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CapitainEA
08-31-23, 01:01 PM
https://youtu.be/oAdBP8iPnGM

CapitainEA
09-03-23, 02:18 PM
https://youtu.be/nni8lhAchdM

CapitainEA
09-04-23, 11:34 AM
https://youtu.be/zBXjwxn2vGY

Rigel44
09-25-23, 04:17 PM
I was attempting to set up and play the career of Kptlt. Günter Hessler in U-107 an IXB boat. However when I went to add the tower emblem of the 4 Aces it was missing from the list available to install. When I look in the files I see that a U-107 file was created but maybe it is tagged for a different U-Boat type and maybe that is why it is not available for install? Is anyone familiar with how the tower emblems work and maybe this is a simple fix to make it available? Or maybe I am doing something wrong that someone can point out.

https://uboat.net/special/emblems/emblem35.html

Thank you in advance for any help

KaleunMarco
09-25-23, 04:46 PM
I was attempting to set up and play the career of Kptlt. Günter Hessler in U-107 an IXB boat. However when I went to add the tower emblem of the 4 Aces it was missing from the list available to install. When I look in the files I see that a U-107 file was created but maybe it is tagged for a different U-Boat type and maybe that is why it is not available for install? Is anyone familiar with how the tower emblems work and maybe this is a simple fix to make it available? Or maybe I am doing something wrong that someone can point out.

Thank you in advance for any help

Rigel44, you are not doing anything wrong, we set up the logo for U107 as if it were a Type 7B rather than a Type 9B.

i have to figure out how we connected the logos to the turms for each class of boat and then work-up a fix for you.

Rigel44
09-25-23, 10:13 PM
Rigel44, you are not doing anything wrong, we set up the logo for U107 as if it were a Type 7B rather than a Type 9B.

i have to figure out how we connected the logos to the turms for each class of boat and then work-up a fix for you.

Vielen Dank! :Kaleun_Thumbs_Up:

Rigel44
10-22-23, 11:43 PM
Rigel44, you are not doing anything wrong, we set up the logo for U107 as if it were a Type 7B rather than a Type 9B.

i have to figure out how we connected the logos to the turms for each class of boat and then work-up a fix for you.

Ahoy KaleunMarco - were you able to figure out a way to make the U-107 Aces Tower Marking work for the IXB boats?

KaleunMarco
10-23-23, 10:44 AM
Ahoy KaleunMarco - were you able to figure out a way to make the U-107 Aces Tower Marking work for the IXB boats?

no, i have not.
i thought i had everything in place but the logo will not display on the type 9.

Rigel44
10-24-23, 01:20 AM
no, i have not.
i thought i had everything in place but the logo will not display on the type 9.

Thank you for trying - I do appreciate that

Kiane
11-17-23, 06:18 PM
Hello,

I am trying out this mod, but the audio is very buggy. About half the time there is absolutely no audio, no sound of the ship going through the water, no deck-gun firing, etc, and then suddenly audio will play such as the deck-gun randomly playing the audio for firing, etc. Also when the deck-gun audio plays it is extremely loud compared to the sailor voices, for example. How can I fix this to be playable?

Thank you,
:Kaleun_Wink:

KaleunMarco
11-17-23, 09:04 PM
Hello,

I am trying out this mod, but the audio is very buggy. About half the time there is absolutely no audio, no sound of the ship going through the water, no deck-gun firing, etc, and then suddenly audio will play such as the deck-gun randomly playing the audio for firing, etc. Also when the deck-gun audio plays it is extremely loud compared to the sailor voices, for example. How can I fix this to be playable?

Thank you,
:Kaleun_Wink:

please post your JSGME config: Task-Export to Clipboard then Paste here (ctrl+v)

:Kaleun_Salute:

Kiane
11-18-23, 12:19 AM
please post your JSGME config: Task-Export to Clipboard then Paste here (ctrl+v)

:Kaleun_Salute:

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

OM_DarkWaters_V6

propbeanie
11-18-23, 08:59 AM
Your Steam Library folder is in the Program Files folder, and Windows has rolled back your SH4 DW config, resulting in a mish-mash of files in your game folder. You will need to put SH4 in a non-program files folder. How many other Steam games do you have? Refer to Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) for a couple of procedures to use to accomplish that. If all you have of Steam is SH4, then un-installing SH4 and Steam, and then re-installing it all into a folder you create yourself, such as "C:\Games" or similar, and making that the install target, will allow you to then get a good mod activation. You will have to empty your C:\Users \UserName \Documents \SH4 folder before playing also. :salute:

Kiane
11-18-23, 01:50 PM
Your Steam Library folder is in the Program Files folder, and Windows has rolled back your SH4 DW config, resulting in a mish-mash of files in your game folder. You will need to put SH4 in a non-program files folder. How many other Steam games do you have? Refer to Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) for a couple of procedures to use to accomplish that. If all you have of Steam is SH4, then un-installing SH4 and Steam, and then re-installing it all into a folder you create yourself, such as "C:\Games" or similar, and making that the install target, will allow you to then get a good mod activation. You will have to empty your C:\Users \UserName \Documents \SH4 folder before playing also. :salute:

