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https://i.goopics.net/KJJgK.jpg
Dark Waters is a completely new version of my Fifi Compilation for OM+OMEGU.
Dark Waters is based on Operation Monsun (thanks again to Lurker) but without OMEGU to avoid those random CTDs we had.
Dark Waters has new environment based on OMEGU but quite different.
Many things has been re-worked, the list is too long to be here.
WARNING: Dark Waters is designed for 1920X1080 resolution!... and the use of METRIC in the realism settings (not tested on authentic/imperial)
You will need a fresh clean V1.5 install, with fresh clean Document/SH4.
Only 1 mod to activate! Original OM is included in Dark Waters.
Once Dark Waters activated, you will find in your Jsgme 10 optional add-on mods. They have to be activated after Dark Waters in whatever order only if you need it:
- OM Harder Escort L1 and L2, only one activated at a time AT CAREER START, to get harder escorts.
- OM Med and Pac Env, only one activated at a time in bunker, if playing in Mediterranean or Pacific theater.
- OM_SubFlag_When_Snorkel has to be activated to keep a static flag when snorkel equipped.
- OM U-Jagd if you want the U-Jagd chrono to find target speed instead of AOBF. Can be activated in bunker but best at career start.
- OM Warm Clothes if you want your crew with warm clothes for Atlantic theater. Can be activated/deactivated in bunker.
- OM Strategic Map Symbols will bring more accurate map symbols for mission objectives. Can be activated anytime in bunker.
- OM_UMark will restaure the external orange mark above your U-Boat while submerged.
- WIP U-Flak Career if you want to try suicidal missions...Activate it only to play U-Flak career at career start. Deactivate it to play regular career.
This is what you should get once Dark Water activated:
https://i.goopics.net/Dqq2A.png
Don't forget to install Large Adress Aware as usual, and set your SH4.exe for NO read only...Dark Waters need some extra RAM!
Best play is no more than X1024 time compression!
Best is to adjust your settings in Documents/SH4/Data/Cfg/main as:
TimeStop=0
RealTime=1
LandProximity=128
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=512
CharacterAnim=8
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=1024
Maximum=1024
To access easily the AA crew slots in crew management page, just hit NumPad + Delete to hide HUD !!
Many thanks to the modders of FOTRSU, of KSD, of WAC5 as Dark Waters has imported elements from there.
Special thanks to Alx Novoros for his permission to dig into KSD.
----->DOWNLOAD V6:
http://www.mediafire.com/file/4qci5x3lins0m3d/OM_DarkWaters_V6.7z/file
IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):
« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.
How can you continue? Well, there is a workaround: You have to create a dummy file.
1.) Open your saved games folder (SH4/data/cfg/SavedGames), locate the folder that contains the autosave_on_leaving_base-file using the file creation date and time and make a backup copy.
2.) Fire up SH4 and start a new career. Choose date, type of boat and flotilla to match the state of your career as close as possible. Start a new mission. Save the game.
3.) From the new folder (the one you just created in the saved games folder when you saved the dummy game ) you will need the ActiveUserPlayerUnits-file. Copy it to the desktop and open the copied file using a text editor (i.e. wordpad)
4.) Open the ActiveUserPlayerUnits-file from the autosave_on_leaving_base-folder (Step 1) with your text editor
5.) In the AUPU-File from the dummy locate:
[UserPlayerUnit 1.Compartment 1. CrewMemberSlot 1]
copy this line and the following lines till
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart . UpgradePackSlot 1]
near the end of the document.
6.) Replace the lines (Step5) with the content of the clipboard in the AUPU-File from the autosave_on_leaving_base-folder. Save the file.
7.) Copy the manipulated file to the UPCINitial Folder of the autosave_on_leaving_base-folder.
8.) Fire up SH4, choose "Load Game", open the autosave_on_leaving_base-File and play on. Your rank, medals, tons sunk and crew will be preserved and your boat will have the new conning tower.
