I try to start the game. Reinstalled Uplay, although I'm using the Steam version. The game fired up unmodded but when I installed this she just won't go. With so many posts it's difficult using the "search" to find an answer. Has someone figured out a work around for this? I'd love to give it a try.

KaleunMarco
08-20-22, 03:30 PM
Unfortunately this later one gets me a CTD as soon as I select the "U-boat Campaign" option.

ok, that's unfortunate.
tell me the conditions of the career start and i'll fix it.

KaleunMarco
08-20-22, 03:34 PM
I keep getting a runtime error when I try to start the game. Reinstalled Uplay, although I'm using the Steam version. The game fired up unmodded but when I installed this she just won't go. With so many posts it's difficult using the "search" to find an answer. Has someone figured out a work around for this? I'd love to give it a try.

firstly...you don't need Uplay. this is SH4 not SH5.
secondly prior to firstly, in which folder did you install SH4?
thirdly after secondly, since you posted in the Dark Waters forum, please post your JSGME config. (Tasks-Export-To Clipboard-Paste here)

JapLance
08-20-22, 03:40 PM
ok, that's unfortunate.
tell me the conditions of the career start and i'll fix it.

It crashes in the main menu as soon I select "U-boat campaign". Never gets to the campaign selection menu.

But that was with many mods added (even though I think none of them uses those particular files). Perhaps the problem is on my end. I'll keep the older version by now.

Zinmar
08-20-22, 04:30 PM
firstly...you don't need Uplay. this is SH4 not SH5.
secondly prior to firstly, in which folder did you install SH4?
thirdly after secondly, since you posted in the Dark Waters forum, please post your JSGME config. (Tasks-Export-To Clipboard-Paste here)




Generic Mod Enabler - v2.6.0.157
[F:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

OM_DarkWaters_V6


This is all that I have installed. Forgot to mention that it's installed in my F:/ in the steam folder I have there. This is what it shows if done as a text.

Generic Mod Enabler - v2.6.0.157
[F:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

OM_DarkWaters_V6

Kharsim
08-20-22, 04:56 PM
Hello, Thank you for this mod.

Unfortunatly it crash as soon as I lunch a patrol within the campain (it crash just after loading). Submarine school work fine but that's it.

Is there any solution?

Edit : I found the solution, i didn't use the 4gb patch! Now it work fine.

Zinmar
08-20-22, 05:26 PM
Have some new info. Actually I set up a second monitor so I can see the message and type on the other.


Microsoft Visual C++ Runtime Library
This application (SH4) has requested the Runtime to terminate it in an unusual way. Then it says to contact the applicants support team for more info.


I also ran the 4gp patch and that didn't change anything. Tried running the compatibility with Win 7 and 8, plus as an administrator. So far I keep getting this crash.

KaleunMarco
08-20-22, 05:31 PM
Have some new info. Actually I set up a second monitor so I can see the message and type on the other.


Microsoft Visual C++ Runtime Library
This application (SH4) has requested the Runtime to terminate it in an unusual way. Then it says to contact the applicants support team for more info.


I also ran the 4gp patch and that didn't change anything. Tried running the compatibility with Win 7 and 8, plus as an administrator. So far I keep getting this crash.

yeah, RTE and Steam.
you may need to move your installation to another folder.
i am not a Steam user but i know that using the default folder for a CD installation will cause problems.
more than likely, a veteran Steam user will see this exchange and offer some advice.
:salute:

propbeanie
08-20-22, 09:39 PM
Besides other programs altering the C++ library that SH4 installed, you can also run into similar with a mis-matched video stream. Your display monitor has a "native" resolution, which Windows will shows as "(preferred)" when you look at the resolution dialog. You want the windows video driver set to that, and then in-game match the settings with the Options menu, Graphic Settings, and the drop-down there. You can also have trouble with the SH4.exe files "Properties" settings. Right-click the SH4.exe, and choose "Properties" from the bottom of that context menu. On the "Compatibility" tab, you might have to set things similar to this:

https://i.imgur.com/bP46VIS.jpg

No two computers are alike, so you'll probably have to experiment.

Zinmar
08-21-22, 05:17 PM
Maybe I'm installing the game wrong and that is why it's crashing each time. So, what did everyone do for there install of the game? I downloaded it from steam and ran it, then the u-boat missions and then ran that. From there I ran the 4gb patch and then JSGME to get my mods folder. From there I then grabbed all the files (data, MODS and Support) and then dropped them into the SH4 root folder. Should I have done something else? I'm honestly at a loss as to what I need to do.

propbeanie
08-21-22, 06:53 PM
The Steam install will by default want to put the game in the C:\Program Files (x86)\Steam \... folder structure. From a previous post of yours, you have "F:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific", which should work fine. My only questions about that would be, what type of drive is the "F:" drive? An attached SATA hard drive or SSD drive, or maybe a USB external drive? If an external drive, then it should be a fast one (7200rpm) and USB2 at a minimum. You can get by with less, but the faster and more bandwidth, the better.

After the game is installed, navigate into that install folder and select the SH4.exe and FileManager.dll files, right-click on them, choose "Properties" at the bottom of that context menu, and clear the tickmark in the "Read-only" box on the "General" tab under "Attributes", if necessary. That allows the 4Gig Patch (or LAA) and MultiSH4v1.5 to function correctly on those files.

The Steam install should put all of the correct DirextX v9.0c files in their proper places on your computer, but if you do have a dialog for that, be sure and install it and the Codecs. Then run the 4Gig Patch (or LAA) on the SH4.exe file, and then if doing other modded copies of the game in other folders, run MultiSH4v1.5 so that you can input a different 3-character folder name for the Save folder.

Activate the mod(s) following the instructions for the mod(s), and then if using the original SH4 "Save" folder, be sure and empty it (delete the contents), or cut and save it elsewhere for that "Just-in-case" scenario. Do not attempt to re-use old Save data. You should also set your video stream as mentioned above, and set the DPI Scaling properly for your computer gear, which can only be found out from experimentation...

One option you could do, is to run the Stock game prior to doing any of the 4Gig Patch or other extra stuff, just to be certain it functions correctly, prior to applying any mods. Just be sure and empty that Save folder if you do that...

Mad Mardigan
08-21-22, 08:12 PM
Myself...


I set up the Steam game launcher on B drive, (which is hard ported inside of My computer, along with A (which is a CD/ROM drive) & put the library for all games from Steam, into an external drive that I meant to call (or name...) D drive.


After that... I then downloaded SH3, SH IV v1.5 & of course SH5, into the /common folder there inside of:

E:\Games\SteamLibrary\steamapps\common\


From there... ran each SH install, so as to allow then base game to do what was needed to in order for it to run.


After all that, with SH IV v1.5, I could then make copies of it... & drop them into the next part, as follows:

SH-megamods\SH4\OM-DW'sv6

along with JSGME, MultiSH4 & using MultiSH4... created a complete separate game save folder... well away from the base copy SH IV's save folder... :shucks:


making sure, that before attempting to mod the SH IV copy, that I went into properties... & did what propbeanie outlined, here:



After the game is installed, navigate into that install folder and select the SH4.exe and FileManager.dll files, right-click on them, choose "Properties" at the bottom of that context menu, and clear the tick mark in the "Read-only" box on the "General" tab under "Attributes", if necessary. That allows the 4Gig Patch (or LAA) and MultiSH4v1.5 to function correctly on those files.

Not to mention, allows the mods, through jsgme... to overwrite as they need to...

The Steam install should put all of the correct DirextX v9.0c files in their proper places on your computer, but if you do have a dialog for that, be sure and install it and the Codecs. Then run the 4Gig Patch (or LAA) on the SH4.exe file, and then if doing other modded copies of the game in other folders, run MultiSH4v1.5 so that you can input a different 3-character folder name for the Save folder.

Activate the mod(s) following the instructions for the mod(s), and then if using the original SH4 "Save" folder, be sure and empty it (delete the contents only applicable, if... IF running only 1 copy of SH4 alone... :yep: on emptying the base SH4 save folder...), or cut and save it elsewhere for that "Just-in-case" scenario. Do not attempt to re-use old Save data. You should also set your video stream as mentioned above, and set the DPI Scaling properly for your computer gear, which can only be found out from experimentation...

One option you could do, is to run the Stock game prior to doing any of the 4Gig Patch or other extra stuff, just to be certain it functions correctly, prior to applying any mods. Just be sure and empty that Save folder if you do that...


After running the initial install... leave it alone... do NOT mod that copy in \common


This is NOW... your "Gold standard" go to copy... completely virgin.... do NOT mod it... ever... EVER....

did I mention... EVER..???


Hope this... helps... :shucks: :yep: :up:






:Kaleun_Salute:


M. M.

CapitainEA
08-22-22, 09:49 AM
In this video I reveal in 5 minutes a secret passage to you to say "hello" to the aircraft carriers and battleships inked in SCAPA FLOW. But beware destroyers are watching.... :Kaleun_Wink:

Sincerely Captain_PUJOL

:Kaleun_Salute:

https://youtu.be/0jmt6wARwNI

frostedflaker
08-24-22, 11:02 AM
I'm really enjoying my Type IXA campaign so far. I was wondering if altering ActiveUserPlayerUnits may be a way to add the missing 37mm FlaK on the Type IXA, as I understand it has been used to fix missing deck guns in FOTRS? I'm far enough along that I'm invested in the campaign. I'd switch to a Type IXB if I was able but it's early in 1942 and I have not been offered a new command yet. In any case, please think about adding that gun to the Type IXA in the next update. While only 8 were built, it's the boat skippers will have to use if they want to start a Type IX campaign in 1939.

I want to congratulate you on how "right" the Second Happy Time feels once America enters the war. Very satisfying and makes the Type IX campaign really shine in my opinion, well done.

Somewhat related to America entering the war, I noticed that many UK bound convoys in 1941 had a large number of Panamanian flagged merchants. While this was not an overly large issue for daylight attacks, during surface night attacks I often found myself sinking neutrals. I know historically merchants sailing in convoy blacked out were legitimate targets, but I also know there are limitations for you here. If I remember, in the SH 3 mods separate nations had to be created to account for Neutrals sailing alone or in convoy so I understand not following that route.

I'm just wondering what your feeling is on this, if it was intended, adds immersion and so on. I found it made me pay more attention while stalking a convoy, trying to identify which positions were filled by American and Panamanian ships, record it, and avoid targeting them when I later attacked at night. Unlike American ships during neutrality there are not large hull markings to differentiate ships from Panama, was this the case historically?

I'm just interested in the topic of neutral shipping and what sort of things you have to think about while trying to simulate that in SH4.

Thanks again

Kapitän
08-25-22, 07:15 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.

Hi,

I was just wondering about reducing the "Max. AC Range":

Wouldn't this mean, that one will encounter less AC, rather than more?

KaleunMarco
08-25-22, 07:27 AM
Hi,

I was just wondering about reducing the "Max. AC Range":

Wouldn't this mean, that one will encounter less AC, rather than more?

probably.

especially when you are not near land bases.

Kapitän
08-25-22, 07:31 AM
probably.

especially when you are not near land bases.

My thought was, if AC have a shorter range, fewer AC would be able to spot me, whether from land or sea ...

KaleunMarco
08-25-22, 07:32 AM
My thought was, if AC have a shorter range, fewer AC would be able to spot me, whether from land or sea ...

you have it!
:Kaleun_Thumbs_Up:

Kapitän
08-25-22, 08:03 AM
you have it!
:Kaleun_Thumbs_Up:

Okay, so in that case, since I hardly encounter any AC right now, I should increase the AC range. If yes, what would be a halfway realistic value (I have 1600km right now)?

KaleunMarco
08-25-22, 09:15 AM
Okay, so in that case, since I hardly encounter any AC right now, I should increase the AC range. If yes, what would be a halfway realistic value (I have 1600km right now)?

alternately, you can leave the range static and vary the skill factors. that will also increase your a/c contacts.

there is at least one other factor which i cannot remember that can also increase the probably of a a/c contact. (i am not near my SH4 PC)

Kapitän
08-25-22, 09:20 AM
alternately, you can leave the range static and vary the skill factors. that will also increase your a/c contacts.

there is at least one other factor which i cannot remember that can also increase the probably of a a/c contact. (i am not near my SH4 PC)

If I remember correctly, the skill factor basically determines, how accurate or lethal an air attack is, once the boat has been located. Does the skill factor also increase the AC contacs? If yes, where can one adjust these?

frostedflaker
08-25-22, 11:27 AM
Imagine my surprise when, patrolling off the American coast during Drumbeat and finding an aircraft bearing down on me, the air contact turned out to be a blimp! Excellent job on the K Class Airship, very cool.

I thought it would circle and then take off but I should have known they can sit over you all day. I had to surface and shoot it with my deck (not flak!) gun. One of the most enjoyable encounters I've had playing Silent Hunter.

e: Unusual problem: I somehow managed to limp all the way back to Lorient from the eastern seaboard with a critically flooded control room, all three watches of the deck crew KIA, severe damage to nearly everything. I had to shoot it out with the RAF all the way through Biscay. Absolute white knuckle thrills.

However, I suppose because there is no hull damage, my sub was not declared a write-off! I'd really like to take this chance to move to the IXB or IXC (Aug 42), all things considered. Additionally, when I try to hire new watch officers it says my sub has too many already. There are also not enough sailors in Lorient to replace all the crews. What do you recommend doing? I am not above tinkering with a save, I just don't know how in this instance.