I partitioned my hard drive so I could put the game on another drive, and this seems to have fixed the audio issue. I have one miscellaneous question however, how do you get your crew to man the guns without forcefully dragging them into the slots? When I give the command to man the deck guns, nobody actually goes into the slots.

propbeanie
11-18-23, 07:56 PM
That is the nature of the beast in SH4, as compared to SH3. You do have to have people in the slots, and then call "Man the deck gun", or "Battle Stations"... just don't forget to relieve the crew from Battle Stations when finished with the attack... :o

D-Jones
02-05-24, 05:36 PM
I just installed it. The mod is beautiful but has absolutely no "how to" documentation that I can find. My main problem is trying to figure out how that big wheel that's supposed to give you range (I think) and speed is used. In the Youtube vids I've seen they mumble their way through it seeming a little confused themselves and/or assume you know how to use it. They don't even mention what it's called.

As mentioned, the mod is beautiful, and I'd like to give it a go knowing a little bit about what the hell I'm doing. Any help would be appreciated.

Thanks.

propbeanie
02-05-24, 09:46 PM
I just installed it. The mod is beautiful but has absolutely no "how to" documentation that I can find. My main problem is trying to figure out how that big wheel that's supposed to give you range (I think) and speed is used. In the Youtube vids I've seen they mumble their way through it seeming a little confused themselves and/or assume you know how to use it. They don't even mention what it's called.

As mentioned, the mod is beautiful, and I'd like to give it a go knowing a little bit about what the hell I'm doing. Any help would be appreciated.

Thanks.
I don't think Fifi deleted the files (I don't have DW on this computer), so look in the Support folder, and look for the "OM_Readme_files" folder, and the "OM_Intel_files" folder. If you're using it, download the "KiUB User Guide.pdf (https://drive.google.com/file/d/1dxoxn2u5JdOJInvh4W7d_ThlMNVjXfPg/view?usp=sharing)

D-Jones
02-06-24, 02:43 PM
Thanks, Prop. That's the only PDF Readme I don't have. Thanks for the link. Just out of curiosity, can you measure AOB the "old fashioned" SH4 way with just the protractor? I want to give the campaign a run-through before I learn this thing.

propbeanie
02-14-24, 11:19 AM
You should be able to, unless you're like me, and do most things backwards and upside down... :o

Remember, AOB is the view from the target to you... I think

J0313
03-02-24, 09:33 PM
I am having graphical issues with only the Type VII. The Type IX is fine. When the game loads and I go to external view the whole sub is black. I have seen people have this issue before and I can't remember what the solution is to fix this. I only have DW6 main mod installed and no other mods. I also play FOTRSU and I have no graphical problems with the sub skins in that install. I have used DW before and I am not doing anything differently from before so I can't figure out what is causing this. Very frustrating. Thanks.

KaleunMarco
03-02-24, 09:55 PM
I am having graphical issues with only the Type VII. The Type IX is fine. When the game loads and I go to external view the whole sub is black. I have seen people have this issue before and I can't remember what the solution is to fix this. I only have DW6 main mod installed and no other mods. I also play FOTRSU and I have no graphical problems with the sub skins in that install. I have used DW before and I am not doing anything differently from before so I can't figure out what is causing this. Very frustrating. Thanks.

there are seven models of Type 7. Which one are you driving?
and....what is your current date?

J0313
03-03-24, 01:50 AM
I've tried both a VIIB and VIIC. Early war and in the submarine school.

KSCyrus
04-02-24, 12:46 PM
Is there a way to stop Radio messages resetting TC to 1?, Putting RadioMessages in the main.cfg to a higher number didnt solve it

propbeanie
04-02-24, 01:20 PM
Look in Data \Campaigns \Campaign \messages.txt file, and the "key" is the first line of the file: "#Date (Begin Transmision) Time (Begin Transmision) Date (End Transmision) Time (End Transmision) Message Type ( 0 = transmit once , 1 = transmit until received ) Probability (%) Retransmision Interval (minutes) Priority (0=High 1=Low) @FROM@ ^TO^ &TITLE& [INVOLVED SHIPS,INVOLVED SHIPS] Message content" The file is full of "Tabs" for the columns, and you do not want to "trash" that layout with bad editing, so be careful with the file. But the Priority is the main part that determines how "important" a message is, with High dropping TC. Several approaches:
1 - delete them all, and go with a zero-byte file. No messages, no TC drop.
2 - delete all of the Priority zeroes and make them "1", but there are other zeroes in the file.
3 - find a mod for "less messages" or similar...

KSCyrus
04-02-24, 02:20 PM
Thanks For The Advice PB, But while im at it, Is there a way so you earn Renown For sinking "Neutrals"? Afaik the Basic.cfg isnt actually used being just a leftover from sh3 so changing it there wouldnt do anything. I've ran into the problem of repeated Convoy encounters in 1939/1940 where 80% Of the Ships are "Neutral" Making any attack on the few "legitimate" targets basically impossible and unfun

propbeanie
04-02-24, 03:58 PM
It does use part of the Basic, where there is the -1 for sinking neutrals, which if the ship is worth 400 renown, would then earn you negative 400 renown... that section is indeed still used. But you do have to start a new career, if I remember correctly.