Sounds complicated, but OM forces you to go through this again and again and practice makes perfect »
ABOUT SMA MINES FOR USE IN VIID:
12.SMA Mine deployment. Since it is not possible for me to recreate the launching of the SMA Mines from the mine tubes in the center of the Type VIID, you will be launching them trough the aft torpedo tubes. The .sim file for the Type VIID as been modified to support 15 SMA mines and to launch and reload them ever 15 seconds. You will find that you have one already loaded in the aft tube plus 10 in ready reserve, with the remaining 4 in the external storage. To launch do the following:
A. set ships speed to 4 knots
B. go to Attack Map
C. select tube 5
D. select manual TDC input
E.set bearing to 180
F. set desired mine depth
G. launch mine with fire button
H. next mine will be ready to launch in about 15 seconds
There is a more detailed set of instructions in the X:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Support\OM_Readme_files, look for SMA Mine Deployment.doc
WARNING
Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of any Uboat
Do not load torpedoes in the aft tubes of a Type VIID
Once all mines out, in order to use again the chronometer (mines are figured by static torpedoes but their looking is real mines) you have to save/exit/reload and the chronometer will stop running without control, ready for further use.
My best Nvidia settings for Dark Waters:
https://www.subsim.com/radioroom/showpost.php?p=2645978&postcount=107
Nice video from Leviathan:
https://youtu.be/Fbf7D_dtTAg
Wolfpack345
12-11-19, 07:10 PM
This looks great! I can't wait to give it a try. Thank you for all of your hard work!:up:
lederhosen
12-12-19, 02:39 AM
loading now
Don’t forget to create new Documents/SH4 folder once Dark Waters is activated.
Keep in mind DW is designed for 1920X1080 resolution (not tested on other resolution) and for the use of METRIC in realism settings (not tested on authentic/imperial)
In graphic settings, best Is to deactivate Post process filters, Full scene glare, Light shafts, Volumetric fog wich gives pretty bad Rendering results...
Last thing, in museum (quite long to load due to hundreds of units) you should avoid to load any submarine ... still some issues for them in museum :yep:
Good hunting! :salute:
s7rikeback
12-12-19, 04:12 AM
Do not select these 2 ships in the Museum or you will CTD
- NDD_Adroit - fixed
- TO3A - fixed
---------
Small repairs for surface ships:
- NDD_Wicher - no texture - fixed
- NBB_Rodney - AA Gun .sim - fixed
- NOM_Paula - missing Wake - correction .sim to raise in water - fixed
---------
4 missing surface ships from Museum:
- NAux_LC - fixed
- NAux_SmallLC - fixed
- NCLT - fixed
- NLCT_GE - fixed
---------
The Russian subs will explode and CTD if you do not move quick enough to next unit.
SSTypeKXIV - WIP
SSTypeMXII - WIP
SSTypeShChX - WIP
---------
The German Subs have features missing and will CTD as you scroll through them, I think it's the forth inline ?!?
---------
I upload to Fifi & propbeanie once completed.
lederhosen
12-12-19, 04:16 AM
up and running....looks nice thus far
THEBERBSTER
12-12-19, 12:07 PM
Hi Fifi
I see what you mean by the light as your new light bulbs cause a reflection on the instruments.
Is TC x 256 still relevant in regards to the change in the weather, or does this new version allow a higher TC to be used?
Peter
Hi Fifi
I see what you mean by the light as your new light bulbs cause a reflection on the instruments.
Is TC x 256 still relevant in regards to the change in the weather, or does this new version allow a higher TC to be used?
Peter
You can go up X1024 :yep:
Weather is changing as usual, not long stuck periods.
:salute:
lederhosen
12-12-19, 03:54 PM
your gona need a "pic" thread !
Thus far I've had 1 CTD, no big deal as I save every 24hrs.
Turm Emblems didn't show (U52)
And I noticed a graphic flashes (?) perhaps from sun reflection on the sea??
must say this mod loads very quickly, and looks great..... if you could only get the KSDII attack periscope this would be perfect
Pictures thread already here: https://www.subsim.com/radioroom/showthread.php?t=241591
A CTD? Really? Where/when/what boat/what circumstances please?
lederhosen
12-13-19, 03:22 AM
exact date/time I dont remember, but it was early July 41
U52, type VIIb.
My first patrol to AM01 (real KM map) or AM43 area in game.
TC was 256.
It seemed to me that a spawning event near my Uboot was taking place. The game seems to take a deep breath everytime something like this happens and then continues. But this time I had a CTD.
Relaod from last save and this did not occur (spawn) and PZ1 was a dud. 96hrs later and assigned PZ AL65 area. This time my PC shows the same signs, I drop TC to "1" and dive to listen. Sure enough sonar finds Konvoy, say within 22km of my position. U52 goes on to sink 6 ships.
https://i.postimg.cc/0ym9r633/sh4-2019-12-12-14-55-40-19.jpg
Have you installed correctly the LAA application linked to your SH4.exe?