I've attached the save. I figure if the hull damage is above 75 they'll give me a new boat upon entering port as in stock? Otherwise, maybe if someone could show me how to edit the save so I can start at the dock with a new sub, moving over my decorated and experienced crew to the new Type IX B/C?

https://www.mediafire.com/file/06wdj8gbr7wtu6r/ActiveUserPlayerUnits+-+Backup.upc/file

KaleunMarco
08-26-22, 03:19 PM
Imagine my surprise when, patrolling off the American coast during Drumbeat and finding an aircraft bearing down on me, the air contact turned out to be a blimp! Excellent job on the K Class Airship, very cool.

I thought it would circle and then take off but I should have known they can sit over you all day. I had to surface and shoot it with my deck (not flak!) gun. One of the most enjoyable encounters I've had playing Silent Hunter.

e: Unusual problem: I somehow managed to limp all the way back to Lorient from the eastern seaboard with a critically flooded control room, all three watches of the deck crew KIA, severe damage to nearly everything. I had to shoot it out with the RAF all the way through Biscay. Absolute white knuckle thrills.

However, I suppose because there is no hull damage, my sub was not declared a write-off! I'd really like to take this chance to move to the IXB or IXC (Aug 42), all things considered. Additionally, when I try to hire new watch officers it says my sub has too many already. There are also not enough sailors in Lorient to replace all the crews. What do you recommend doing? I am not above tinkering with a save, I just don't know how in this instance.

I've attached the save. I figure if the hull damage is above 75 they'll give me a new boat upon entering port as in stock? Otherwise, maybe if someone could show me how to edit the save so I can start at the dock with a new sub, moving over my decorated and experienced crew to the new Type IX B/C?

https://www.mediafire.com/file/06wdj8gbr7wtu6r/ActiveUserPlayerUnits+-+Backup.upc/file

let's cover the last one first.
i am not sure anyone would recommend tinkering with a mission file while you are on the missions in order to simulate hull damage and expect that SH4 would properly detect it and react the way you want it to. that is more dangerous than the Bay of Biscay. so, if you want a different sub with your same crew, it can be done. just search for that work-around in the DW thread.
it's not hard but you DO have to pay close attention to what you are doing.

now, the dearth of replacement crews.
have you tried grabbing the seamen on the leftside panel and assigning them to your crew, exiting SH4, relaunching SH4, and then returning to the crew screen? you should receive another group of potential crew.
:Kaleun_Salute:

propbeanie
08-26-22, 03:23 PM
... and a damaged sub is repaired upon docking at your home port. :salute:

rainbowjose
08-29-22, 05:19 PM
If someone struggling with crashes (CTD) - first of all use Large address aware patch: https://www.techpowerup.com/forums/threads/large-address-aware.112556/


I really dont undrestand why this is not importantly advised in topic start description with big red colored font as well as the detailed installation process described step by step. I understand that here all the experts know everything, but you need to be friendlier to beginners. Thank you.


Question from me: I suffer from airplanes TOO often, literally every few hours. I have not seen such behavior in any part of the game and in any fashion. Am I doing something wrong? How can I eliminate such frequent aircraft behavior? And the destroyers notice me TOO quickly, I can’t approach the convoy, even being at a depth and at a very low speed.

KaleunMarco
08-29-22, 06:37 PM
If someone struggling with crashes (CTD) - first of all use Large address aware patch: https://www.techpowerup.com/forums/threads/large-address-aware.112556/


I really dont undrestand why this is not importantly advised in topic start description with big red colored font as well as the detailed installation process described step by step. I understand that here all the experts know everything, but you need to be friendlier to beginners. Thank you.


Question from me: I suffer from airplanes TOO often, literally every few hours. I have not seen such behavior in any part of the game and in any fashion. Am I doing something wrong? How can I eliminate such frequent aircraft behavior? And the destroyers notice me TOO quickly, I can’t approach the convoy, even being at a depth and at a very low speed.

yep, that's the realism built into the mod.

i am not sure what you meant by your LAA comment. it IS stated on the first screen of DW, in red.
so, were you being sardonic or did you miss the comment on Page 1?

https://i.ibb.co/BqvxgC7/Picture0023.jpg

ok, item 1, aircraft. yes, you can mod that...if you know how to mod.
item 2, escort ability. DW does have mods for two levels of "harder" escorts. i am going to suggest that you back off of whichever escort-mod you are using and see how the enemy's performance changes.

if you want to reduce aircraft contacts and do not know how to mod, send me a PM and i can create one for you.
:Kaleun_Salute:

Mad Mardigan
08-29-22, 06:45 PM
If someone struggling with crashes (CTD) - first of all use Large address aware patch: https://www.techpowerup.com/forums/threads/large-address-aware.112556/


I really dont undrestand why this is not importantly advised in topic start description with big red colored font as well as the detailed installation process described step by step. I understand that here all the experts know everything, but you need to be friendlier to beginners. Thank you.


Question from me: I suffer from airplanes TOO often, literally every few hours. I have not seen such behavior in any part of the game and in any fashion. Am I doing something wrong? How can I eliminate such frequent aircraft behavior? And the destroyers notice me TOO quickly, I can’t approach the convoy, even being at a depth and at a very low speed.


Just to let it be known... that I did do a step by step guide, some time back... mainly for steam users, though the steps in it, could also be followed... minus the mentions to steam... & as KaleunMarco points out, there is notation on that, in the 1st post.. it could be in your zeal... that perhaps, you might have missed it... trust me, I know that can & will happen. *chuckles* been there, done that, comes to mind. :D :yep: :shucks:


Another thing to consider is... to not take advice out of context, as well... let's face it, typed text is not the greatest, when it comes to interpreting someone's intent... though you can seriously tell when some are truly being hostile.


Heck, even verbal's, not without its pitfalls, to be frank about it, either.


Then, there's language, thrown into the mix...


Anyhow...


about airplanes... as the war progressed, aircraft, became a major... MAJOR issue faced by uboats... & depending on the date in the war you're at... could very well, explain the Dirth of aircraft that you're facing now.


What is the date that you're at now, by chance there... rainbowjose... :hmmm:







:Kaleun_Salute:


M. M.

KaleunMarco
09-16-22, 10:21 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??

PB (and anyone else)
is The ATO Grid represented in a dotMIS file or is it a graphic that overlays the map at game-execution time?

propbeanie
09-16-22, 01:03 PM
It is an overlay, defined in the files of Game /Data /Menu /KGrid folder,

KaleunMarco
09-16-22, 05:55 PM
It is an overlay, defined in the files of Game /Data /Menu /KGrid folder,

yeah, i was leaning in that direction but couldn't find it.
thanks.
:Kaleun_Salute:

propbeanie
09-16-22, 09:06 PM
For SH4, it should be the whole world...

rainbowjose
09-22-22, 12:45 PM
The destroyers find me, even though I'm at periscope depth and not moving. I only take out observer periscope for a short period of time. I mostly follow the hydrophone.

The mod has an option "harder escorts" and even "harder escorts v2(!!!)" - what's going on there?

KaleunMarco
10-12-22, 06:27 PM
this was a depth charge wound and we suffered casualties and equipment damage but curiously, no hull damage.
https://i.ibb.co/72mYv84/SH4-Img-2022-10-10-14-27-10-190.png

propbeanie
10-13-22, 07:51 AM
The player boats are practically (shell and bomb and) bullet-proof, for the player's benefit... who wants to die in their first DC attack?... kind of like getting hit by a circle-runner torpedo and not sinking right away, if at all?... lol -

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


We did incur hull damage there, but it took a bit for the boat to sink. I have also been hit in a fleet boat, and NOT sunk. I'm sure you have experienced similar. The thing with Dark Waters, which is lurker's OpMonsun dressed-up of course, is that a lot of the boats are SH3 imports, and as such, their "damage models" had to be built, with some aspects / portions apparently overlooked... I haven't dug too deeply into them, but it wouldn't surprise me if even the IX-D2 isn't from SH3 also...

KaleunMarco
10-13-22, 06:36 PM
The player boats are practically (shell and bomb and) bullet-proof, for the player's benefit... who wants to die in their first DC attack?... kind of like getting hit by a circle-runner torpedo and not sinking right away, if at all?... lol -

We did incur hull damage there, but it took a bit for the boat to sink. I have also been hit in a fleet boat, and NOT sunk. I'm sure you have experienced similar. The thing with Dark Waters, which is lurker's OpMonsun dressed-up of course, is that a lot of the boats are SH3 imports, and as such, their "damage models" had to be built, with some aspects / portions apparently overlooked... I haven't dug too deeply into them, but it wouldn't surprise me if even the IX-D2 isn't from SH3 also...

i still don't understand why the game did not register some hull damage.
UBI designers, what can i say?

KaleunMarco
10-18-22, 02:51 PM
We were headed out to our patrol zone when we met up with a "convoy" of B-24's. 5 or 6 or 7 of them bombed the crap out of a piece of the Atlantic, killed a lot of fish. Oddly, the first two B-24's crashed and burned. i have a screen shot of the wreckage. Never saw that kind of behaviour before.
https://i.ibb.co/yF8vYn2/SH4-Img-2022-10-18-14-12-32-032.png
https://i.ibb.co/f4YhMjs/SH4-Img-2022-10-18-14-18-59-252.png

i also discovered that the Objective fulfillment logic is really wonky.
i modified the mission requirements to have two levels of tonnage goals.
the lower one was 5000 tons. when/if that is completed, a second objective appears for another 5000 tons.
while on patrol, we run into a convoy and have our way with it. beau coup tankers and large freighters are sunk, totaling more than 10,000 tons.
however, only the first 5000-ton-goal is marked as completed. the second-5000-ton goal spawned but is still incomplete.
draw your own conclusions. :03:

propbeanie
10-18-22, 03:27 PM
That is one of several things left as-is in Dark Waters from the OpMonsun original, and that is the CrewRating used by the Units, as well as how many attack. There is a good bit of SH3 campaign copied and converted from SH3 to SH4 in OpMonsun, hence the larger, basically inappropriate groupings of planes, plus if you're near an AirBase and planes spawn automatically, there will be multiples of the same Class that come after you. My guess is that you probably encountered the Navy blue B-24 Liberator, which was a PB4Y-1 in Navy nomenclature. In SH4, they can carry rockets later, as well as carry enough bombs to empty a square mile of ocean of its fishies... At least two of those planes were probably set to Level 3, or Competent at best, and as such, they do not fly very well, especially in the attack and egress phases, hence the crashes. If you feel adventurous and don't have anything better to do, you could go through and look for Groups of B-24 Liberators and make them no more than 2 planes in each group, unless they are the LevelBomber variety on their way to Berlin... AirBase AirGroups should also be limited to no more than 2 of such planes. The screen grabs will prove quite entertaining, I'm sure. :haha:

As for the tonnage Objectives in SH4... this is ~another~ frustrating aspect of the game. You sail from home port with orders to "Proceed immediately to area X and standby for further orders". That "objective" is associated with a MapZone, which upon completion then generates the "Sink all ships found" kind of thang. While you can generate the same thing from a completed objective, the game basically wants you to re-create the whole thing again with the MapZone, "proceed to the MapZone Area" and then generate the Tonnage "sink" mission... Seems to me that it can be rather frustrating still to get it to properly complete... I would have to pull out my notes, that are hidden so well that even I cannot find them... sigh - However, you can create one with a "Patrol" objective, but it still requires that separate MapZone, reaching it, and then generating the "sink" tonnage objective... If I am not mistaken, I have done that with a 2nd MapZone inside the first, and that worked for my "sink" trip... maybe... Remember though, there is NO "logic" in the game, so a person cannot think logically and have it function as expected... :roll: - if you ever wonder "why?" on some aspects of the game, it is "because"... :arrgh!:

KaleunMarco
10-19-22, 04:02 PM
what would it take to add some fighter bases to western france to support Uboats transiting the Bay of Biscay?

theoretically, a kaleun could dispatch them like the recon planes, today.
if the theoretical fighters met up with the ASW aircraft from Coastal Command, would they fight?

i would be interested to know how this could be accomplished.:hmmm:

propbeanie
10-20-22, 08:51 AM
Exclusively "fighter" bases can be done by "cloning" the existing "LAB_SmallAirBaseGe" and renaming it something like "LAB_FigherAirBaseGe" or whatever. Don't forget the Roster file, and to re-map the IDs of the binary files. You then take the Land folders cfg file, and limit the AirGroups to a fighter plane or two - don't do too many. You could also "date" multiple AirGroups, like on the CV in the game. The thing with "fighter" aircraft is "no, they do not fight each other"... a massive oversight on the devs part. In SH2, OK, understandable. SH3 is stretching it, but to bring the ~same~ krapp into SH4 is inexcusable... while "accurate" AI dogfights would be difficult, the least they could do is shoot at each other on their way by... My guess is that, similar to the way planes will attack a ship until they are a flaming fireball and/ or shot down, similar probably happened if they go to attack each other, in that ~that~ would be all that the planes would do... all of them, including level bombers... :o :arrgh!:

Now, another thing to remember about AirBases, is that if you happen to "see" an enemy target (which can happen without your periscope being raised, but at periscope depth, since the XO counter-manded your "do NOT raise the periscope!!!" order), and there is an AirBase within range, the airbase will send a "response" your way, whether you fone home or not. When you use the grease pencil, you are specifically telling a "scout" plane where to go. Look through some of the Land folder things that lurker did with the original OpMonsun, which are still in Dark Waters, and you'll see examples of some of his cloned airbases. He has some for specific air groups at specific time frames in specific locations for the mod. He also cloned the air base that is controllable by the grease pencil to restrict it to certain planes at certain locations and time. I do not know if you can control fighters and regular bombers the same way, but I have never tried...