KaleunMarco
04-02-24, 05:24 PM
Is there a way to stop Radio messages resetting TC to 1?, Putting RadioMessages in the main.cfg to a higher number didnt solve it

PB has responded with some good gouge.
my version of DW has those messages fixed and will not affect the TC.
would you like to try it?

KSCyrus
04-03-24, 12:28 AM
PB has responded with some good gouge.
my version of DW has those messages fixed and will not affect the TC.
would you like to try it?
I would certainly like to try that if you could send me the File :yep:
It does use part of the Basic, where there is the -1 for sinking neutrals, which if the ship is worth 400 renown, would then earn you negative 400 renown... that section is indeed still used. But you do have to start a new career, if I remember correctly.
Ah that would explain it, i had edited it to be 1 instead of -1 but i didnt start a new career after doing so, will try that now :up:
Edit:after starting a new Career and going out of my way to sink some neutrals i've come to the conclusion that the filechange didnt work :/

KaleunMarco
04-03-24, 01:29 PM
I would certainly like to try that if you could send me the File :yep:/

download it from the MODS forum.
apply it with JSGME after the DW mods.
it should not conflict with any other DW mod.
:Kaleun_Salute:

Awelorn
04-03-24, 06:36 PM
Hello


Im new here and looking for anwsers.I just instaled mod.Everything is looking ok.got the new intro,new mission options etc making me belive mod works.However every time I try quick mission,war patrol or career game crashes after...please wait.Only thing it will run is tutorials.


I have tried reinstaling 2 times now try running is at administrator but nothing.Game is set to 1080p.Nothing works it just crashes after black screen where the cursor freezes.


Anything Im missing


Thank you

KaleunMarco
04-03-24, 09:23 PM
Hello


Im new here and looking for anwsers.I just instaled mod.Everything is looking ok.got the new intro,new mission options etc making me belive mod works.However every time I try quick mission,war patrol or career game crashes after...please wait.Only thing it will run is tutorials.


I have tried reinstaling 2 times now try running is at administrator but nothing.Game is set to 1080p.Nothing works it just crashes after black screen where the cursor freezes.


Anything Im missing


Thank you

welcome aboard.

when you post a crash or any other problem, you will get a answer faster if you post your JSGME config.
launch JSGME, Tasks, Export To, Clipboard.
then open a post here and paste it (ctrl+v).

Have you enabled Large Address Aware (LAA)? it is table-stakes to play DW and most mega-mods (TMO, RSRD, FOTRSU, et.al.).

into which folder have you installed SH4?

:Kaleun_Salute:

Awelorn
04-03-24, 11:08 PM
Heja


I just did LAA thingy before work just now and it didnt crash.It missed that step
So i guess thats solved it.

Thank you very much for fast replay

Aktungbby
04-03-24, 11:25 PM
Awelorn!...after a twelve-year 'silent run'!:up:

Awelorn
04-04-24, 05:12 AM
Heja


Hahahaha yea I know I made acc here back in a day after i tried to mod SH5.
Been playing SH3 for weeks now and just today after i made it run started SH4 dark waters.I have a quicky tho....is there a way to manulay select hight of periscope like in SH3?So far all i got is raise or lower command but it goes all the way up or down.
Its killing my immersion man!:)

KSCyrus
04-04-24, 06:55 AM
download it from the MODS forum.
apply it with JSGME after the DW mods.
it should not conflict with any other DW mod.
:Kaleun_Salute:
So this has worked wonderfully thank you a lot :up: The only problem left is that Neutrals still net me negative renown and dont count for tonnage when sinking them,
even though i've changed the Basic.cfg to "Neutrals=1" And started a new Career for it, Any thoughts?

KaleunMarco
04-04-24, 08:08 AM
So this has worked wonderfully thank you a lot :up: The only problem left is that Neutrals still net me negative renown and dont count for tonnage when sinking them,
even though i've changed the Basic.cfg to "Neutrals=1" And started a new Career for it, Any thoughts?

have fun.
and don't let the Brit and American Destroyers ruin your play.:03::D
:Kaleun_Salute:

J0313
04-20-24, 04:13 AM
When I radio in a position/status report the report acknowledgement comes back with COMSUBPAC. Where can I change that or is there a mod that already does that.

KaleunMarco
04-20-24, 09:24 AM
When I radio in a position/status report the report acknowledgement comes back with COMSUBPAC. Where can I change that or is there a mod that already does that.

are you referring to the left hand button or the right hand button on the Radio frame?

the right hand button...yes, you can.
the left hand button...no, you cannot. it is baked into the exe/dll framework. call 1-800-Ubi-Cares-Not. :har:

close your eyes and pretend that it is signed Oberkommando der KreigsMarine.

:Kaleun_Salute:

J0313
04-20-24, 09:30 AM
No it is not baked in because KSD has a completely different message form.

propbeanie
04-20-24, 03:39 PM
When I radio in a position/status report the report acknowledgement comes back with COMSUBPAC. Where can I change that or is there a mod that already does that.
SH4 does not have an en_menu.txt and a de_menu.txt, so you might have to change the default menu.txt file. I might have this incorrect, but there is only the one "COMSUBPAC" entry in the Data /Menu /menu.txt file, so try to edit 4193=COMSUBPAC to 'BdU', or whatever you want, and see if that changes the radio "From:" address display. Other lines in that area of the menu.txt file help build the initial message. The actual body of the messages would come from Data /Campaigns /Campaign /DynamicMiss /ContactReport xx in the respective *.tsr files 'EventX" lines, and which one you get depends upon the situation and the roll-of-the-dice chance.