Dark Water needs RAM :yep:
lederhosen
12-13-19, 04:57 AM
umm...I have a 4gb patcher thingy. will look for the LAA
I think LAA is better than the 4GB patch for SH4...but propbeanie will correct me if I’m wrong :D
Make sure to get the right one (for 64 bits if your PC is 64)
propbeanie
12-13-19, 09:41 AM
There is no difference in the end result with either app, but the LAA version of it is written to the "modern" Windows GUI specs, and might be a pinch "prettier" and maybe a bit easier to use??... All that happens is a couple of bits in the header of the executable file are flipped, which lets Windows know that the targeted app is capable of addressing more than 2g of RAM, so whether you are using a 32-bit Windows with 4gig of RAM and also a boot.ini edit, or a 64-bit version of Win10 or whatever, the end result is the same. :salute:
lederhosen
12-13-19, 10:07 AM
must be a bug... I got thrown in the Brig for sinking neutral shipping!
What could I do....the whole Konvoy was Neutral!!! waaaa!
hee hee, new career for testing
Hi there,
Fresh install of SH4, with LAA. WIthout activating the mod the game starts and runs fine, but with the mod activated I get a CTD due to a C++ Runtime Error, any ideas?
propbeanie
12-16-19, 09:36 PM
Which version of SH4, Kaxii, and what folder is it installed in on your computer? :salute:
THEBERBSTER
12-17-19, 05:06 AM
A Warm Welcome To The Subsim Community > Kaxil
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
Which version of SH4, Kaxii, and what folder is it installed in on your computer? :salute:
Version 1.5
Located: C:\Games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific
propbeanie
12-17-19, 08:03 AM
That is a good install location... Dark Waters adds nothing more than some improved graphics and configuration changes, so usually, there would no issue. However, one of the first things to check would be if you emptied the "Save" folder for the game after you installed the mod? That is usually found in the "C:\Users \UserName \Documents \SH4" folder. Delete the contents and try the game again. This does re-set your video back to the Stock setting of 1024x768, and other default settings that you'll want to put as you like them. A 2nd thing to check, though would not cause the C++ error, is the LAA, and make certain that it is properly activated. If the SH4.exe file is write-protected, then LAA will not "take", and no error message is thrown concerning that.
Other than that, when you installed the game, do you remember selecting the "DirectX v9,0c" and the "Microsoft DirectX Media Codec" choices on the install menu? You most likely did, since Stock is running OK, but double-check if you can. You could also try your video card driver. THEBERBSTER has all sorts of links in his signature, especially the SH4 <> TUTORIALS <> HOW TO DO IT <> INFO <> DOWNLOAD LINKS -STICKY INDEX (http://www.subsim.com/radioroom/showpost.php?p=2182950&postcount=1) one, concerning rolling back and updating video drivers. This might be like throwing darts while blindfolded and drunk, unless someone else has a more lucid answer...
One last dart to throw, after being spun around by a certain someone, is to remove all mods, then copy the insides of your "Wolves of the Pacific" folder, everything, and make a new folder in the "C:\Games \Steam \steamapps \common" folder, and name it like "DarkWaters", then paste the Wolves of the Pacific copy into there. Depending upon your computer and Steam set-ups you might be able to run it it from the SH4.exe shortcut in that folder. On my system, I have to start the Steam app on my computer, log-in, then use "Add a non-Steam game" to the menu, as mentioned in the Steam Article Add Non-Steam Games to a Library (https://support.steampowered.com/kb_article.php?ref=2219-YDJV-5557&l=). This will add a shortcut to it to your Steam menu, and after that, you can also create a shortcut to it on the desktop. The Steam Menu will recognize it as sh4.exe, so you'll probably want to change its name, which I usually name mine after the mod. You would also want to incorporate MultiSH4v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) to the mix, so that you can name a different "Save" folder name, such as OMD, which is what I did, so that I know its an OpMonsun Dark waters "Save" folder...:salute:
The LAA and read only attributes where the first things I checked, but both seemed to be fine, I've also looked at the drivers, but the last update was 2016 (and that is also the latest) so I'm not too sure if that might be the problem as I also have KSDII running fine using another copy of the SHIV folder method you detailed, so for some reason it just seems to be this mod. Is there anyway I can re-download the specific C++ redistributible, or find out which one is being specifically used by the mod? As looking at a previous topic some people have had issues before with a certain C++ redistributible throwing a CTD which was fixed by uninstalling it, but unfortunately I don't have that specific redistributible installed on my system so it must be a different one if it is that. Thanks for the help so far though!