KaleunMarco
10-20-22, 10:56 AM
Exclusively "fighter" bases can be done by "cloning" the existing "LAB_SmallAirBaseGe" and renaming it something like "LAB_FigherAirBaseGe" or whatever. Don't forget the Roster file, and to re-map the IDs of the binary files. You then take the Land folders cfg file, and limit the AirGroups to a fighter plane or two - don't do too many. You could also "date" multiple AirGroups, like on the CV in the game. The thing with "fighter" aircraft is "no, they do not fight each other"... a massive oversight on the devs part. In SH2, OK, understandable. SH3 is stretching it, but to bring the ~same~ krapp into SH4 is inexcusable... while "accurate" AI dogfights would be difficult, the least they could do is shoot at each other on their way by... My guess is that, similar to the way planes will attack a ship until they are a flaming fireball and/ or shot down, similar probably happened if they go to attack each other, in that ~that~ would be all that the planes would do... all of them, including level bombers... :o :arrgh!:

Now, another thing to remember about AirBases, is that if you happen to "see" an enemy target (which can happen without your periscope being raised, but at periscope depth, since the XO counter-manded your "do NOT raise the periscope!!!" order), and there is an AirBase within range, the airbase will send a "response" your way, whether you fone home or not. When you use the grease pencil, you are specifically telling a "scout" plane where to go. Look through some of the Land folder things that lurker did with the original OpMonsun, which are still in Dark Waters, and you'll see examples of some of his cloned airbases. He has some for specific air groups at specific time frames in specific locations for the mod. He also cloned the air base that is controllable by the grease pencil to restrict it to certain planes at certain locations and time. I do not know if you can control fighters and regular bombers the same way, but I have never tried...

if i created German fighter bases and they appear on the map and i use the grease pencil to activate them and during their patrol they encounter British Coastal Command aircraft, will they engage?

KaleunMarco
10-20-22, 11:54 AM
has anyone been able to use either of these two boats in a career?
i've tried each and as soon as i begin the first mission, CTD.

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
jimimadrid Torpedos
900 DarkWaters V6_Errors-fix(fixes air-land-sea-eqp disconnects from Stock)

propbeanie
10-20-22, 12:14 PM
Exclusively "fighter" bases can be done by "cloning" the existing "LAB_SmallAirBaseGe" and renaming it something like "LAB_FigherAirBaseGe" or whatever. Don't forget the Roster file, and to re-map the IDs of the binary files. You then take the Land folders cfg file, and limit the AirGroups to a fighter plane or two - don't do too many. You could also "date" multiple AirGroups, like on the CV in the game. The thing with "fighter" aircraft is "no, they do not fight each other"... a massive oversight on the devs part. In SH2, OK, understandable. SH3 is stretching it, but to bring the ~same~ krapp into SH4 is inexcusable... while "accurate" AI dogfights would be difficult, the least they could do is shoot at each other on their way by... My guess is that, similar to the way planes will attack a ship until they are a flaming fireball and/ or shot down, similar probably happened if they go to attack each other, in that ~that~ would be all that the planes would do... all of them, including level bombers... :o :arrgh!:

Now, another thing to remember about AirBases, is that if you happen to "see" an enemy target (which can happen without your periscope being raised, but at periscope depth, since the XO counter-manded your "do NOT raise the periscope!!!" order), and there is an AirBase within range, the airbase will send a "response" your way, whether you fone home or not. When you use the grease pencil, you are specifically telling a "scout" plane where to go. Look through some of the Land folder things that lurker did with the original OpMonsun, which are still in Dark Waters, and you'll see examples of some of his cloned airbases. He has some for specific air groups at specific time frames in specific locations for the mod. He also cloned the air base that is controllable by the grease pencil to restrict it to certain planes at certain locations and time. I do not know if you can control fighters and regular bombers the same way, but I have never tried...
if i created German fighter bases and they appear on the map and i use the grease pencil to activate them and during their patrol they encounter British Coastal Command aircraft, will they engage?
See above

propbeanie
10-20-22, 12:16 PM
has anyone been able to use either of these two boats in a career?
i've tried each and as soon as i begin the first mission, CTD.

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
jimimadrid Torpedos
900 DarkWaters V6_Errors-fix(fixes air-land-sea-eqp disconnects from Stock)
Try removing the jimimadrid Torpedos mod. Lurker did edits to the Torpedo file set in OM, which are in DW, and that might be a conflict... I'll try my DW shortly and see what I get.

KaleunMarco
10-20-22, 12:20 PM
See above

OK, with that in mind, move over to the Pacific.
What about the air battles that create the lifeguard missions in the Solomons, etc?

propbeanie
10-20-22, 12:43 PM
Fake... lol - the planes are "scripted" in most mods and stock, and both sides will be in the "scene" at the same time, but notice that they do not dogfight... lol


As for the CareerStarts, using just Dark Waters:

https://i.imgur.com/Qhl7uyX.jpg

https://i.imgur.com/Atu9lI7.jpg

I did not attempt to sink anything yet, currently driving the XXIII... :salute:

KaleunMarco
10-20-22, 03:27 PM
Fake... lol - the planes are "scripted" in most mods and stock, and both sides will be in the "scene" at the same time, but notice that they do not dogfight... lol
you HAVE to be kidding me!?!?!?
so, the "scripted" engagements are airedales doing loop-de-loops and then crashing into the ocean on the hopes that one of us will rescue them?
:wah::har::timeout::doh:

As for the CareerStarts, using just Dark Waters:
I did not attempt to sink anything yet, currently driving the XXIII... :salute:

well, that figures.
why didn't you get the old IT-troubleshooting stamp that says: probable user error.

p.s. the problem is the DW Errors Fix mod. apparently, DW cannot abide the Stock errors being fixed. :har:
so...i guess we will remove that mod and sail on.:03:

propbeanie
10-21-22, 08:38 AM
you HAVE to be kidding me!?!?!?
so, the "scripted" engagements are airedales doing loop-de-loops and then crashing into the ocean on the hopes that one of us will rescue them?
:wah::har::timeout::doh:
:lurk:

Shhh... don't tell anyone, but the "Rescue Targets" are also scripted... If a US plane does happen to crash within the designated target zone, then yes, he counts toward the rescue count, but outside the zone, they do not - though you can pick them up. You cannot pick-up Japanese survivors though to bring them in for questioning... which really, they should have allowed that,..


well, that figures.
why didn't you get the old IT-troubleshooting stamp that says: probable user error.

p.s. the problem is the DW Errors Fix mod. apparently, DW cannot abide the Stock errors being fixed. :har:
so...i guess we will remove that mod and sail on.:03:
Ahhh... good find. Yeah, you could activate all of your Dark Waters mods, then run the tools for a "fix pack", which might be slightly necessary, but probably won't yield as many errors as the Stock game has, since those tools were run during DW development, but I am almost 99.9% certain there are still errors in the Campaign, due to infecting them anew with edits for DW ( :roll: guilty! :oops: ), but also from existing errors that are both of the type that are difficult to track down, except with a BUNCH of campaign testing... :arrgh!:

KaleunMarco
10-21-22, 10:19 AM
Ahhh... good find. Yeah, you could activate all of your Dark Waters mods, then run the tools for a "fix pack", which might be slightly necessary, but probably won't yield as many errors as the Stock game has, since those tools were run during DW development, but I am almost 99.9% certain there are still errors in the Campaign, due to infecting them anew with edits for DW ( :roll: guilty! :oops: ), but also from existing errors that are both of the type that are difficult to track down, except with a BUNCH of campaign testing... :arrgh!:

that is what i did...and the Fix Mod was the result.
this is the first time SH4 has encountered an issue with the fixes.
i'll have to re-set DW and try running through the fix logic...again.:hmmm::wah:
i have a couple of tools: Toolkit 1.9 and 2.0 which i believe are both Hebe's and markedly different in scope.
what other tools do you use to detect the Air-Sea-Land Eqp, Date, etc defects?

p.s. there is something in the Fix-Mod that DW does not like when one creates a Type 21 or 23 career.
i re-ran Hebe's fix tool and no errors appear, yet DW goes CTD when starting a Type 21 or 23 career.
none of the fixes are for those Uboats or their equipment so it will be deuce-difficult to troubleshoot.

propbeanie
10-21-22, 03:21 PM
Hmmmm :hmmm: - had you emptied the Save folder after applying that fix pack? Some changes that are made will make the Saves craptastic...:doh:

TDW's SH Validator (https://www.subsim.com/radioroom/downloads.php?do=file&id=4630) is another tool we've used. It can run from anywhere on the computer. Just tell it you are checking SH4, and point it to the folder. There are some caveats when checking the German side of the game, of coursre... The proggy was written pre-Gold SH4, so is only directly designed to check the "Data / Campaigns / Campaign" folder.

The way to get around that "restriction" is to rename the US side in "Campaigns / Campaign..." to be Campaigns / CampaignUS". That way, you can change the name of "Campaigns / CampaignGE" to "Campaigns / Campaign". You also have to move the files out of "Campaigns / Campaign(GE) / CampaignData" into the newly renamed "Campaign" folder. If you want to check the SingleMissions and other files outside the Campaign folder, drag copies of them into the "Campaigns / Campaign / PatrolObjectives" folder, since that folder and its contents are also checked. Now, I have messed-up more than one install of OpMonsun and/or Dark Waters from NOT getting things back where they belong afterwards, so what I did the last time, was to do a "fake" install and work on that. Make my mod, and then test it in the good install. Just be certain of your folder structure, of course, when you build your changes...

Also, in spite of the warnings that TDW will display, the Campaign is indeed checked. He just never added the detected issues to the log file before he finished modding the SH series, so after the app runs, create a log file, and then open it with Notepad++ or similar, and then at the bottom of TDWs app windows, find all of the entries that are flagged with "******** " leading and trailing, and copy those file names and errors into the log file for your posteriors's sake, and future editing... Thing is, even with Hebe's Tool, and TDW's tool, there are still quite a few errors that are not caught... :salute:

Rigel44
10-27-22, 11:46 AM
Anyone know where I can get a copy of the KiUB users guide? I tried searching downloads and forums but nothing but broken links so far. Thanks for any help you can provide

KaleunMarco
10-27-22, 06:37 PM
Anyone know where I can get a copy of the KiUB users guide? I tried searching downloads and forums but nothing but broken links so far. Thanks for any help you can provide

it is included with \OMEGU_v300\Support\OM_Readme_files.
if you have Lurkers' original Operation Monsun zip file it's in there.
if not, reply back and i'll put a copy on the cloud for you.

Rigel44
10-28-22, 07:15 AM
it is included with \OMEGU_v300\Support\OM_Readme_files.
if you have Lurkers' original Operation Monsun zip file it's in there.
if not, reply back and i'll put a copy on the cloud for you.

Thank you KaleunMarco!

I was able to download OMEGU_v300 and find it there but I never would have known to do that without you pointing me in the right direction.

Thanks again!

KaleunMarco
10-28-22, 09:50 AM
Thank you KaleunMarco!

I was able to download OMEGU_v300 and find it there but I never would have known to do that without you pointing me in the right direction.

Thanks again!

any time, Herr Kaleun.
:Kaleun_Salute:

Rigel44
10-31-22, 02:40 PM
OK so I know you can go into the save files and edit the boat number and name within the class of boat you are assigned but does anyone have tips or experience changing assignments within the file to get to a new boat at the right time?

Let me give an example - I have started a career as Otto Kretschmer in U-23 a Type IIB in 1. Flottille at the very beginning of the war but then in early 1940 transfers to command U-99 a type VIIB in 7. Flottille. I know I can apply for transfer but how do I edit that transfer to get to the right place in the right class of boat.

Even more challenging is the career of Erich Topp who starts in U-57 (IIC) and then moves to U-552 (VIIC)for 10 patrols but then there is a span of over 2 years before he is in command of U-3010 (XXI). How do I get that to happen in the game?

As you can tell I am a history student so I really like to mirror as close as possible the historical careers of real commanders. My next question is can I modify the area assigned for a particular patrol to replicate the careers.

Thanks for any advice anyone can give - including - no way - you can't do that.

KaleunMarco
10-31-22, 05:06 PM
OK so I know you can go into the save files and edit the boat number and name within the class of boat you are assigned but does anyone have tips or experience changing assignments within the file to get to a new boat at the right time?

Let me give an example - I have started a career as Otto Kretschmer in U-23 a Type IIB in 1. Flottille at the very beginning of the war but then in early 1940 transfers to command U-99 a type VIIB in 7. Flottille. I know I can apply for transfer but how do I edit that transfer to get to the right place in the right class of boat.

Even more challenging is the career of Erich Topp who starts in U-57 (IIC) and then moves to U-552 (VIIC)for 10 patrols but then there is a span of over 2 years before he is in command of U-3010 (XXI). How do I get that to happen in the game?

As you can tell I am a history student so I really like to mirror as close as possible the historical careers of real commanders. My next question is can I modify the area assigned for a particular patrol to replicate the careers.