J0313
04-21-24, 02:40 PM
SH4 does not have an en_menu.txt and a de_menu.txt, so you might have to change the default menu.txt file. I might have this incorrect, but there is only the one "COMSUBPAC" entry in the Data /Menu /menu.txt file, so try to edit 4193=COMSUBPAC to 'BdU', or whatever you want, and see if that changes the radio "From:" address display. Other lines in that area of the menu.txt file help build the initial message. The actual body of the messages would come from Data /Campaigns /Campaign /DynamicMiss /ContactReport xx in the respective *.tsr files 'EventX" lines, and which one you get depends upon the situation and the roll-of-the-dice chance.

Thamks prop. I'll try that out.

KaleunMarco
04-21-24, 05:37 PM
No it is not baked in because KSD has a completely different message form.

i always forget about Menu.txt.
#blindspot

J0313
04-22-24, 01:35 PM
It worked Prop. Thanks for the advice.

propbeanie
04-22-24, 05:34 PM
:yeah:

Abulia
05-02-24, 12:25 PM
Hey, long time lurker and LOVE this mod! I stream it pretty often and it's like the best parts of SH3 with the stability of SH4! Runs fantastic!

I have 3 annoying problems in my Type II B-D career that come up frequently:

1. Orders and replies from HQ in French. I play in English and have never adjusted my language settings so this is a weird one. Some orders are correct, some come in French for no discernable reason.

2. Orders don't match patrol grid positions. Orders will tell you to patrol AM55 (for example) but on the plot map your designated position is about an entire grid section away. So the orders don't match what the game UI is telling you. I've learned to do whatever the UI tells me; the orders are just off and wrong.

3. Occasional spy missions to Perth/Freemantle (?) Australia. I'm playing the stock Atlantic game (no other campaigns loaded in JGSME) and it's kind of hilarious that HQ wants me to sail to Australia in my tiny Type II. I obviously can't complete these missions. Any ideas of a fix?

4. (Bonus) I can't add any additional petty officers to my boat, saying I've hit my limit, even if I dismiss a current petty officer on the boat. Anyone know how to get around this bug?

I'm running just the default mod and no other mods. Pretty much a vanilla install. Any tips to fix would be great!

Aktungbby
05-03-24, 08:48 AM
Abulia!:Kaleun_Salute:...finally on the surface after 3 year's
silent running'!:up:

KaleunMarco
05-03-24, 10:32 AM
Hey, long time lurker and LOVE this mod! I stream it pretty often and it's like the best parts of SH3 with the stability of SH4! Runs fantastic!

I have 3 annoying problems in my Type II B-D career that come up frequently:

1. Orders and replies from HQ in French. I play in English and have never adjusted my language settings so this is a weird one. Some orders are correct, some come in French for no discernable reason.

2. Orders don't match patrol grid positions. Orders will tell you to patrol AM55 (for example) but on the plot map your designated position is about an entire grid section away. So the orders don't match what the game UI is telling you. I've learned to do whatever the UI tells me; the orders are just off and wrong.

3. Occasional spy missions to Perth/Freemantle (?) Australia. I'm playing the stock Atlantic game (no other campaigns loaded in JGSME) and it's kind of hilarious that HQ wants me to sail to Australia in my tiny Type II. I obviously can't complete these missions. Any ideas of a fix?

4. (Bonus) I can't add any additional petty officers to my boat, saying I've hit my limit, even if I dismiss a current petty officer on the boat. Anyone know how to get around this bug?

I'm running just the default mod and no other mods. Pretty much a vanilla install. Any tips to fix would be great!

ahoy abulia,

glad you enjoy the mod. i'll try and answer your questions, in order.

1. the main developer for DW is French, ergo, the orders are in French. i translated them for my own enjoyment but never published that as a "fix". if you are interested, let me know.
2. yes, some orders do not match the patrol markers. do what you are doing: follow what you see on the Nav Map.
3. the australian mission is an unexpected feature of SH4. i published a fix for this a while back. if you cannot find it in the MODS forum, let me know.
4. the petty officer limit was not addressed when DW went into production. if you are adept with a text editor such as Notepad, you can make the fix yourself by editing the Submarine.upc file in the \Submarines folder. there are two lines that control the crew limits. one limits officers and CPOs (Maxofficers) and the other limits the crew ranks above level 3 (maxpettyofficers) which is basically all enlisted, CPO and officer. change it before you start a career. i suggest that you create yourself a different MODS folder for JSGME, copy the related folders and files that you want to change into it, make your changes and then apply it last using JSGME.

Good luck, Herr Kaleun!
:Kaleun_Salute:

propbeanie
05-03-24, 10:39 AM
Hey, long time lurker and LOVE this mod! I stream it pretty often and it's like the best parts of SH3 with the stability of SH4! Runs fantastic!