Aktungbby
12-17-19, 11:02 AM
Kaxii!:Kaleun_Salute:
Dark Waters V2 coming soon!
- More crew visible inside all U-Boats
- New crew with new animations (from Ducimus mod) depending battle stations on or off
- Xmas tree now lighting when diving in all U-Boats (command room and conning tower)
- All alert lights and indicators lights now working correctly
- global interior lighting re-worked in all U-Boats
- camera focus adjusted for all U-Boats interiors
- Sea and Land folder fixed to avoid some remaining CTDs
:Kaleun_Cheers:
Randomizer
12-17-19, 02:04 PM
First off, thank you for your Mod but...
Same issue as Kaxii, above. The stock copy of SH4 runs fine but Dark Waters generates a CTD every time. My monitor is no capable of 1920x1080 so that may be part of the problem. SH4 installations including We Dive at Dawn, FOTRSU, Soviet Waterways, TMO-RSRD and OM with all the bells and whistles run fine.
Scrapped everything and have downloaded the mod a second time; will try again.
-C
EDIT:
The issue seems to have been a problem with the initial download. The second download was much larger than the first so that might be a place to start for Kaxii. No idea why the initial download had problems and none were indicated during or after the download or file extraction processes. The new install seems to run as intended but there are some graphic anomalies in 1440 x 900 screen resolution. These can be corrected before leaving the bunker or tolerated on patrol as they are pretty minor, all things considered.
propbeanie
12-17-19, 04:19 PM
The LAA and read only attributes where the first things I checked, but both seemed to be fine, I've also looked at the drivers, but the last update was 2016 (and that is also the latest) so I'm not too sure if that might be the problem as I also have KSDII running fine using another copy of the SHIV folder method you detailed, so for some reason it just seems to be this mod. Is there anyway I can re-download the specific C++ redistributible, or find out which one is being specifically used by the mod? As looking at a previous topic some people have had issues before with a certain C++ redistributible throwing a CTD which was fixed by uninstalling it, but unfortunately I don't have that specific redistributible installed on my system so it must be a different one if it is that. Thanks for the help so far though!
As Randomizer mentions above, try another download of the mod attempt. There are not C++ library files (dll) in Dark Waters. It is all game files that are modded. C++ library issues are very difficult to troubleshoot, because of the plethora of them available. If you look in your Installed Programs (Apps & Features), and display the Windows Components, you might see 15 files named with "C++ Library", from 2006, 2008, etc., sometimes with four and five of them from the same year. Each game developer might add one little "feature" to the library, and they make a new file for it, so oftentimes, you cannot remove any of them for fear of messing-up something else on the computer. Silent Hunter 4 might use multiple dll libraries also, since it was released in 2007, but updated in 2008...Try a new Dark Waters download first, and if that doesn't do it, you might have to re-do the game install in that folder - or do a different mod there and try a different copy of the game... Come to think of it, I don't think I modded my "base" Steam SH4... :salute:
lederhosen
12-17-19, 04:27 PM
X.Mas is coming :Kaleun_Cheers:
As Randomizer mentions above, try another download of the mod attempt. There are not C++ library files (dll) in Dark Waters. It is all game files that are modded. C++ library issues are very difficult to troubleshoot, because of the plethora of them available. If you look in your Installed Programs (Apps & Features), and display the Windows Components, you might see 15 files named with "C++ Library", from 2006, 2008, etc., sometimes with four and five of them from the same year. Each game developer might add one little "feature" to the library, and they make a new file for it, so oftentimes, you cannot remove any of them for fear of messing-up something else on the computer. Silent Hunter 4 might use multiple dll libraries also, since it was released in 2007, but updated in 2008...Try a new Dark Waters download first, and if that doesn't do it, you might have to re-do the game install in that folder - or do a different mod there and try a different copy of the game... Come to think of it, I don't think I modded my "base" Steam SH4... :salute:
I tried a re-download and the file size was the same (1.74GB compressed), and still put up the same error when installed. I tried putting it into a new game install file outside the base, but still the same issue, even tried it in the KSDII install with the same outcome, yet KSDII still worked fine after re-activation. Tis a confusing one :S
propbeanie
12-17-19, 09:29 PM
Are you sure you are in the v1.5 folder? I know Steam does a v1.3, and v1.5 is a separate download. Be sure you have the correct one, although I thought the error was different with that... :hmmm:
Dark Waters V2 coming soon!