Thanks for any advice anyone can give - including - no way - you can't do that.

alas, SH4 will not players to follow the career of any real Uboat Kapitan.
additionally, unlike SH-Pacific Campaign, there are very few boat upgrades that can happen when playing DW.
the best way to enjoy SH4-DW is to select an Uboat and a campaign theater and play it until it ends. then play another boat/campaign someplace else.
:Kaleun_Salute:

Rigel44
10-31-22, 05:14 PM
alas, SH4 will not players to follow the career of any real Uboat Kapitan.
additionally, unlike SH-Pacific Campaign, there are very few boat upgrades that can happen when playing DW.
the best way to enjoy SH4-DW is to select an Uboat and a campaign theater and play it until it ends. then play another boat/campaign someplace else.
:Kaleun_Salute:

Thank you:Kaleun_Salute:, Herr Kaleun. You have saved me from wasting a lot of time.

reigninblood399
11-25-22, 11:48 AM
I keep getting Crash To Desktops everytime i start a patrol and go to an external camera

KaleunMarco
11-25-22, 05:22 PM
I keep getting Crash To Desktops everytime i start a patrol and go to an external camera

Well, Reign, that could be anything, literally.
rather than give you 50 questions, i'll list a couple of questions and give you a couple of links for you to read-up on.

1. which version of SH4 are you playing, 1.1, 1.3, 1.4, 1.5, Uboat missions? and, are you playing the Dark Waters mod-set or regular Stock SH4?
2. where is SH4 installed? if you installed it to the default folder (Programx86) you need to move it to a folder not in the Windows folder system. Many of us install it to C:\Ubisoft\ but the choice is yours, just so it is not under \Windows\etc.
3. what kind of vid card are you using and what graphics settings are you using within SH4?
4. are you using a 4 gig RAM memory utility such as Large Address Aware, assuming that you are playing the Dark Waters mod-set?
5. here are a couple of links for new players to read with some great tips on installing, set-up, etc.
Berbster's Hints. (https://www.subsim.com/radioroom/showthread.php?t=219029)
Onkel Neal's Hints (https://www.subsim.com/radioroom/showthread.php?t=155786).

Good luck!

JapLance
12-04-22, 04:54 AM
Question about the subpens in Brest (and I guess the rest of U-boot ports as well). They're killing the framerates of my SH4.

I don't usually start from port, but last night I thought I wanted to see the submarine pens, and while they look gorgeous :yeah:, the frame rates dropped to almost single digits.

I guess there are many animated parts (soldiers, nurses, cranes, welders, guns moving up and down for no reason :haha:) and that is the culprit. But I don't know if this is normal behaviour or there's something wrong in my DW install.

And in case it's a known issue, has it been fixed in any way? Thanks.

KaleunMarco
12-04-22, 11:48 AM
Question about the subpens in Brest (and I guess the rest of U-boot ports as well). They're killing the framerates of my SH4.

I don't usually start from port, but last night I thought I wanted to see the submarine pens, and while they look gorgeous :yeah:, the frame rates dropped to almost single digits.

I guess there are many animated parts (soldiers, nurses, cranes, welders, guns moving up and down for no reason :haha:) and that is the culprit. But I don't know if this is normal behaviour or there's something wrong in my DW install.

And in case it's a known issue, has it been fixed in any way? Thanks.

not sure about your frame rate issue.
normally, i do not start at the "tender" which, when playing the German side, is the sub pens.

never noticed everyone saluting and waving. nice touch.

i fired up a new career out of Lorient and had no difficulty shoving off from within the sub pen @ 2kts and TC=32.
if you are playing on a laptop, IMHO that is probably the issue, as laptops are not designed to keep up with old, graphic intensive apps such as SH4 with Dark Waters.

now that you have seen the nurses waving adios to you, start your mission remote from the tender and go sink some ships. :D
:Kaleun_Salute:

propbeanie
12-04-22, 01:44 PM
Question about the subpens in Brest (and I guess the rest of U-boot ports as well). They're killing the framerates of my SH4.

I don't usually start from port, but last night I thought I wanted to see the submarine pens, and while they look gorgeous :yeah:, the frame rates dropped to almost single digits.

I guess there are many animated parts (soldiers, nurses, cranes, welders, guns moving up and down for no reason :haha:) and that is the culprit. But I don't know if this is normal behaviour or there's something wrong in my DW install.

And in case it's a known issue, has it been fixed in any way? Thanks.
Do you have the 4Gig Patch or LAA properly activated? DW is like most other mods and is helped immeasurably by that. Also, if there is an airplane bombing attack at the harbor when you are leaving, those can really drag a computer down. Otherwise, there shouldn't be a hit that big on the framerate... :salute:

JapLance
12-05-22, 04:00 AM
So apparently it's only me :doh:.

All my SH4 installs have the 4gb patch, and no, it's not a laptop. My graphic card is not state-of-the-art, but it's a decent one and has run SH4 for the last 2 years without a problem. It renders 70-ship convoys fine, or the polygon intensive WoWs ships without a hitch.

The drop in framerate happens exclusively when looking at the sub pens. Does anyone know where are they stored?

KaleunMarco
12-05-22, 10:33 AM
So apparently it's only me :doh:.

All my SH4 installs have the 4gb patch, and no, it's not a laptop. My graphic card is not state-of-the-art, but it's a decent one and has run SH4 for the last 2 years without a problem. It renders 70-ship convoys fine, or the polygon intensive WoWs ships without a hitch.

The drop in framerate happens exclusively when looking at the sub pens. Does anyone know where are they stored?

no offense, my friend, but the easiest solution is to start the mission outside the dock.

Kapitän
12-05-22, 01:16 PM
This is interesting. I have currently locked the FPS at 60, reason being, that it a) keeps the sunset and sundown times from moving rapidly forward/backward and b) that it is supposed to prevent A/C just "flying by" the boat when using TC.


I have experienced CTDs when approaching large convoys. Could this be, because I have locked the FPS at 60?

KaleunMarco
12-05-22, 04:14 PM
This is interesting. I have currently locked the FPS at 60, reason being, that it a) keeps the sunset and sundown times from moving rapidly forward/backward and b) that it is supposed to prevent A/C just "flying by" the boat when using TC.


I have experienced CTDs when approaching large convoys. Could this be, because I have locked the FPS at 60?


....meaning that your system cannot slow the frame rate so it terminates the program?

:hmmm:

it's possible.

create yourself a mission, or hijack your next mission, create a huge RGG, unlock your graphics' setting frame rate, and give it a go.

i, myself, have never varied my frame rate and consequently have never had a problem....that i detected. :03:

:Kaleun_Salute:

Kapitän
12-06-22, 02:54 AM
....meaning that your system cannot slow the frame rate so it terminates the program?

:hmmm:

it's possible.

create yourself a mission, or hijack your next mission, create a huge RGG, unlock your graphics' setting frame rate, and give it a go.

i, myself, have never varied my frame rate and consequently have never had a problem....that i detected. :03:

:Kaleun_Salute:


Just a guess of mine ... I will give that a try and see if that will solve the issue ...

propbeanie
12-06-22, 01:56 PM
The game was designed to run at 30fps, and when you "lock" a framerate in most video card apps, that is just a "cap", but does not restrict the game to just that framerate. If you are crashing with only large convoys, then you might be running out of memory. This would include not enough RAM to begin with (4Gig recommended minimum), or hard drive space (7200rpm drive with about 1/2 of its space free recommended), or possibly the 4Gig Patch or LAA you used are not properly applied to a write-enabled SH4.exe file. There is also the possibility that if you are crashing only on certain large convoys, that there is a mis-configured ship or airplane involved, either with a "bad" name, or "bad" Type=" line. :salute:

Kapitän
12-07-22, 03:11 AM
The game was designed to run at 30fps, and when you "lock" a framerate in most video card apps, that is just a "cap", but does not restrict the game to just that framerate. If you are crashing with only large convoys, then you might be running out of memory. This would include not enough RAM to begin with (4Gig recommended minimum), or hard drive space (7200rpm drive with about 1/2 of its space free recommended), or possibly the 4Gig Patch or LAA you used are not properly applied to a write-enabled SH4.exe file. There is also the possibility that if you are crashing only on certain large convoys, that there is a mis-configured ship or airplane involved, either with a "bad" name, or "bad" Type=" line. :salute:


Again, very helpful - thanks! Yes, the game crashes at certain convoys and after about 1h or so of D/C attack.

Let me check one-by-one:

- If I undestand correctly, if I set the FPS to let's say 60, it won't go higher than that but would go lower depending on game status, correct?

- My PC config is: i7-3770 CPU @ 3.40GHz, 8GB RAM. I have the game installed on Drive :/C ... :/D has a bit less than 50% space left and :/C about 2/3 (just got an upgrade) ... so, I not sure that's the issue...

- I applied LAA but simply starting the program and selecting the sh4.exe and running the program, and getting the message that the activation was successful. If there is more to that than meets the eye, I certainly would be interested finding out about it ...

- So far, the game will not load certain large convoys and crash, and as said, after being submerged for about 1h of D/C attacks (I'm wondering if having the External View or Event Camera activiated could have somthing to do with that) ...

Comments welcome ...

propbeanie
12-07-22, 08:51 AM
Again, very helpful - thanks! Yes, the game crashes at certain convoys and after about 1h or so of D/C attack.

Let me check one-by-one:

- If I undestand correctly, if I set the FPS to let's say 60, it won't go higher than that but would go lower depending on game status, correct?
That is correct - pb

- My PC config is: i7-3770 CPU @ 3.40GHz, 8GB RAM. I have the game installed on Drive :/C ... :/D has a bit less than 50% space left and :/C about 2/3 (just got an upgrade) ... so, I not sure that's the issue...
Should not be an issue. You computer could have one hand tied behind its back with that hardware and have onboard video, and would still do fine with SH4, dependent - pb

- I applied LAA but simply starting the program and selecting the sh4.exe and running the program, and getting the message that the activation was successful. If there is more to that than meets the eye, I certainly would be interested finding out about it ...
Right-click on the SH4.exe file, and choose "Properties" from the context menu. On that first "General" tab, toward the bottom, is the "Attributes" section. Make sure the "Read-only" tick box is cleared. You should re-run LAA again after that, if that tick box had a check mark in it. - pb

- So far, the game will not load certain large convoys and crash, and as said, after being submerged for about 1h of D/C attacks (I'm wondering if having the External View or Event Camera activiated could have somthing to do with that) ...
Do you have any "Splash Clang Thunk" type of sound file set mod for the depth charges loaded? If you do, try removing it after arriving back in port, and see what happens next patrol with that. - pb

Comments welcome ...
What is your mod list Kapitän?

Kapitän
12-11-22, 03:11 AM
What is your mod list Kapitän?


Okay, clear on the first two points.

On LAA, I checked the Attributes on the sh4.exe, and the "Read-Only" Box is unchecked.

I do not have any other mods outside of what is provided with the game installed, in the order given here:
- Real patch 1.4 full
- Patch 1.4.2
- KSDII_New_interface1.4.1 Salvo type label for IX
- Convoy radio reports ON
- English objectives names
- No radio antenna poles
- Increased underwater clarity

During one convoy attack that the game managed to load after the 3rd or 4th attempt, I did notice that there were a couple of cargo ships in there, that from a distance were appearing bright neon green and when getting closer, had some kind of green camouflage color. Not sure if that is merely a graphic card issue or perhaps a "bad" ship installed in the game ...

Seewolf_
12-12-22, 02:48 PM
Hello,
I hope somebody can help me. I think I did everything right when installing the game and the mod. But when I try to start the game I get the following Error Massages. Files are in the attachment. There's a whole lot more error messages, all about files being missing, but I've copied all the folders into the appropriate directory.

Best regards
Seewolf

KaleunMarco
12-12-22, 07:53 PM
Hello,
I hope somebody can help me. I think I did everything right when installing the game and the mod. But when I try to start the game I get the following Error Massages. Files are in the attachment. There's a whole lot more error messages, all about files being missing, but I've copied all the folders into the appropriate directory.

Best regards
Seewolf

ok, fifty questions time.

what kind of license to use do you have? Steam? DVD? Something else?
in what folder is SH4 installed?
can you post your JSGME mod list? (Tasks-Export Activated Mods to-Clipboard, then paste here)
which 4 gig tool have you installed and configured for SH4?

Seewolf_
12-13-22, 04:45 AM
Ok, my installation path is this:
D:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific

I have a Steam License
4GB Tool, i have this one https://ntcore.com/?page_id=371
And i have only activated one Mod, Screenshot in the Attachements.
And i use Windows 11, if that matters.
To me it looks like the program is missing a few files. But I can't find the files he's missing in the download of the mod either.
When I start the game I see the intro movie, and then the loading bar, but when it has arrived at the end, the error messages come up.


Thank you for your quick reply!!

KaleunMarco
12-13-22, 08:39 AM
Ok, my installation path is this:
D:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific

I have a Steam License
4GB Tool, i have this one https://ntcore.com/?page_id=371
And i have only activated one Mod, Screenshot in the Attachements.
And i use Windows 11, if that matters.
To me it looks like the program is missing a few files. But I can't find the files he's missing in the download of the mod either.
When I start the game I see the intro movie, and then the loading bar, but when it has arrived at the end, the error messages come up.


Thank you for your quick reply!!

i think you have a Steam-Windows11-SH5 issue where one is getting in the way of another and your installation is corrupted enough that the game will not run.

unfortunately, i do use neither Steam nor Windows11, so you are going to have to wait for another user who is a Steam/Win11 veteran to read this thread and reply.

good luck!

JapLance
12-13-22, 10:47 AM
I think it's simpler than that. He probably got SH4: Wolves of the Pacific on Steam, but it's not updated with SH4: U-boat missions.

Thus, Dark Waters (and most of SH4 megamods) won't work because the game is not updated to v1.5.