I have 3 annoying problems in my Type II B-D career that come up frequently:

1. Orders and replies from HQ in French. I play in English and have never adjusted my language settings so this is a weird one. Some orders are correct, some come in French for no discernable reason.

2. Orders don't match patrol grid positions. Orders will tell you to patrol AM55 (for example) but on the plot map your designated position is about an entire grid section away. So the orders don't match what the game UI is telling you. I've learned to do whatever the UI tells me; the orders are just off and wrong.

3. Occasional spy missions to Perth/Freemantle (?) Australia. I'm playing the stock Atlantic game (no other campaigns loaded in JGSME) and it's kind of hilarious that HQ wants me to sail to Australia in my tiny Type II. I obviously can't complete these missions. Any ideas of a fix?

4. (Bonus) I can't add any additional petty officers to my boat, saying I've hit my limit, even if I dismiss a current petty officer on the boat. Anyone know how to get around this bug?

I'm running just the default mod and no other mods. Pretty much a vanilla install. Any tips to fix would be great!
OK - painting by numbers:
1 - Fifi is French, and used French text. In a translation of the mod, some aspects were missed. A partial fix is from Fritz Klum: Dark Waters Localization Fixes (https://www.subsim.com/radioroom/downloads.php?do=file&id=5620) and another is from Kaleun Marco Dark Waters v6 Roster & Equipment Mod (https://www.subsim.com/radioroom/downloads.php?do=file&id=6161). Read their documentation before enabling. You might want to remove portions of each, or combine them. They each fix different things, but I am not remembering what will overwrite what between the two... try installing KM's Roster & Equipment mod first, then Fritz Klum's, and see if that does enough.
2 - That is a function of the grid system in the SH4 game not being part of the Mission Editor used to create the newer assignments. Since the orders are generated by humans typing and the location is guessed at, but the designation for the location on the NavMap is generated by the Mission Editor, you will usually find that the location designated on the NavMap is the actual place to be.
3 - This is mostly fixed in #1 above in KM's fixes.
4 - Those are controlled in the boat's upcge file. So, if you are using a Type IIB, navigate into the "Game \Data \Submarine \NSS_Uboat2b" folder, and open the "NSS_Uboat2b.upcge" file (Open all files) with either Notepad or with Notepad++ (https://notepad-plus-plus.org) and find the lines "MaxPettyOfficers=13" and "MaxOfficers=4" (or similar numbers) on about lines 29 & 30 (mod dependent), and edit those up, to like 24 and 8 or some such. Be sure and save the file as text only. Then you should be able to promote a few of your crewmen.
You will have to clear the Save folder and start a new career for some of the changes to take effect. :salute:

Look at that... ole "Speedy Gonzalez" KaleunMarco!!! lol

Abulia
05-03-24, 10:57 AM
Wow. Thanks KaleunMarco and propbeanie for the swift and detailed response! You have, indeed, identified and pointed me to the correct solutions.

It sounds like KaleunMarco's mod does the bulk of what I need it to do; while I can edit the files for the petty officer limit, I'm not sure if the current limits are "realistic" and am happy to leave them where they're at.

A quick question as to KaleunMarco's mod: can that be applied to an existing career? I'd hate to have to start over. The localization file shouldn't cause any issues. The larger equipment and mission fix I'm more skeptical about. Honestly, getting rid of those Australia missions (and not taking the hit for failing them) is top of my list.

I can live with the UI/mission issue. Not a huge deal.

Thank you both! :salute:

propbeanie
05-03-24, 12:36 PM
Since his mod does include Flotilla work, along with ship renaming, then I would say "no, you would have to start a new career". If you just include only the "Data \Campaigns \Campaign" files, you would get most of the translation stuff. As for the "hit" from not completing a mission assignment, there is no real "hit" per se. You just do not earn the renown points, which on the average in Dark Waters is less than 200 points. That for the most part, is less than one ship. A DD is worth about 140, while a Northampton CA is worth 500. Small merchants are like the DD, while the large ones are like the Northampton... just sink a couple of ships and you're "even". No penalty involved in ignoring orders in SH4, though following orders is usually an easy way to "earn" 150-300 renown points...

Abulia
05-05-24, 05:50 PM
Since his mod does include Flotilla work, along with ship renaming, then I would say "no, you would have to start a new career". If you just include only the "Data \Campaigns \Campaign" files, you would get most of the translation stuff. As for the "hit" from not completing a mission assignment, there is no real "hit" per se. You just do not earn the renown points, which on the average in Dark Waters is less than 200 points. That for the most part, is less than one ship. A DD is worth about 140, while a Northampton CA is worth 500. Small merchants are like the DD, while the large ones are like the Northampton... just sink a couple of ships and you're "even". No penalty involved in ignoring orders in SH4, though following orders is usually an easy way to "earn" 150-300 renown points...
Ah, thanks for that clarity! I'm not very familiar with how modding files affects campaign saves in progress, so that makes sense!