- All alert lights and indicators lights now working correctly
:Kaleun_Cheers:
Rectification: great troubles with those indicators lights ... can’t make them work properly unless breaking other Interior lighting features.
SH4 interior lights are very difficult to adjust precisely, each one interacting with numerous others.
This is a real head breaker, days and days of Unsuccessful trying...so I’ll let those damn indicator lights as they are actually (speaking about recharge port/starboard and battery levels)
Strangely they are working fine in type II, but impossible in type VII & IX with exact same settings...
Are you sure you are in the v1.5 folder? I know Steam does a v1.3, and v1.5 is a separate download. Be sure you have the correct one, although I thought the error was different with that... :hmmm:
I think so, Steam only installed one folder, and when running it stock using the in folder .exe I can play the Uboat missions and it says 1.5.
propbeanie
12-19-19, 06:52 PM
I think so, Steam only installed one folder, and when running it stock using the in folder .exe I can play the Uboat missions and it says 1.5.
... and that is the folder where the sh4.exe is, that has the MODS folder with Dark Waters in it? Is your JSGME.exe in that folder also?
Tips Dark Waters (based OM V720)
- Make sure to set your resolution to 1920X1080.
- Make sure your monitor refresh rate is the same as in game graphics settings.
- Best play is no more than 1024 time compression (for planes to spawn and weather to change)
- For optimal eye candy, best is to avoid Post process filters, Full scene glare, Light shafts, Volumetric fog (giving bad results with Nvidia cards).
- Turm upgrades are only designed for types VIIC and IX B and C. If troubles when turm upgrade, read the solution at end of post #1.
- Always make a save before docking home harbor (around 50km away) or docking by yourself. A save after each kill may be wise thing also (but not mandatory). Some remaining CTDs may (or hopefully may not) happen. We are still tracking them down.
- Avoid hunting in harbors. OM is designed for high sea hunting.
- When docked after patrol, make sure to reload external torpedoes manually in bunker! Otherwise you’ll start next patrol with missing torpedoes...
- When rough sea and difficulties to stay on deck view (mainly types II) raise a bit periscope and watch targets as on deck.
- Avoid convoys attacks when calm sea unless long distance shots, escorts listening are better on flat sea.
- If difficulties to watch target at periscope depth when rough sea, give your sub 1 meters higher than periscope depth.
- If target locking can’t stay on, wait to get closer! Target is still too far away.
- Scan by yourself the horizon, you may spot ships faster than your crew in light fog, mostly at career start when crew skill is low.
- For better repairs, switch your full healthy crew to the damaged compartments. This will increase the repairs time.
- Wounded crew will recover slowly after few days, be patient, and the yelling will be gone away.
- Some ships are harder to sink than others. There is a sweet spot to hit for 1 torp kill. Some ships may take hours to sink (as in RL).
- Kiub is very easy to use when manual targeting is set in difficulties. Target speed and AOB are the most important factor for good kill. Distance is only important for estimated impact. Using U-Jagd for target speed and only visual AOB estimation usually give very good results.
- Planes are easy at war start, but getting harder and harder along the war. Don’t try to fight them unless in U-Flak Boat career... Some bombs/charges can explode 20/30m depth! Best is to crash dive as soon as plane is spotted (as it was in RL). Later in war, they will detect you even at night and become your worst nightmare.
- If playing in Mediterranean Sea you can activate the MedEnv mod at bunker. But you can also keep current Atlantic environment without problem, if you don’t like the Med colors. Same for Pacific.
- If playing VIID career, make sure to read the use of the SMA mines at end of post #1.
- If difficulties to drag and drop AA crew to slots in crew management page, just hit NumPad + Del (suppr) to hide the HUD. The annoying big dials will disappear.
DARK WATERS V2 IS OUT!!
See end of post #1.
IMPERATIVE CAREER RESTART MANDATORY !
- More crew visible inside all U-Boats
- New crew with new animations (from Ducimus mod, thanks to him) depending battle stations on or off
- Xmas tree now lighting when diving in all U-Boats (command room and conning tower) green when above water, red when underwater.
- Alert lights and indicators lights now working correctly in all type II (impossible in other types for the moment, unless screwing up interior lighting)
- global interior lighting re-worked in all U-Boats, and new red light.
- camera focus adjusted for all U-Boats interiors
- Sea and Land folder fixed to avoid some remaining CTDs. Many thanks to our friend S7rikeback!