@Seewolf_ can you check what version is shown on the lower right corner of the Main Menu screen? It should be 1.5 to run Dark Waters.

https://i.imgur.com/9whIpzb.jpg

propbeanie
12-13-22, 10:51 AM
Hello,
I hope somebody can help me. I think I did everything right when installing the game and the mod. But when I try to start the game I get the following Error Massages. Files are in the attachment. There's a whole lot more error messages, all about files being missing, but I've copied all the folders into the appropriate directory.

Best regards
Seewolf
Those errors are from using the Steam "Silent Hunter: Wolves of the Pacific" version (Ubisoft SH4 v1.3) instead of the Steam "Silent Hunter: U-Boat Missions" version (Ubisoft SH4 v1.5). In other words, the mod needs the U-Boat Missions that were added by Ubisoft in the v1.5 paid upgrade, or the full "Gold Edition". .

- Ah-ha-ha :haha: :har: - JapLance just beat me to the punch!!! :har:

but that's where that missing black80.tga comes from... :salute:

Seewolf_
12-13-22, 01:36 PM
I think it's simpler than that. He probably got SH4: Wolves of the Pacific on Steam, but it's not updated with SH4: U-boat missions.

Thus, Dark Waters (and most of SH4 megamods) won't work because the game is not updated to v1.5.

@Seewolf_ can you check what version is shown on the lower right corner of the Main Menu screen? It should be 1.5 to run Dark Waters.

https://i.imgur.com/9whIpzb.jpg



Yes, that's probably the problem, because I haven't installed Uboat Missions, the version I have only includes the standard game.

Unfortunately I can't start the game to check which version I have installed, because the game doesn't start in the vanilla version. The process runs in the task manager in the background, but I don't get a start screen, in Steam I can see that it's running. If I install the mod then it starts at least until the loading screen.

Now the question is whether I should simply buy the addon Uboot Missions via Steam, whether that works? Unfortunately, I can't find the Gold Edition on Steam.

propbeanie
12-13-22, 03:43 PM
I was expecting Steam to have a Christmas sale going on, but apparently, it either already ran, or has not been done yet, anyway, at $10US, not a bad price, but sometimes will be found for $3.50US. Definitely worth the price even at $10, especially since over 90% of the mods are written for v1.5 of the game.

In the meantime, with the 'modern' computer, Windows, and the old DirectX v9.0c games, such as Silent Hunter 4, you will encounter quite a few graphics issues. Back in the day when the game was written, Windows XP was the OS, and display monitors were analog. Now you have Windows 10/11 and display monitors are LCD. Windows has User Access Control (UAC) and other 'modern' technologies to protect you from yourself, and to do that, Windows "locks" the Program Files folders and most user areas from "unauthorized" editing. Since Silent Hunter 4 and JSGME are "old" legacy apps, they are not "authorized" by the modern Windows to edit any of those folders, so your Steam Library has to be outside of the influence of those Windows folders, such as your D:\Steamapps set-up. You must also have the DirectX v9.0c dll (Dynamic Linked Library) files loaded. Again, you should be fine there, since the Steam install does that.

However, Steam has no clue what you have for a display, so the thing to do is use the Windows screen resolution dialog, and see what it shows the resolution set to, and if it shows " (recommended)" in the listing. That would be your display monitor's "native" resolution. Set Windows to that, and then once in the game menu, see if there isn't a choice in the "Optioins", "Graphic Settings" menu drop-down box. One thing to remember is that the game was written when 4:3 and 5:4 monitors were the norm, but they did have 16:9 available eventually, but not super widescreen, so if you have a 21:9, you might have to "window" and use a 16:9 choice that fits on your display.

In addition to that, and quite possibly your trouble with getting the game to run, is the SH4.exe file's "Properties" settings. By default, Windows wants to "help" pretty things up, smooth them out, and maybe even scale them for you, without consulting you or the game about it, so you have to tell Windows to stay out of the way. Navigate into the game's root folder where the SH4.exe file is, and right-click on it. That will bring up a context menu. On Windows 10, the bottom choice is "Properties. Left-click on that. In Windows 11, the list is much shorter, and "Properties" is usually 2nd from the bottom of the list. When the "Properties" dialog initially opens, you are on the "General" tab. Near the bottom of that page is "Attributes", and a "Read-only" tick box. Be sure that box is clear. Then click on the "Compatibility" tab. On this page, you sometimes have to click on the "Run compatibility troubleshooter" button, but you can try to click on the "Run this program in compatibility mode for:" button, and set it to Windows 7, or a Windows XP. You might also have to tick the "Run this program as an administrator", but you'll have to experiment. In your situation, you most likely have to tick the "Disable fullscreen optimizations", and almost assuredly, click the "Change high DPI settings" and set it to "Application". There are slight differences between Windows 10 and 11 in the display dialogs, but they are slight.

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12763

OK your way out, and then use a utility to change the header of the SH4.exe file to use more of your RAM. There is NTCore's 4Gig Patch (https://ntcore.com/?page_id=371), which is also available on SubSim in several flavors and versions, or Large Address Aware, of which CapnScurvy did a nice write-up on in his Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635), when he first upgraded from Windows 7 to 10, and explained things nicely. You would not need LAA or similar for the Stock game, but almost all of the mods benefit from the use of one of those utilities. Anyway, let us know how you get along with all this, or if it is too much data too soon... :salute:

btw, if the game is running in the background, but not displaying, and you can see it in the Task Manager, use Task Manager to "kill" the process before you do any altering of things. If after adjusting the "Properties" dialog, the game still does that, give a shout and there is a work-around to that by editing a text file. You might also have to empty the game's Save folder ("C:\Users \UserName \Documents \SH4" by default), and since you are having troubles anyway, would probably be a good idea to do preemptively.

Seewolf_
12-14-22, 03:22 AM
So, the game is running now! The solution was probably really the missing addon Uboat Missions. I've already started a career and everything is going great so far. Thanks again to everyone involved! If there are any problems in the course of the career, I will report here again.

Just one last question, can I somehow change the language in the game to German? So the voice output is in German, but the written text is unfortunately not. If that doesn't work, no problem, that would be nice.

regards
sea wolf

KaleunMarco
12-14-22, 05:06 AM
So, the game is running now! The solution was probably really the missing addon Uboat Missions. I've already started a career and everything is going great so far. Thanks again to everyone involved! If there are any problems in the course of the career, I will report here again.

Just one last question, can I somehow change the language in the game to German? So the voice output is in German, but the written text is unfortunately not. If that doesn't work, no problem, that would be nice.

regards
sea wolf

that's great news...that you solved the puzzle and you are up and playing.

the language thing may be a bit of a problem.

you might want to try a search of the Mods forum for a compatible mod. Look for something that was built for either Dark Waters or its predecessor, Op Monsun.

JapLance
12-14-22, 06:02 AM
Just one last question, can I somehow change the language in the game to German? So the voice output is in German, but the written text is unfortunately not. If that doesn't work, no problem, that would be nice.

Have you tried from within the Steam App? In the library, right-click the SH4 game and select Properties. If the game has an option to change the language, it should be there.

Seewolf_
12-15-22, 05:17 AM
that's great news...that you solved the puzzle and you are up and playing.

the language thing may be a bit of a problem.

you might want to try a search of the Mods forum for a compatible mod. Look for something that was built for either Dark Waters or its predecessor, Op Monsun.

Ok, I'll look around for various mods, as I said, that's no problem now, if there had been a quick solution that would have been nice, but it's ok like that. I'm German and for the immersion it would have been nice in German.


Thank you!

Seewolf_
12-15-22, 05:19 AM
Have you tried from within the Steam App? In the library, right-click the SH4 game and select Properties. If the game has an option to change the language, it should be there.

Yes, I tried, but there is only English, Spanish and French. But as already written above, if there is no quick and easy solution, that's ok. I'm glad the game is running as smoothly as it is now!

Thank you guys, great community here!!!

bedros
12-21-22, 02:22 AM
Hi to all guys, I've just installed the mod, I've 2 questions.

1. Crew management: there is "conning tower" station empty, I'm asking if I put men there what would be their job?

2. I'm trying to change torpedo loadout without results, already tried edit basic.cfg and SIM file of submarine.
Someone knows how to do it?

Thanks

Kapitän
12-21-22, 07:38 AM
Hi to all guys, I've just installed the mod, I've 2 questions.

1. Crew management: there is "conning tower" station empty, I'm asking if I put men there what would be their job?

2. I'm trying to change torpedo loadout without results, already tried edit basic.cfg and SIM file of submarine.
Someone knows how to do it?

Thanks

So, in KSDII it's the following way (I assume, the same applies to DW):

1. It places a crew member in the Conning Tower, that can be seen standing in front of the TDC, when going to General Quarters (hotkey "b"). Not sure what his function is, though.

2. When choosing the torpedo loadout prior to a patrol, I basically, empty all of the tubes and reserves into the torpedo stock on the left hand side of the screen, by click & drag.
I then load them one by one, again with click & drag. However, if you have a special reserve loadout in mind, you need to load the tubes first and take the torpedoes from there and move them to the desired reserve position, also by click & drag.

bedros
12-21-22, 08:44 AM
Ah ok I figured they were indifferent to game purposes (crew in conning tower).

About torpedoes loadout I mean to Change default loadout to avoid drag torpedoes one at a time at the start of each patrol, for Sh3 I used tweak pack but for sh4 there isn't.
I'm trying doing manually but without success.

propbeanie
12-21-22, 11:24 AM
Other thread:
https://www.subsim.com/radioroom/showthread.php?p=2843436#post2843436

KaleunMarco
12-21-22, 11:37 AM
Ah ok I figured they were indifferent to game purposes (crew in conning tower).

About torpedoes loadout I mean to Change default loadout to avoid drag torpedoes one at a time at the start of each patrol, for Sh3 I used tweak pack but for sh4 there isn't.
I'm trying doing manually but without success.

Basic.Cfg has much less function in SH4 than it did in SH3.
If you wish to work with the torpedo loadout manually, you will need to use Windows Explorer and find the current/latest Savegame folder.

any changes you make must be performed between missions while you are in port.
never make this type of change to a Savegame during an actual patrol mission. it will result in all types of results, all of them bad.

find the file within that folder that is named ActiveUserPlayerUnits.UPC.

Make a copy of it before you change anything. the fastest/quickest/easiest way is to select the file and perform a ctrl+c and then a ctrl+v.
open then ActiveUserPlayerUnits file with a plain, test editor, such as Notepad.
locate each torpedo tube in that file and change the loadout, following the naming convention that you will see within the file. for example:

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1]
ID=TorpMountS1
NameDisplayable=Torpedo Tube V
Type=NULL
AcceptedTypes=TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
ExternalNodeName3D=NULL
ExternalObjectName3D=NSS_Uboat9b_Door02_BR_anim
ExternalDamageZoneTypeID3D=61
IDLinkWeaponLoaded=TorpedoTube533Ger, T4Torpedo

the T4 is loaded in tube 5. if you want another weapon loaded, replace the T4Torpedo with another torpedo name. BE CERTAIN that the one you choose is currently available for your boat, otherwise....CTD.
normally, there is a list of available ammo a few lines below the IDLinkWeaponLoaded line, such as this:
AmmoTypesAccepted=T1Torpedo,T1Fat1Torpedo,T2Torped o,T3Torpedo,T3Fat2Torpedo,T4Torpedo,T5Torpedo,T7To rpedo,T11Torpedo,T1Lut1Torpedo,T3Lut2Torpedo

the AmmoTypesAccepted will list the ammo acceptable to that tube but the ammo may not be necessarily available.

perform the IDLinkWeaponLoaded change for each of the desired torpedo tubes.

the extra torpedoes are stored in different areas than the torpedo tubes, named Bunkers. Find them within the ActiveUserPlayerUnits file and make changes similar to the changes described above, following the syntax that is in that section.


save the file and go out on patrol.

good luck, Herr Kaleun.

bedros
12-21-22, 12:43 PM
Thank you very much,, this should solve my problem too.

Kapitän
12-25-22, 05:18 AM
Ah ok I figured they were indifferent to game purposes (crew in conning tower).

About torpedoes loadout I mean to Change default loadout to avoid drag torpedoes one at a time at the start of each patrol, for Sh3 I used tweak pack but for sh4 there isn't.
I'm trying doing manually but without success.


Ah, okay. Yes, I just do it manually.

ElCid97
01-22-23, 01:58 PM
Just a question: Is the high resolution a requirement or is it just a recomendation since that's the resolution it was designed in?

The highest resolution I have is 1600 x 900, not 1920 x 1080. Is this like the newer SH3 mods which REQUIRE you to have the resolution (hence the fact I can't use them)?

I'm able to run KSD2: Aces at 1600 x 900 without any issues and was woindering about the DW mod to compare the two and see which one I like better. I wouldn't mind doing another fresh install of SH4 for DW, but I'd rather not go through all the time and effort if it turns out I can't use DW in the end.

That being said, is a comparison between the two much like Pepsi and Coca Cola: matter of taste? Or are there actually some things that are better in one but not so much in the other. I ask because I really like the "readback" of the telegraph orders in DW that I've seen in videos, but haven't run into in KSD2:Aces. Same for the map - it seems FAR better in the DW videos I've seen.

Same goes for the periscope depth thing. In KSD2: Aces it seems the boat wants to breach before going back down to periscope depth. I noticed in some videos the way to stop that is to go to general quarters / action stations, but was wondering if that was an issue in DW as well.