KaleunMarco
05-20-24, 04:43 PM
i feel like a dunce asking this question.:doh:

where is the RPM gauge? it is either in the control room or the conning tower, or both, but i cannot find it by browsing through the various gauges.

also, i just witnessed something i have never seen previously.
we attacked a british convoy in the open ocean, west of Perth-Fremantle and we suffered some equipment damage. once we had eluded the verdampt escorts, we surfaced and i assigned certain crewmen to man the topside weapons in order to repair the damage they had suffered. then, i saved the game and exited.
a while later, i launched SH4 and reloaded the saved game only to discover that all of the crewmen i assigned to repair the topside weapons were dead. really strange, eh?
so, i repositioned the men into the crew berthing area, saved the game and exited SH4. i relaunched and reloaded and everyone was hale and healthy once again. except for the topside weapons, which were still damaged.
ever seen this behaviour previously?

:Kaleun_Salute:

nionios
05-28-24, 08:03 AM
i feel like a dunce asking this question.:doh:

where is the RPM gauge? it is either in the control room or the conning tower, or both, but i cannot find it by browsing through the various gauges.

also, i just witnessed something i have never seen previously.
we attacked a british convoy in the open ocean, west of Perth-Fremantle and we suffered some equipment damage. once we had eluded the verdampt escorts, we surfaced and i assigned certain crewmen to man the topside weapons in order to repair the damage they had suffered. then, i saved the game and exited.
a while later, i launched SH4 and reloaded the saved game only to discover that all of the crewmen i assigned to repair the topside weapons were dead. really strange, eh?
so, i repositioned the men into the crew berthing area, saved the game and exited SH4. i relaunched and reloaded and everyone was hale and healthy once again. except for the topside weapons, which were still damaged.
ever seen this behaviour previously?

:Kaleun_Salute:


I occasionally come across the opposite behaviour:
injured crew, after the save and reload, become fully healthy.

KaleunMarco
06-19-24, 02:37 PM
i feel like a dunce asking this question.:doh:

In a Type 7 or Type 9 where is the RPM gauge? i know that it is either in the control room or the conning tower, or both, but i cannot find it by browsing through the various gauges using the various graphic views.



:Kaleun_Salute:

re-ask as this may have been overlooked.

KaleunMarco
06-19-24, 02:48 PM
this game never ceases to amaze me.

playing the current version of DW.
started out with a T2D and got upgraded to a T7C after a few missions.
then i was upgraded again to a T9D and stationed in the same home base, St Nazaire.
the thing is, there is no T9 of any kind assigned to my Flotilla/Squadron at St Nazaire, and.....therefore are no missions in the Flotillas.UPC for a T9D based out of St Nazaire.
[CareerTrack 1.CareerStatusSave 240]
ID=ID
Reason=CSS_OfferNewCommand
NameDisplayable=
CurrentDate=1941-09-29 03:44:21
OfferedUserPlayerUnitIDLink=VIIC

[CareerTrack 1.CareerStatusSave 241]
ID=ID
Reason=CSS_NewCommand
NameDisplayable=U-177
CurrentDate=1941-09-29 03:44:21
UserPlayerInstanceDisplayableName=U-177
UserPlayerUnitIDLink=IXD2

[CareerTrack 1.CareerStatusSave 242]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=U-177
CurrentDate=1941-10-27 07:44:21
DepartureBaseIDLink=F6StNazaire
DepartureFlotillaIDLink=7Flotilla
ObjectiveTypesAssigned={note: this seems to always be blank regardless of boat or base}



[Flotilla 6]
ID= 7Flotilla
NameDisplayable= 7Flotilla-Flotilla-Name
AvailabilityInterval=1939-01-01, 1944-08-15

[Flotilla 6.Base 1]
ID= F6Kiel
NameDisplayable= Kiel
Info= 7Flotilla-Base-Info
ExternalBaseName= Kiel
AvailabilityInterval= 1939-01-01, 1940-09-15
DepartureDescription1= 1218879.000000, 6521578.000000, 050.0000
DepartureDescriptionOut1= 1094600.000000, 6465800.000000, 270.0000

[Flotilla 6.Base 2]
ID= F6StNazaire
NameDisplayable= St. Nazaire
Info= 7Flotilla-Base-Info
ExternalBaseName= St. Nazaire
AvailabilityInterval= 1940-09-16, 1944-08-15
DepartureDescription1= -262852.000000, 5674914.000000, 090.0000
DepartureDescriptionOut1= -263765.000000, 5670223.000000, 225.0000

[Flotilla 6.UserPlayerUnitType 1]
ID= F6VIIC
NameDisplayable= Type VIIC U-boat
AvailabilityInterval= 1941-02-01, 1944-08-14
IDLinkUserPlayerUnitType= VIIC
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 11Flotilla_BERGEN

[Flotilla 6.UserPlayerUnitType 2]
ID= F6VIIB
NameDisplayable= Type VIIB U-boat
AvailabilityInterval= 1939-07-01, 1942-09-01
IDLinkUserPlayerUnitType= VIIB
UnitTypeCommonality= 7
IDFlotillaLinkTransferTo= NULL

;***************************
;***************************

i am about to shove off on my second mission with this boat and head towards the US Coast (December 1941) but i am shaking my head wondering how could all of this come about?