Few Pictures of new features here: https://www.subsim.com/radioroom/showpost.php?p=2641118&postcount=57
Good hunting and happy Christmas to all! :Kaleun_Cheers::Kaleun_Cheers:
(I'll be off until 2020 now)
lederhosen
12-20-19, 01:15 PM
downloading now....pity about that Konvoy I just attacked
lederhosen
12-21-19, 05:19 PM
July 7
BE3456
20:00+
2nd run on same konvoy, only this time all escorts looked like this
https://i.postimg.cc/BngH7Hgk/sh4-2019-12-21-22-24-38-56.jpg
almost complete under
propbeanie
12-21-19, 08:06 PM
When I get a chance here, I'll run through the files with Fifi, and we'll attempt to chase those kinds of gremlins out. What we have discovered in FotRSU, is that any little thing "off" with a given grouping in the game, can cause bad spawns like that, almost like the ship was dropped into the water, instead of being spawned into it, so it took on a bit of water and took damage when it was created somewhere near your location. From what we've seen previously, it could be a bad configuration date, where that particular ship might not be appropriate for the group at that time of the war, ie: an Evarts being used in 1941. The game at times will run right over a "date" restriction of that type, and attempt to spawn the ship anyway.... Other times, when the group was built, the MaxSpeed for the slowest ship in the group was set at 12 knots. Well, someone comes along later and goes, "ya know, that Medium Tanker was really only capable of 9.5 knots in real life. I think I'll change it!" while the guy who did the campaign files has the group set at 11 knots, which will now exceed that Medium Tanker's 9.5 knot MaxSpeed. It's like the little dog in Vacation, where "Poor little guy. Probably kept up with you for a mile or so... tough little mutt... ee-yup... sob"... (Disclaimer: I am not laughing at animal cruelty - just gallows humor [end disclaimer]).
https://www.youtube.com/watch?v=5HbBL62IiRE
Those kinds of errors though, are difficult to find, due to the number of Waypoints in just one file. Then there are the groups that are "placed" in the game, but the "zoom" isn't used in close enough to see that the fourth and fifth waypoints go across a teeny little island just off the coast of the origination harbor... Mathematically insignificant, but to Silent Hunter 4, it's not!... Then there is the "ship spacing" issue, where the game says it's OK to place one ship within 300 meters of another, while the ME has a 500 meter default, but what wer're finding is that it's not just ship length that to be added in, but also ship type and ship speed, as well as ship activity, such as the a DD set as escort needs to be set well away from the main body of the group, else its little "knuckles" and pirouettes could very well put it in the path of that Medium Tanker, struggling to keep up... All I need from you lederhosen is "what year was this occurrence? Thanks! :salute:
At beginning of 2020, I’ll release next Dark Waters V3 with type XXI re-worked to match other U-Boats standards, new funnel smoke for all ships.
Funnel smoke will be different for cargos/heavy warships/destroyers (actually they are all the same)
So with some practice, you should be able to identify ships category just via smoke :D ...as it was in RL.
The graphical bug problem with type VIIB 2 (1942/1945) will be corrected also. Dunno why this type suddenly had problem, as nobody touched its files...the joy of computers ...
HAPPY CHRISTMAS TO ALL :Kaleun_Salute:
DARK WATERS V3 IS OUT!!
See end of post #1
Best is start new career...
- Indicator lights working for type VII and IX, but fake (till i find a solution)
- Type XXI interior brought to other types level (lights, crew etc)
- Type VIIB2 turm bugged fixed
- Different smoke for cargo, destroyers, heavy warships. You should be able to identify ships by smoke with some practice.
- Belgium ships missing texture fixed (thanks S7rikeback)
- New add-on mod to restaure the U Mark when submerged
- Added AI_VIIUF asset (Submarine and German Roster folders), which can be in Dark Waters w/o U-Flak, no issue (thanks Propbeanie)
- Changed NAux_SmallLC, NAux_LC, NLCT, and NLCT_GE all to Type=15 for "Landing Craft". This also changes the Rosters for British, German & Russia.(Propbeanie)
- Added KSS.cfg to Roster Poland Sea for SingleMission files.(Propbeanie)
- Added a small "WH_CoastalTraffic.mis" file for 1939 to 1943 Western Hemisphere coastal traffic. Plans are for later splitting into "layer" files with more traffic, including fishing and other small coastal vessels.(Propbeanie)
- Edited RUM 400121 U22, RUM 400921 U100, RUM 430317 U338, RUM 430317 U600, RUM 430430 U515, RUM 440329 U223, and RUM 441224 U806 SingleMission files for conformity.(Propbeanie)
- Edited RUM 430522 U441, RUM 431004 U256, RUM 440210 U183, and RUM 440517 U183 SinglePatrol files for slight corrections.(Propbeanie)
We need testers for this version, please report here any campaign troubles, so we hopefully fix them as they come!