Still working on the US side of the house, but would like to dip my feet into the other side as well. I did enjoy LSH3-V2015, just hate the fact that thing takes forever to load. SH4 is a thunderclap compared to SH3, it seems. I'd like to see what the other side was like in SH4 with the mods installed as opposed to the regular, default U-Boat career you can use.

I have SH4: Gold with the CD's still working, which I've been told is a miricle in and of itself since they're so old! :03:

Thanks for any input!

ElCid97

KaleunMarco
01-22-23, 02:50 PM
Just a question: Is the high resolution a requirement or is it just a recomendation since that's the resolution it was designed in?

The highest resolution I have is 1600 x 900, not 1920 x 1080. Is this like the newer SH3 mods which REQUIRE you to have the resolution (hence the fact I can't use them)?

I'm able to run KSD2: Aces at 1600 x 900 without any issues and was woindering about the DW mod to compare the two and see which one I like better. I wouldn't mind doing another fresh install of SH4 for DW, but I'd rather not go through all the time and effort if it turns out I can't use DW in the end.

That being said, is a comparison between the two much like Pepsi and Coca Cola: matter of taste? Or are there actually some things that are better in one but not so much in the other. I ask because I really like the "readback" of the telegraph orders in DW that I've seen in videos, but haven't run into in KSD2:Aces. Same for the map - it seems FAR better in the DW videos I've seen.

Same goes for the periscope depth thing. In KSD2: Aces it seems the boat wants to breach before going back down to periscope depth. I noticed in some videos the way to stop that is to go to general quarters / action stations, but was wondering if that was an issue in DW as well.

Still working on the US side of the house, but would like to dip my feet into the other side as well. I did enjoy LSH3-V2015, just hate the fact that thing takes forever to load. SH4 is a thunderclap compared to SH3, it seems. I'd like to see what the other side was like in SH4 with the mods installed as opposed to the regular, default U-Boat career you can use.

I have SH4: Gold with the CD's still working, which I've been told is a miricle in and of itself since they're so old! :03:

Thanks for any input!

ElCid97

all of the mod-related-resolution items, such as the home base screen, crew screen, menu, medals, etc are built for 1920 x 1080.
you can probably play at 16x9 as 1920 x 1080 is 16x9. things might look a bit distorted...and then again, they may not.
the best you can do is try it.

btw, Dark Waters takes a few more seconds than the Pacific mega-mods to load -up because it loads all of the Pacific files AND Atlantic files, Caribbean files, Gulf of Mexico files, Black Sea files, Med Files, Arctic files, Baltic files, Indian Ocean files, well, you get the picture.

ElCid97
01-22-23, 04:07 PM
all of the mod-related-resolution items, such as the home base screen, crew screen, menu, medals, etc are built for 1920 x 1080.
you can probably play at 16x9 as 1920 x 1080 is 16x9. things might look a bit distorted...and then again, they may not.
the best you can do is try it.

btw, Dark Waters takes a few more seconds than the Pacific mega-mods to load -up because it loads all of the Pacific files AND Atlantic files, Caribbean files, Gulf of Mexico files, Black Sea files, Med Files, Arctic files, Baltic files, Indian Ocean files, well, you get the picture.

Thanks!

I haven't had any issues with the other stuff for SH4, so it shouldn't be an issue as long as we don't have any Win-10 reuirements since I'm still on Win-7.

ElCid97

pauluss67
01-28-23, 04:48 PM
hello everyone I have an annoying problem with this mod ..... I do not understand why sometimes while I'm playing the game crashes and returns to the desktop ... can anyone help me solve it?:wah:

KaleunMarco
01-28-23, 05:10 PM
hello everyone I have an annoying problem with this mod ..... I do not understand why sometimes while I'm playing the game crashes and returns to the desktop ... can anyone help me solve it?:wah:

couple of standard questions:

in which folder is the game installed?
are you running with a 4 gig memory enabler such as Large Address Aware?
lastly, please post your JSGME mod list.

thanks.

Rigel44
03-01-23, 12:53 AM
Excuse me if this has been asked and answered before - I tried a search in this forum and came up with lots of hits but none of them related to my question.

When in port I have tried to add boat emblems to my boat prior to a new mission. Once I got this to work and got Olympic circles on my IIB U-23 boat but when I have tried to add the boat emblems to U-38, U-47 or U-99 I get nothing. What am I doing wrong?

Thanks for any help anyone can offer.

BTW - nice job in the game of simulating the torpedo problems the Germans had. I have experienced a big run of duds when using impact and if I switch to magnetic exploders I have gotten several premature explosions half way to the target. I can only image how frustrating this was for commanders and crews of the boats for real.

KaleunMarco
03-01-23, 12:19 PM
Excuse me if this has been asked and answered before - I tried a search in this forum and came up with lots of hits but none of them related to my question.

When in port I have tried to add boat emblems to my boat prior to a new mission. Once I got this to work and got Olympic circles on my IIB U-23 boat but when I have tried to add the boat emblems to U-38, U-47 or U-99 I get nothing. What am I doing wrong?

Thanks for any help anyone can offer.

BTW - nice job in the game of simulating the torpedo problems the Germans had. I have experienced a big run of duds when using impact and if I switch to magnetic exploders I have gotten several premature explosions half way to the target. I can only image how frustrating this was for commanders and crews of the boats for real.

all of the boat emblems that were part of the last official release of DW (v6) should have graphics files that should appear on the Turm(s).

so, after further review, you are doing nothing wrong.

i am not sure why you are experiencing blank emblems. you should be seeing these.


u38-cupid sitting on a torpedo
u47-snorting bull
u99-horseshoe


can you reply with your JSGME config?

thanks.
:Kaleun_Salute:

propbeanie
03-02-23, 09:02 AM
Just a little note Rigel44, but the best way to search the site here is to use an external search engine such as Google or DuckDuckGo, and use the leading term of "site:subsim.com/radioroom " and then your search term(s). That will restrict your search to only what is found in the RadioRoom of SubSim, and present more meaningful finds, though the results are NOT as good as they were as recently as a year ago, before the search engines got all "AI" smarter than the average human, and now find more less-meaningful hits and LOTS of advertisement links not related to anything subsim at all... :roll: - I do doubt though that you would find much on the emblems subject, so get KM your mod list. :salute:

Rigel44
03-03-23, 11:30 PM
all of the boat emblems that were part of the last official release of DW (v6) should have graphics files that should appear on the Turm(s).

so, after further review, you are doing nothing wrong.

i am not sure why you are experiencing blank emblems. you should be seeing these.


u38-cupid sitting on a torpedo
u47-snorting bull
u99-horseshoe


can you reply with your JSGME config?

thanks.
:Kaleun_Salute:

I only have OM_DarkWaters_V6 enabled

KaleunMarco
03-04-23, 12:13 AM
I only have OM_DarkWaters_V6 enabled

i'll dive deeper into it.

next time you have a problem/question, you post your JSGME by launching that tool and clicking Tasks-Export to Clipboard, then paste it here (ctrl+v). no muss, no fuss.:03:

KaleunMarco
03-04-23, 12:28 AM
Excuse me if this has been asked and answered before - I tried a search in this forum and came up with lots of hits but none of them related to my question.

When in port I have tried to add boat emblems to my boat prior to a new mission. Once I got this to work and got Olympic circles on my IIB U-23 boat but when I have tried to add the boat emblems to U-38, U-47 or U-99 I get nothing. What am I doing wrong?

Thanks for any help anyone can offer.

BTW - nice job in the game of simulating the torpedo problems the Germans had. I have experienced a big run of duds when using impact and if I switch to magnetic exploders I have gotten several premature explosions half way to the target. I can only image how frustrating this was for commanders and crews of the boats for real.

after further review, it is normal for you not be able to add U38, U47, or U99 emblems to a Type IIB...because those Uboat numbers are for other boat-types. U38 is a Type 9, U47 is a Type 7B and U99 is a also a 7B. you have to be driving the proper boat to see and use specific hull number graphics.
Here, like so, your three examples display just fine, when used with the boats that match the hull numbers:
https://i.ibb.co/nL0v9Dz/SH4-Img-2023-03-03-23-23-49-519.png
https://i.ibb.co/gW18V4Y/SH4-Img-2023-03-03-23-25-08-099.png
https://i.ibb.co/F7B74zr/SH4-Img-2023-03-03-23-26-08-519.png

Rigel44
03-05-23, 10:54 PM
First of all thanks for the tips on search and easy display of my JSGME config.

Generic Mod Enabler - v2.6.0.157
[C:\SH4 Kriegsmarine\MODS]

OM_DarkWaters_V6

I should have been more clear - the only time I got the emblem to work was olympic rings on U-23 a type 2 boat. I am trying to display U-47 and U-99 on type VII and U-38 on a IX boat. I see that you have it working and it works beautifully. Still not sure why it is not working for me.

Hans-Gruber Unfug
03-07-23, 08:35 AM
hi guys. i am a veteran with the sh3 onealex edition and want to try out sh4 dark waters. after solving the win10 problems with sh4 the game is now running fine. for my kind of play style i miss a rly important feature. maybe you can help. where do i find the attack disk if there is any?

propbeanie
03-07-23, 08:46 AM
It's been too long since I did Dark Waters or OM, but you would most likely be most interested in Karamazovnew's KiUB add-in mod, which is in the MODS folder after the Dark Waters activation (?? maybe ??). You could look in the mod itself, and see if there is a pdf or ReadMe file in there... Karamazovnew had a separate mod download KiUB Kriegsmarine Interface for UBm (https://www.subsim.com/radioroom/showthread.php?p=1114724#post1114724) for a time, and had a link to his documentation, but those were on filefront, which is now defunct, but you might be able to find something in the Downloads section here on SubSim, or perhaps someone has a better memory than mine and can link you. :salute:

KaleunMarco
03-07-23, 12:06 PM
hi guys. i am a veteran with the sh3 onealex edition and want to try out sh4 dark waters. after solving the win10 problems with sh4 the game is now running fine. for my kind of play style i miss a rly important feature. maybe you can help. where do i find the attack disk if there is any?

hans...

by attack disk, do you mean the nomograph? speed-time-distance chart?

JapLance
03-07-23, 12:07 PM
hi guys. i am a veteran with the sh3 onealex edition and want to try out sh4 dark waters. after solving the win10 problems with sh4 the game is now running fine. for my kind of play style i miss a rly important feature. maybe you can help. where do i find the attack disk if there is any?


Is the attack disk this one?

https://i.imgur.com/3eunST7.jpg

If so, it's in the Attack periscope, the top right red circle. The one in the left is a stadimeter.

Now don't ask me how it works, because I have no idea :haha:.

Hans-Gruber Unfug
03-07-23, 12:10 PM
i mean this beautiful thing.

Aktungbby
03-07-23, 12:29 PM
Hans-Gruber Unfug!:Kaleun_Salute:

Dedushka
03-13-23, 04:39 PM
My crew can not rest properly. Watchmen are on the knees despite on they has small fatigue and good health. And also guys who is resting has an activity set as maintenance. What is that? I do not have battle station order and the boat is ok.

KaleunMarco
03-13-23, 04:53 PM
My crew can not rest properly. After watch their activity set as maintenance. But everything is ok. Only if I swap them, crew go to sleep. But activity set as maintenanse. I tried to switch battle station but with no result. It is not always but very often

you should not have to move the crew around for these functions.
there are just four activity modes for crew and they occur automatically:

watch
maintenance
sleep, and, of course,
battle stations.


there are three work sections in the game, and that is why you see the crew, less the gun crews and damage control, divided into groups of three. the section that will be on watch next is the section that is sleeping...even if they do not appear to sleeping. got to trust me on this one. :-), even if i am an american. (lmao).

:Kaleun_Salute:

Dedushka
03-13-23, 05:29 PM
you should not have to move the crew around for these functions.
there are just four activity modes for crew and they occur automatically:

watch
maintenance
sleep, and, of course,
battle stations.


there are three work sections in the game, and that is why you see the crew, less the gun crews and damage control, divided into groups of three. the section that will be on watch next is the section that is sleeping...even if they do not appear to sleeping. got to trust me on this one. :-), even if i am an american. (lmao).

:Kaleun_Salute:

Thank you, i will do it. It seems like a game engine bug.

I fixed my message for more accuracy.
" Watchmen are on the knees despite on they has small fatigue and good health."
It is a main problem.

propbeanie
03-13-23, 06:39 PM
Where do you have the SH4 game installed (the "path" to it) Dedushka? Also, did you empty the Save folder after activating the mod? Lastly, do you swap-out to the Windows desktop while the game is running, such as for the calculator, or to do email? :salute:

KaleunMarco
03-13-23, 06:41 PM
Thank you, i will do it. It seems like a game engine bug.

I fixed my message for more accuracy.
" Watchmen are on the knees despite on they has small fatigue and good health."
It is a main problem.

ok...you may be leaving your crew on battle stations for excessive periods, by that i mean, too long, such that they are too fatigued to perform their regular functions.

this is a common performance issue that all young kaleuns go through. we have all been there, done that. take care that that you do not leave your crew at battle stations for too long.

here is a trick from an old kaleun: when you are trying to evade the verdampt british and american escorts and running on silent routine, stand down your crew from battle stations. when you are running silent, SH4 does not permit your crew to perform repair work, so then, do not keep them at battle stations. once you have successfully evaded the escorts, recall them to battle stations and let the repairs proceed.

good luck, Herr Kaleun!!
:Kaleun_Salute:

Dedushka
03-13-23, 07:04 PM
Where do you have the SH4 game installed (the "path" to it) Dedushka? Also, did you empty the Save folder after activating the mod? Lastly, do you swap-out to the Windows desktop while the game is running, such as for the calculator, or to do email? :salute:

D/SH4. For system :C.
No, I did not clean my save folder and swap-out to desktop is my favorite game. I will do it later. Thanks.