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
175 jimimadrid Torpedos
170 DarkWaters V6_Errors-fix
180 Voice Mod
200_Webster's 300' Underwater Visability for v1.5
300 3000 Meter Bearing Tool (1920x)
999 DarkWaters V6_Error-fixes-ongoing

propbeanie
06-23-24, 10:55 AM
Had you edited the UpgradeClass lines?

KaleunMarco
06-23-24, 03:46 PM
Had you edited the UpgradeClass lines?

i did.
T2 = 1
T7C = 2
T7D = 3
T9D2 = 4

every other boat has an upgrade class of one.

SH4 skipped over the T7D for its own reasons.:doh::06:

propbeanie
06-23-24, 09:20 PM
Yeah... the German side of SH4 is worse than the American side as far as "upgrades" go... Kind of like every-other MS "Update" is a fail, only this is worse... :doh:

ofttqp
01-24-25, 12:05 PM
I downloaded the steam version of SH4 Along with Uboat missions, installed the Js game, downloaded and activated the mod (dark waters only) I made a read-only shortcut and patched it to 4 GB, and it still crashes.

propbeanie
01-24-25, 01:56 PM
https://media1.tenor.com/m/QoHaBS9ygP0AAAAd/lost-in.gif
Must - have - more - data

Are you starting the game through the U-Boat Missions?? You also don't state where you installed the game, nor whether you emptied the Save folder of any previous data. Run JSGME, and click on the "Tasks..." link in the middle. From there, choose "Export activated mods list to..." and then choose "Clipboard" to paste the information into your next post here, or "Clipboard" to copy and paste it later. The Save folder in SH4 defaults to "C:\Users \UserName \Documents \SH4", unless changed with MultiSH4. Delete the SH4 folder there, and everything below it. The game will then create new data for its use the next time you run the modded game. You cannot install the game in the "default" Program Files (x86) folder either, and must either create a new Steam Library folder, or re-install Steam and all of your games to have them in a different folder, such as "C:\Games", or whatever folder name you want to use. :salute:

Townshend
02-20-25, 04:27 PM
Hi

I use RAOBF to get target distance.
But it always shows a different result than when I measured using a ruler on the attack map.

Is RAOBF's measuring is not good for get true range?
And, if default RAOBF doesn't work, how about "Stock RAOBF" optional mod?

Or, is there a targeting manual for RAOBF users?

Thanks

Fifi
02-25-25, 01:52 PM
Hi all SH4 players,

I will delete the main download after all those years… I need space in my Mediafire account, so I advice you to save this mod somewhere else :yep:
You have a couple of days before…
Sorry in advance for the convenience.

:Kaleun_Salute:

KaleunMarco
02-25-25, 08:03 PM
Hi all SH4 players,

I will delete the main download after all those years… I need space in my Mediafire account, so I advice you to save this mod somewhere else :yep:
You have a couple of days before…
Sorry in advance for the convenience.

:Kaleun_Salute:

Mon Ami,

Can we have Onkel Neal store it in the MODS forum here or is it too large?

km

Fifi
02-26-25, 12:22 AM
Mon Ami,

Can we have Onkel Neal store it in the MODS forum here or is it too large?

km

Sure my friend, would be great :up:
It’s about 1.78 Gb weight

:Kaleun_Salute:

KaleunMarco
02-26-25, 10:29 AM
Sure my friend, would be great :up:
It’s about 1.78 Gb weight

:Kaleun_Salute:

i PM'd Neal just now.
let's hope he is feeling well enough to be reading PMs. :03:

Fifi
02-27-25, 02:13 AM
i PM'd Neal just now.
let's hope he is feeling well enough to be reading PMs. :03:

Well, i finally don't have to delete it! :up:
I have enough free space in my account for my latest NYGM greatly optimized...

Cheers

:Kaleun_Salute:

KaleunMarco
02-27-25, 10:27 AM
Well, i finally don't have to delete it! :up:
I have enough free space in my account for my latest NYGM greatly optimized...

Cheers

:Kaleun_Salute:

that's good news because Neal has not responded yet. :D

Aktungbby
02-28-25, 10:58 AM
Townshend!:Kaleun_Salute:

KaleunMarco
03-08-25, 11:59 PM
i could not find the answer in a forum or a google search so my apologies if this has been answered previously.

steaming in a Type7C, mid-1942. the equipment list says we have a Seetakt29 (surface) radar but the icon in the HUD is ghosted and i cannot go to the radar screen.

i have browsed all sorts of related files but the answer is not an obvious one, hence this post.
ActiveUserPlayerUnit has an entry for surface radar:
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 2]
ID=RadarAntennaFront
NameDisplayable=Radar Antenna
Type=NULL
AcceptedTypes=NULL
UserCustomizable=Yes
ExternalNodeName3D=R02
ExternalDamageZoneTypeID3D=3
IDLinkEquipmentLoaded=FuMO29

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 2.Equipment]
ID=FuMO29
NameDisplayable=FuMO 29 'Seetakt' Radar Antenna
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=NULL
ExternalLinkName3D=FuMO29GEMA_type9
FunctionalType=EqFTypeRadarAntennaSJEarly
Hitpoints=200.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000

but the Uboat7C.SNS file does not have an entry:
;Radar
[Sensor 7]
NodeName=R01
LinkName=NULL
StartDate=19380101
EndDate=19451231