Our friend and tester KaleunMarco can't test everything, plus S7rikeback and propbeanie are also working on FOTRSU as everybody knows...thanks :yep:
Enjoy and good hunting...and best wishes for this new submarine year :yeah:
THEBERBSTER
01-01-20, 01:15 PM
Hi Fifi
Kappy New Year to you.
What type of testing you need?
If I can be of help just let me know.
Peter
Hi Fifi
Kappy New Year to you.
What type of testing you need?
If I can be of help just let me know.
Peter
Well, starting any campaign with any U-Boat at any date...and just let us know what could be wrong, or if any bug :yep:
I think we will need the U-Boat type, the date, the position and the ships involved in any encountered issue :up:
Hopefully nothing really bad to report, lets keep fingers crossed...but we never know :03:
Hi!
Good job!
Type2 interior is now more living than ever!
But..Baltic sea is very quiet.
I made three patrols there and no ships at all!
I have not more mods than Dark Waters v2.
Regards,Paroni
propbeanie
01-02-20, 03:49 PM
There isn't much traffic in the Baltic. We'll have to do some research for Fifi, and add to the layer... There are "shipping lanes" though, that you have to find. :salute:
Yes, not much but ships are sailing there :yep:
Best hunting spot remains the Skagerrak ...lot of ships crossing there.
Paroni, You should try version 3 if you still run V2!
Yes, not much but ships are sailing there :yep:
Best hunting spot remains the Skagerrak ...lot of ships crossing there.
Paroni, You should try version 3 if you still run V2!
Thanks,download v3 right away!:Kaleun_Applaud:
lederhosen
01-03-20, 07:17 AM
my first bug......
First I thought it was because of the Umark but its not.
https://i.postimg.cc/W3K2B3WR/a.jpg
https://i.postimg.cc/j5Cx3NhQ/c.jpg
https://i.postimg.cc/hG240MVt/b.jpg
my first bug......
First I thought it was because of the Umark but its not.
What bug?
lederhosen
01-03-20, 07:37 AM
I started a few school and quick missions with various boats and all was ok.
So started another campaign, mid 41, 7 flotilla, type VIIb.
This time all was ok.....hmmm
one thing though. I have the "umark" on and I dont see it when submerged???
For the UMark, make sure you have the UMark.tga in your Data/Misc folder.
It should be in there, but if not, copy/paste the SH4 original one :yep:
The UMark should appear when submerged at around 10M.
Of course the add-on mod OM_UMark have to be activated after Dark Waters...
Randomizer
01-03-20, 12:22 PM
I do not use any external views and cannot run at the designed screen resolution so much of the spectacular eye candy is wasted but I installed v3 and took it for a spin.
Started a BdU Deployment to Norway career in September 1941 and all good until entering the Narvik Fjord at TC x256. Suddenly, right is you enter the first shallows and in mid-Fjord, TC dropped to x1 and all forward torpedo tubes were destroyed with no warning or enemy action. Perhaps ran aground but had 17-metres of water under keel. sailed the rest of the way at TC x64 without incident. Maybe a mine except no hull damage whatsoever. Never hit a mine in SH4 and never survived a mine strike in SH3 so this may be working as designed.
Decided to try to manoeuvre into Narvik port as it looks like an interesting, tight squeeze but the end mission icon disappeared before I entered the port itself and coming along pier-side I could no longer end the mission. Not game-breaking but certainly inconvenient.
-C
Hi Fifi
I used V1 through v3 and they all run good. However, in V3, the chronometer (or stopwatch) doesn't show up - or I can't activate it or find it.
In V1 and V2 is shows up at the bottom left hand corner and and I have to "pull it up" to see it. But in V3, in my game There is no chronometer (or stopwatch) at all.
Please advise, thank you.
Randomizer
01-03-20, 12:40 PM
Welcome aboard Mike76.
Are you running the designed resolution?
I am not but found the chronometer hidden in the bottom centre of the GUI. Try clicking the Chronometer button then hiding the GUI by pressing the Keypad . DEL key. You should now be able to drag the chrono wherever you like and it should stay there for the session. Just press Keypad . DEL again to restore the GUI as it acts like a toggle.
-C
I do not use any external views and cannot run at the designed screen resolution so much of the spectacular eye candy is wasted but I installed v3 and took it for a spin.