Dedushka
03-13-23, 07:10 PM
ok...you may be leaving your crew on battle stations for excessive periods, by that i mean, too long, such that they are too fatigued to perform their regular functions.

this is a common performance issue that all young kaleuns go through. we have all been there, done that. take care that that you do not leave your crew at battle stations for too long.

here is a trick from an old kaleun: when you are trying to evade the verdampt british and american escorts and running on silent routine, stand down your crew from battle stations. when you are running silent, SH4 does not permit your crew to perform repair work, so then, do not keep them at battle stations. once you have successfully evaded the escorts, recall them to battle stations and let the repairs proceed.

good luck, Herr Kaleun!!
:Kaleun_Salute:

I am gonna to make a new save to check it again. If only I have such a problem I did something wrong.

Rigel44
03-15-23, 12:52 AM
While most of my messages come in English from the BdU, such as new area assignments and war updates etc, but for some reason whenever I report a convoy I get back my instructions in French. See my attached screenshot. Luckily I do know some French but have also had to resort to Google Translate pointing my phone camera at the screen to understand my orders. Has anyone else experienced this strange behavior?

Thanks

Generic Mod Enabler - v2.6.0.157
[C:\SH4 Kriegsmarine\MODS]

OM_DarkWaters_V6

JapLance
03-15-23, 02:42 AM
While most of my messages come in English from the BdU, such as new area assignments and war updates etc, but for some reason whenever I report a convoy I get back my instructions in French. See my attached screenshot. Luckily I do know some French but have also had to resort to Google Translate pointing my phone camera at the screen to understand my orders. Has anyone else experienced this strange behavior?

Thanks

Generic Mod Enabler - v2.6.0.157
[C:\SH4 Kriegsmarine\MODS]

OM_DarkWaters_V6

Yes, there are some problems like that with Dark Waters. Some radio messages are sometimes in French, or sometimes you get the same message a few times.

There is a patch in this tread (https://www.subsim.com/radioroom/showpost.php?p=2680473&postcount=574) that solves the problems with the orders in French, among other things.

Rigel44
03-15-23, 02:11 PM
Yes, there are some problems like that with Dark Waters. Some radio messages are sometimes in French, or sometimes you get the same message a few times.

There is a patch in this tread (https://www.subsim.com/radioroom/showpost.php?p=2680473&postcount=574) that solves the problems with the orders in French, among other things.

Thank you JapLance! I downloaded that patch and will apply it later tonight

Rigel44
04-04-23, 04:03 PM
According to historical documents I have read, both the G7a and the G7e were equipped with the Pi1 pistol, which could be set for either an impact detonation (Aufschlagzündung; AZ) or magnetic detonation (Magnetzündung; MZ). However in our sim, the G7e can only be set to impact detonation while the G7a can in fact switch back and forth. Is there a reason for this and is there maybe a patch that allows magnetic detonation to be selected when using a G7e torpedo?

Thanks as always!

Kapitän
04-04-23, 04:30 PM
According to historical documents I have read, both the G7a and the G7e were equipped with the Pi1 pistol, which could be set for either an impact detonation (Aufschlagzündung; AZ) or magnetic detonation (Magnetzündung; MZ). However in our sim, the G7e can only be set to impact detonation while the G7a can in fact switch back and forth. Is there a reason for this and is there maybe a patch that allows magnetic detonation to be selected when using a G7e torpedo?

Thanks as always!

Well, the story about the German World War II Torpedoes is a lengthy one. The short version is, that when the war broke out, both torpedoes, Ato (G7a/T-1) and Eto (G7e/T-2) were equiped with AZ (Kopf-a) and MZ (Kopf-b) pistols (Pi-1/G7H). However, this was changed after the "torpedo crisis" during the Norway Campaign "Weserübung", during which a host of torpedo failures were experienced.

This resulted in both torpedoes, Ato and Eto, being only equiped with AZ contact pistols, from of May 1940 until November 1942, at which time the following new torpedoes and firing fuses were introduced: T-3 (Eto), AtoFAT (Convoy Torpedo) and the new pistol Pi-2 (G39H), which came with both AZ and MZ settings.

So, in essence, the German Uboats faught the most important phase of the Battle for the Atlantic, with only the contact pistol AZ, at its disposal.

Rigel44
04-05-23, 07:00 AM
Well, the story about the German World War II Torpedoes is a lengthy one. The short version is, that when the war broke out, both torpedoes, Ato (G7a/T-1) and Eto (G7e/T-2) were equiped with AZ (Kopf-a) and MZ (Kopf-b) pistols (Pi-1/G7H). However, this was changed after the "torpedo crisis" during the Norway Campaign "Weserübung", during which a host of torpedo failures were experienced.

This resulted in both torpedoes, Ato and Eto, being only equiped with AZ contact pistols, from of May 1940 until November 1942, at which time the following new torpedoes and firing fuses were introduced: T-3 (Eto), AtoFAT (Convoy Torpedo) and the new pistol Pi-2 (G39H), which came with both AZ and MZ settings.

So, in essence, the German Uboats faught the most important phase of the Battle for the Atlantic, with only the contact pistol AZ, at its disposal.


Danke Herr Kapitän

A more complete history! I guess my ultimate question remains is if there is a patch/mod that represents this history of the German WWII Torpedo better than what is in the Dark Waters base mod?

Kapitän
04-06-23, 04:51 AM
Hi Rigel44,

I'm not aware of such a mod. I personally, just select the AZ setting during the war time period mentioned, as part of the simulation.

Another topic that comes to mind in regards to torpedoes is, that the EtoFat was mainly used as a circle runner, shot from the stern tube/s, to fend of attacking ASW vessels.

To my knowledge, this feature is not modeled in the game, and I wonder if there is a patch available for this ...

trebby
05-05-23, 05:37 AM
Realy like the mod, a few optimization questions:

1. I cant get an tower emblem on my boat, contrary to equipment changes when in port. Is there a way to do it?

2. KSD has for the Type IXC/40 the cut down front deck standard (wasp waist) on the boat.
Can you get that with OM DW somehow too?

3. I found the settings to flip from authentic or metres back to imperial again after each game start. I tried deleting the SH4 folder and saving via menu, no luck. Any way to put it to metres permanently?

4. Thanks for doing this!

:up:

KaleunMarco
05-05-23, 10:54 AM
Realy like the mod, a few optimization questions:

1. I cant get an tower emblem on my boat, contrary to equipment changes when in port. Is there a way to do it?

emblems are available as standard equipment at zero renown cost. if you are not seeing any emblems, please reply with your mod list (JSGME-Tasks-Export to Clipboard-paste in your post here (ctrl+v)) as well as the boat you are driving and your home base name.

2. KSD has for the Type IXC/40 the cut down front deck standard (wasp waist) on the boat.
Can you get that with OM DW somehow too?

there is only one Turm for that boat but it is the latest Turm as opposed to Turms used on the IX-A and IX-B.


3. I found the settings to flip from authentic or metres back to imperial again after each game start. I tried deleting the SH4 folder and saving via menu, no luck. Any way to put it to metres permanently?

there are two places to make a change to measurement units. on the main page, the settings will be used for Single Missions and War Patrols. there is a second settings in the Career In-port screen that are effective only for Career play. if you are playing a career, this is the set of settings (lol) that you want to modify.

4. Thanks for doing this!:up:

propbeanie
05-05-23, 07:36 PM
1. Have you tried a double-click on the emblem? I cannot recall for certain which of the mods does it like that also.

2. Not in the Roster. I could be done, but quite a bit of work.

3. Are you deleting the Save folder from Windows File Explorer, or from within the game? If from in the game, that does not clear the data fully.

trebby
05-06-23, 05:06 AM
Thanks for the responses,


1. The emblem appears to load and is mentioned in the "in Base" box of the equipment page before going on patrol, where you can modify/add flak ect.

It does not show up on the boat tough.
(Same thing with KSD btw)

mod folder attached, the music mods only add to gramaphone.


2. I meant the hull, not turm. I guess like propbeanie said it not easy to do.
Not even cut and paste from KSD I suppose.
(I found KSD only gives ma the turm I on the boats, selecting a turm IV results in no turm at all. This turm issue made me move to DW for now)

3. I tried nailing via the career menu and started a campaign, only to die of CO2 because I could not get the boat out of submerged mode, even doing 18kts on the surface, or diving and surfacing again. Maybe it was just a glitch with CO2. So its open, but can live with it doing it manually

Cheers!


Edit:pic below post

trebby
05-06-23, 05:13 AM
Darn, forgot the pic:

KaleunMarco
05-06-23, 11:08 AM
Darn, forgot the pic:

thanks.
next time:
launch JSGME, Tasks-Export to clipboard, paste into your post here (ctrl+v).
much more easier.:03:

KaleunMarco
05-06-23, 11:15 AM
Thanks for the responses,


1. The emblem appears to load and is mentioned in the "in Base" box of the equipment page before going on patrol, where you can modify/add flak ect.

It does not show up on the boat tough.
(Same thing with KSD btw)

mod folder attached, the music mods only add to gramaphone.


2. I meant the hull, not turm. I guess like propbeanie said it not easy to do.
Not even cut and paste from KSD I suppose.
(I found KSD only gives ma the turm I on the boats, selecting a turm IV results in no turm at all. This turm issue made me move to DW for now)

3. I tried nailing via the career menu and started a campaign, only to die of CO2 because I could not get the boat out of submerged mode, even doing 18kts on the surface, or diving and surfacing again. Maybe it was just a glitch with CO2. So its open, but can live with it doing it manually

Cheers!


Edit:pic below post

ok, more follow-up....

1. what is your boat number?
2. fa-get-about-it.:03:
3. the CO2 problem is usually due to a player alt-tabbing out to Windows and returning to play. shouldn't do that with SH4 because it causes all kinds of problems, including the CO2 problem. the fix is to save your game (while your crew is still alive), exit SH4, relaunch SH4, reload your saved game. and don't shell out to Windows any more.

the next time you are in-port between missions, make the measurements change, save the game, and go on and play.

trebby
05-06-23, 04:28 PM
Today, Type IID U-145 and later U-143. No Emblems.

Same today with KSDII.

Typ VII and Typ IX same last days.

Dunno, other upgrades function...:hmmm:

KaleunMarco
05-06-23, 07:57 PM
Today, Type IID U-145 and later U-143. No Emblems.

Same today with KSDII.

Typ VII and Typ IX same last days.

Dunno, other upgrades function...:hmmm:

those icons are in the proper place.
U143 is a castle
U145 is a horse shoe

not sure why you do not see them.
https://i.ibb.co/jgDQkHS/SH4-Img-2023-05-06-19-53-52-516.png


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

trebby
05-06-23, 08:50 PM
Ah...nice. Not here, but will leave it at that, thanks 4 looking into it.


I also seem to have issues with the Turms of KSDII. I only get Turm I normal, selecting turm IV results in no turm at all. Turm II in the harbour/upgrade screen gives a turm I in game, is this my setup or a known bug?

Cheers...



Edit: Is this mod released for DW or KSDII? Night surface attack vis correction:

https://www.subsim.com/radioroom/showthread.php?t=250874

KaleunMarco
05-06-23, 09:25 PM
Ah...nice. Not here, but will leave it at that, thanks 4 looking into it.


I also seem to have issues with the Turms of KSDII. I only get Turm I normal, selecting turm IV results in no turm at all. Turm II in the harbour/upgrade screen gives a turm I in game, is this my setup or a known bug?

Cheers...



Edit: Is this mod released for DW or KSDII? Night surface attack vis correction:

https://www.subsim.com/radioroom/showthread.php?t=250874

good question.
IMHO, no. it was written for TMO_BH.
Best to send a PM to Bubblehead1980 and ask him if he tested with DW?
:Kaleun_Salute:

propbeanie
05-07-23, 10:46 AM
He did do a "beta" release of sorts for DW

BH Mod for Dark Waters Test (https://www.subsim.com/radioroom/downloads.php?do=file&id=6176)

It has more than just Darker Nights in it though. Bubbles apparently is busy with real life tasks lately, but I'm sure he would appreciate comments on the mod. :salute:

Chicken Man
05-11-23, 01:37 PM
Would it be possible to use the vanilla u-boat missions IXD2 skin in this mod? I really like the wood deck,but it isn't available in this mod.

propbeanie
05-12-23, 01:02 PM
You could try it, by editing the Roster \German \Submarine \SubName.cfg file, in addition to the Submarine \SubName.upc file, and adding the proper files from the Stock game. It would be best to build yourself a mini-mod to make the changes with, so that you can more easily withdraw any failed attempts...

Bartholomew Roberts
06-14-23, 11:02 PM
I've noticed in recgnition book some ship mix beam height with mask height, e.g. tribe destroy has mask height about 11m, it is clearly wrong. So do some japanese destroyers. Which would lead to mis fire in manual mode.

And some ships don't have their pic so we don't kown their length and shape.

these bugs are quite important to realism players.

KaleunMarco
06-15-23, 10:11 AM
I've noticed in recgnition book some ship mix beam height with mask height, e.g. tribe destroy has mask height about 11m, it is clearly wrong. So do some japanese destroyers. Which would lead to mis fire in manual mode.