;RadioDF
[Sensor 8]
NodeName=D01
LinkName=NSS_Uboat9D2_Round_Antena
StartDate=19380101
EndDate=19451231

;Radar Warning
[Sensor 9]
NodeName=C01
LinkName=NULL
StartDate=19380101
EndDate=19441001

[Sensor 10]
NodeName=R02
LinkName=NULL
StartDate=19380101
EndDate=19451231;Radar


i've also browsed the Type7C.dat file....nothing.
and i've browsed the Senzori file in the Library...nada.

so, what am i missing in order to make this thing work?
:hmmm::timeout:

millnate
03-12-25, 03:01 PM
I’ve been trying to get your NYGM mod working on my steam deck but have given up sadly. It just won’t do the widescreen.

SH4 on the other hand, works great on the Steam Deck. And I just discovered Dark Waters. Makes me all excited to play in a Uboat again. How would you say it compares to NYGM? I was able to play the base NYGM mod for a while, just not widescreen. Got away from it as it was just too hard to do stuff on the small screen.

Thanks!

KaleunMarco
03-16-25, 02:34 PM
playing DW (obviously) and looking ahead to the time that my base (Toulon) shuts down.

Toulon is the final base of the squadron/flotilla.
the VIIC that i am driving has a IDFlotillaLinkTransferTo= NULL.

so....how does SH4 compute my next port-of-call when my base reaches its expiration date?

can my valiant crew and i just fade into the south France countryside and pretend to be pensioned French poilu and await the end of the war?

:hmmm:

Bubblehead1980
03-16-25, 09:20 PM
Wondering how many of you used my night surface attack mod when allowed historical attacks in DW, including from inside convoys.

Looking for feedback to compare with my experiences.

KaleunMarco
03-17-25, 08:16 PM
Wondering how many of you used my night surface attack mod when allowed historical attacks in DW, including from inside convoys.

Looking for feedback to compare with my experiences.

i almost did one, quite by accident.

we were making our approach and fired at four targets. i thought i had given the order to dive the boat, however, as the four torpedoes hit, we began to to take topside damage from gunfire. :oops:

opp forces are very accurate however my valiant crew was able to dive the boat without serious damage or injury.

i think we were within 3000m when we launched, moving at 1-2 kts. so, we were close.

IMHO, i doubt that we could have penetrated the formation, attacked, and escaped all on the surface.

Bubblehead1980
03-18-25, 07:02 PM
i almost did one, quite by accident.

we were making our approach and fired at four targets. i thought i had given the order to dive the boat, however, as the four torpedoes hit, we began to to take topside damage from gunfire. :oops:

opp forces are very accurate however my valiant crew was able to dive the boat without serious damage or injury.

i think we were within 3000m when we launched, moving at 1-2 kts. so, we were close.

IMHO, i doubt that we could have penetrated the formation, attacked, and escaped all on the surface.


When finished with TMO update V2.1 I will address this. I had made it where could get inside convoy on surface, attack, and escape per history in the first part of the war, I was able to. Really does depend on the conditions, time of night. Spacing of formation has to be adjusted. Balancing it to maintain difficulty, danger, but ability to pull off the historic attacks is always a challenge.

ATO is different than PTO I'll work on it so can do so in Dark Waters as I did in PTO in TMO mod.

1Patriotofmany
03-19-25, 01:05 AM
Wondering how many of you used my night surface attack mod when allowed historical attacks in DW, including from inside convoys.

Looking for feedback to compare with my experiences.
I have, it's better than stock, but needs to be even better to imitate closer attacks like in real life IMO. BTW Sir, can I use it in other mods, or is it DW only? I just checked, I have it second on the list in JSGME

Bubblehead1980
03-19-25, 02:01 AM
I have, it's better than stock, but needs to be even better to imitate closer attacks like in real life IMO. BTW Sir, can I use it in other mods, or is it DW only? I just checked, I have it second on the list in JSGME


Nice. I will work on this in DW more after TMO update.

No, it's specifically made for DW. Aside from darker nights each mod requires balancing of visual sensors, etc. What works in one will likely not work in other.

Now, I do have it fine tuned in TMO for US fleetboats, which is where I first made this possible as in TMO Update, player can pull off historically accurate night surface attacks, including from inside larger convoys under right conditions in 1944/45. Really adds a whole new level level to the sim.

Goal is to get there in DW for uboats in 1939-early-mid 1943 when it was a common method of attack

1Patriotofmany
03-20-25, 05:57 PM
Nice. I will work on this in DW more after TMO update.

No, it's specifically made for DW. Aside from darker nights each mod requires balancing of visual sensors, etc. What works in one will likely not work in other.

Now, I do have it fine tuned in TMO for US fleetboats, which is where I first made this possible as in TMO Update, player can pull off historically accurate night surface attacks, including from inside larger convoys under right conditions in 1944/45. Really adds a whole new level level to the sim.

Goal is to get there in DW for uboats in 1939-early-mid 1943 when it was tactic used. Good to see you back posting and that would be greatly appreciated Bubblehead1980, I'll be at the front of the pack to download it.