And some ships don't have their pic so we don't kown their length and shape.

these bugs are quite important to realism players.

i believe that you can fix that through the Shipname.cfg file.

my suggestion would be to create a new folder for this under MODS.
mimic the folder structure under the new folder: \data\Sea\Shipname
copy the .CFG file for the ship with the incorrect mast or beam measurement into the Mods\Data\Sea\Shipname folder.
then edit the copied file using a straight text editor such as Notepad.
then apply the new mod using JSGME.

good luck.

Bartholomew Roberts
06-15-23, 10:41 AM
i believe that you can fix that through the Shipname.cfg file.

my suggestion would be to create a new folder for this under MODS.
mimic the folder structure under the new folder: \data\Sea\Shipname
copy the .CFG file for the ship with the incorrect mast or beam measurement into the Mods\Data\Sea\Shipname folder.
then edit the copied file using a straight text editor such as Notepad.
then apply the new mod using JSGME.

good luck.

Probably I could give a try,which is a huge work. Mainly because OneAlex SHIII loading time is like hell:Kaleun_Salute:

KaleunMarco
06-15-23, 03:50 PM
Probably I could give a try,which is a huge work. Mainly because OneAlex SHIII loading time is like hell:Kaleun_Salute:

then let it be and change your game options to auto-targeting.

either way, good luck.

:Kaleun_Salute:

gb027
06-26-23, 03:24 AM
Have installed ‘Dark Waters’ and I am very impressed by the graphics and make over from OM! One question , can anyone tell me what the Blue pencil in the attack map screen does? The red pencil can be used to make x marks. Not sure what to do with the blue pencil. Thanks.

propbeanie
06-26-23, 02:04 PM
One of the pencils can be used to call on scout aircraft. You either click on the pencil, then an airbase and draw a line toward where you want the search, or the other way around... sigh - a mind is a terrible thing to lose...

KaleunMarco
06-26-23, 03:43 PM
One of the pencils can be used to call on scout aircraft. You either click on the pencil, then an airbase and draw a line toward where you want the search, or the other way around... sigh - a mind is a terrible thing to lose...

yeah, i know what you mean.....


Have installed ‘Dark Waters’ and I am very impressed by the graphics and make over from OM! One question , can anyone tell me what the Blue pencil in the attack map screen does? The red pencil can be used to make x marks. Not sure what to do with the blue pencil. Thanks.

forget the pencil.
click on the airbase, then click where you want them to patrol.
there are limits/restrictions/exclusions to the range of the a/c and it is all built-into the the game parms by the time you get to this point.

gb027
06-27-23, 12:07 AM
Thanks for the reply. I’m used to sending scouts out in OM. So it’s the same method in Dark Waters. The blue pencil confused me!

Dedushka
07-02-23, 07:05 AM
After a long time I noticed 1 interesting thing. I am not sure it is due to this mod, but while submerged my batteries can work infinitely. 1-2% of batteries stays forever. I am not checked it for a weeks, but I spent some days under water (i disabled co2 to test) with working engines and I still could sail. Sure, in my setting I do not have infinite batteries.

KaleunMarco
07-02-23, 08:32 AM
After a long time I noticed 1 interesting thing. I am not sure it is due to this mod, but while submerged my batteries can work infinitely. 1-2% of batteries stays forever. I am not checked it for a weeks, but I spent some days under water (i disabled co2 to test) with working engines and I still could sail. Sure, in my setting I do not have infinite batteries.

that is an SH4 game feature. a Kaleun cannot truly exhaust his batteries totally.

Dedushka
07-02-23, 09:35 AM
that is an SH4 game feature. a Kaleun cannot truly exhaust his batteries totally.

Not a big problem. But this is sad you can use the engine

propbeanie
07-08-23, 12:19 PM
Ahh... but some day when your boat runs out of diesel, you will be glad you can submerge and make it back to port on your inexhaustible battery bank... :yeah: I ran out several hundred miles from Midway in a Gato boat one time, and was able to do that... took a while, and you do have to surface to vent the boat, but it is possible you might not have to abandon a career and face a court martial... :arrgh!:

Trost
07-08-23, 02:49 PM
Installed following the instructions to the letter, CTD's right after loading into a mission, turns out i forgot to apply LAA again on the new install. If you had the same problem as me that should be the solution

Bartholomew Roberts
07-18-23, 02:58 PM
the stadimeter is broken. The RAOBF calculation is not base on mil. And how can you switch AA like stock game? I tried II, VII, and XXI with multiple AA installed, press F11 several times and it just stick to the aft AA.:doh:

KaleunMarco
07-18-23, 05:20 PM
the stadimeter is broken. The RAOBF calculation is not base on mil. And how can you switch AA like stock game? I tried II, VII, and XXI with multiple AA installed, press F11 several times and it just stick to the aft AA.:doh:

multiple questions.......

german uboats did not have stadimeters as US boats did. someone created a mod that activated a US-like stadimeter that works on one of scopes, i think the night scope (i cannot remember :doh:). that is only relief that DW can offer.

concerning the RAOBF, another forum user will have to respond to that as i play with auto-targeting.

there should be an additional icon in the flak-group of icons that will allow you to swap user control to another set of flak guns.
this is a screen from a 9C. look at the lower left of the shot. i've clicked on the flak gun. the first two icons allow me to switch between a light MG and a Heavy MG. you should find the same options if your boat is equipped with multiple flak stations.

https://i.ibb.co/5GLK1Lt/SH4-Img-2023-07-18-17-16-21-162.png

Bartholomew Roberts
07-18-23, 10:31 PM
multiple questions.......

german uboats did not have stadimeters as US boats did. someone created a mod that activated a US-like stadimeter that works on one of scopes, i think the night scope (i cannot remember :doh:). that is only relief that DW can offer.

concerning the RAOBF, another forum user will have to respond to that as i play with auto-targeting.

there should be an additional icon in the flak-group of icons that will allow you to swap user control to another set of flak guns.
this is a screen from a 9C. look at the lower left of the shot. i've clicked on the flak gun. the first two icons allow me to switch between a light MG and a Heavy MG. you should find the same options if your boat is equipped with multiple flak stations.

https://i.ibb.co/5GLK1Lt/SH4-Img-2023-07-18-17-16-21-162.png

Thanks for reply
Well, at least the stadimeter can now be used as a height indicator.

The IX class did have two button, but later version has mutiple light flak ,IXC has four aa guns, so does the IID, VIIC, XXI. They all have two 20mm or two 20mm plus 37mm, there is no swich button. the stock game swich position every time you push F11. So it's definitely a bug.

More discovery, the stock IXD2 works fine with all 3 AA guns switchable, and 3 buttons in aa menu. Just want to know how new boat gets wrong.

Bartholomew Roberts
07-19-23, 03:50 AM
I found in the OrdersBar.cfg it reads

Button4Type=Checkbox
Button4CommandWhenClicked=A02gun_camera
Button4CommandToCheckIfIsChecked=Is_A02_camera_sta tion_Active
Button4CommandToCheckIfIsEnabled=Is_A02_Available
Button4CommandToCheckIfIsVisible=Is_German_A02_Ins talled
Button4ImageIndex=3
Button4IconRowColumn=6,3
Button4Tooltip=5716

5716 is GO TO 2ND LIGHT AA GUN button

so it might not meet all conditions for the new ship.

Even 9c40 which has Turm9c_2 has this bug, by change AA type in 3 positions, sometime a 2nd button show up, never all there aa normal. 9c40 is identical to stock 9d2 and they share the same aa weapon. Their upcge and UnitParts.upc files are almost the same. I checked Turm9c_2_hd.cam and Turm9c_2_hd.sim , they do lack a third camera shell and turret, after I added raw chunk from 9d2's file. Nothing changed, still lack at least one AA button.

And for XXI, it has same A01 A02 cam with the stock XVIII, so does the sim file of turret control, only difference is stock XVIII has conning seprated in objects folder. Stock XVIII has two AA buttons, the XXI only has front AA show as Aft Flak.

IID has a extra AA in conning tower, the AA on front deck is unable to control, It's in the first trainning mission so easy to find out.

Philipcrash
07-19-23, 05:56 AM
How exactly do SMA's interact with the world? If i launch SMA's, do they stay there? Do they Despawn or will they stay there forever, and what about ships? How do i know if one can even hit them if they arent loaded in, and what about rewards for a sinking a ship with a Mine? What's the idea on how they are meant to work?

I tested around with them a bit myself, but they after launching they don't lose their momentum and drift a away, forever. Also their launch animation plays on a loop every a few minutes, And as far as i know they either despawn when you go away, or just drift away forever. I don't think these work as they should.

Im using a Type VIIB with SMA's for this, in 1939.

Aktungbby
07-19-23, 08:48 AM
Philipcrash!:Kaleun_Salute:

KaleunMarco
07-19-23, 09:30 AM
How exactly do SMA's interact with the world? If i launch SMA's, do they stay there? Do they Despawn or will they stay there forever, and what about ships? How do i know if one can even hit them if they arent loaded in, and what about rewards for a sinking a ship with a Mine? What's the idea on how they are meant to work?

I tested around with them a bit myself, but they after launching they don't lose their momentum and drift a away, forever. Also their launch animation plays on a loop every a few minutes, And as far as i know they either despawn when you go away, or just drift away forever. I don't think these work as they should.

Im using a Type VIIB with SMA's for this, in 1939.

i can relate only two pieces of fact on mines:

1. you will not get credit for enemy ships who meets with one and sinks.
2. the mines will exist only with the mission in which you deploy them.

Bartholomew Roberts
07-19-23, 10:49 AM
I found in the OrdersBar.cfg it reads

Button4Type=Checkbox
Button4CommandWhenClicked=A02gun_camera
Button4CommandToCheckIfIsChecked=Is_A02_camera_sta tion_Active
Button4CommandToCheckIfIsEnabled=Is_A02_Available
Button4CommandToCheckIfIsVisible=Is_German_A02_Ins talled
Button4ImageIndex=3
Button4IconRowColumn=6,3
Button4Tooltip=5716

5716 is GO TO 2ND LIGHT AA GUN button

so it might not meet all conditions for the new ship.

Even 9c40 which has Turm9c_2 has this bug, by change AA type in 3 positions, sometime a 2nd button show up, never all there aa normal. 9c40 is identical to stock 9d2 and they share the same aa weapon. Their upcge and UnitParts.upc files are almost the same. I checked Turm9c_2_hd.cam and Turm9c_2_hd.sim , they do lack a third camera shell and turret, after I added raw chunk from 9d2's file. Nothing changed, still lack at least one AA button.

And for XXI, it has same A01 A02 cam with the stock XVIII, so does the sim file of turret control, only difference is stock XVIII has conning seprated in objects folder. Stock XVIII has two AA buttons, the XXI only has front AA show as Aft Flak.

IID has a extra AA in conning tower, the AA on front deck is unable to control, It's in the first trainning mission so easy to find out.

I found the reason! the new ship's dat file missed slot_A01 slot_A02 node, you need to make it your own and make cam and sim file to parent the node id , it works. now I have to ajust fine position of the rear AA of XXI:Kaleun_Salute:

https://img1.imgtp.com/2023/07/20/VURIH4j8.jpg
https://img1.imgtp.com/2023/07/20/b84yhgcq.jpg

Problem remains, a stationary extra aa model remain in manual sight, need to find a solution. Still it show aft AA gun while in front, but my A01 position and UnitParts15XXI.upc clearly set it to be front, so other conflict exists.



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




Finally done. I was half right, there is cfg#A02_NSS_Uboat21_High in the dat file , the sim and cam parent to the wrong id. copy the id of" cfg#A01_NSS_Uboat21_High" and "cfg#A02_NSS_Uboat21_High" everything set! So it's easier to patch than I think

Bartholomew Roberts
07-19-23, 06:08 PM
https://img1.imgtp.com/2023/07/20/e3fvQnpD.jpg


now 2D has two AA positions!

propbeanie
07-19-23, 09:14 PM
The XXI AA is a mess in stock, OM & possibly DW... I know a fellow who might be able to help you out there... but I thought he had given Fifi the "fix" for DW already... Did you empty your Save folder after activating Dark Waters? C:\Users \UserName \Documents \SH4 - also, OM uses SH3 after-market boats, and not all were complete when brought into SH4, so you often are only allowed to use the one gun.

Bartholomew Roberts
07-20-23, 12:58 AM
The XXI AA is a mess in stock, OM & possibly DW... I know a fellow who might be able to help you out there... but I thought he had given Fifi the "fix" for DW already... Did you empty your Save folder after activating Dark Waters? C:\Users \UserName \Documents \SH4 - also, OM uses SH3 after-market boats, and not all were complete when brought into SH4, so you often are only allowed to use the one gun.

I have already fixed all ger sub having this issue. Sh4 is more stable and tolerant than sh3 so the wrong file sturcture still works. The game reads only the first light and heavy aa if you do not set all position correctly. While come with second light or heavy AA, the game does not recognize it. The stork ship has all
A01 A02 codes sets, that's the only way to solve the problem. So every ship with second light or heavy aa .The sim and cam turret related code need to parent A01 A02 S01 etc. in the dat file.

CapitainEA
08-03-23, 08:23 PM
https://youtu.be/2ad1Pa8ANdg

CapitainEA
08-03-23, 08:30 PM
https://youtu.be/T0PBFuRYGbI

CapitainEA
08-06-23, 12:28 PM
https://youtu.be/iXnL6wrVm9E

CapitainEA
08-13-23, 05:46 AM
https://youtu.be/7cyv-fSz4Go