Started a BdU Deployment to Norway career in September 1941 and all good until entering the Narvik Fjord at TC x256. Suddenly, right is you enter the first shallows and in mid-Fjord, TC dropped to x1 and all forward torpedo tubes were destroyed with no warning or enemy action. Perhaps ran aground but had 17-metres of water under keel. sailed the rest of the way at TC x64 without incident. Maybe a mine except no hull damage whatsoever. Never hit a mine in SH4 and never survived a mine strike in SH3 so this may be working as designed.
Decided to try to manoeuvre into Narvik port as it looks like an interesting, tight squeeze but the end mission icon disappeared before I entered the port itself and coming along pier-side I could no longer end the mission. Not game-breaking but certainly inconvenient.
-C
:hmmm: Could be a mine, there are mines in OM.
Never played with Narvik as home base...will have to test...
Hi Fifi
I used V1 through v3 and they all run good. However, in V3, the chronometer (or stopwatch) doesn't show up - or I can't activate it or find it.
In V1 and V2 is shows up at the bottom left hand corner and and I have to "pull it up" to see it. But in V3, in my game There is no chronometer (or stopwatch) at all.
Please advise, thank you.
:hmmm: Make sure to set video screen settings for 1920X1080...it is designed for this resolution. If other resolution, items may hide somewhere else!
Chronometer is called using X key or clock button in order bar.
Have you tried to activate the OM_UJagd? This chrono is bigger than stock clock :yep:
I have the resolution set to 1366x768, which is the largest I can get in the
"gameplay" settings within "options" on the main menu. It worked fine this way on V1 and V2 though. I also have had the OM_UJagd mod activated in all three versions.
Here's a real noob question: How do I set resolution to 1920X1080? :hmmm:
Thanks for your patience and the help!
I also have had the OM_UJagd mod activated in all three versions.
Whoops, I take that back. I did NOT have the OM_UJagd mod activated
in V3. I activated it now in V3 and the chronometer works fine.
I still have resolution set to 1366x768, but everything seems to working
fine. Should I change to 1920X1080 anyway?
lederhosen
01-03-20, 01:54 PM
that worked.... I put a "Umark.dds" in the misc folder and that did the trick
Whoops, I take that back. I did NOT have the OM_UJagd mod activated
in V3. I activated it now in V3 and the chronometer works fine.
I still have resolution set to 1366x768, but everything seems to working
fine. Should I change to 1920X1080 anyway?
If it’s ok like that, you can keep it...
But you should try at 1920X1080 and see what is best for you: in main game screen go to options, then video settings and scroll the resolution list until you find 1920X1080. Accept and re start SH4 to validate it. :salute:
Oh and make sure to have the same Hz than your monitor; 60hz or less
that worked.... I put a "Umark.dds" in the misc folder and that did the trick
Cool :up:
In next update i will incorporate this dds...i thought everybody had it...
If it’s ok like that, you can keep it...
But you should try at 1920X1080 and see what is best for you: in main game screen go to options, then video settings and scroll the resolution list until you find 1920X1080. Accept and re start SH4 to validate it. :salute:
Oh and make sure to have the same Hz than your monitor; 60hz or less
Fifi, my graphic (or video) settings only goes up to 1366X768, I can't go higher than that. I believe I can go to 1920X1080, by manually changing a file. I had to do that with KSD-II, if I recall correctly.
But it seems to be working fine as it is at 1366X768, so I'm disinclined to do so. "If it's not broke, why fix it?" is my thinking.
Thanks for your help! So far it's a swell game!
THEBERBSTER
01-03-20, 02:39 PM
A Warm Welcome To The Subsim Community > Mike76
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
You do not state in your posts what your native resolution is?
1366 x 768 is a peculiar aspect ratio as it is not quite 16.9
In your "display settings" a resolution recommendation for your system should be showing.
If it is possible it is better to match your system to the games graphics options.
The X key is the shortcut for the Stopwatch
Aktungbby
01-03-20, 03:05 PM
Mike76!:Kaleun_Salute:
propbeanie
01-03-20, 03:25 PM
I do not use any external views and cannot run at the designed screen resolution so much of the spectacular eye candy is wasted but I installed v3 and took it for a spin.
Started a BdU Deployment to Norway career in September 1941 and all good until entering the Narvik Fjord at TC x256. Suddenly, right is you enter the first shallows and in mid-Fjord, TC dropped to x1 and all forward torpedo tubes were destroyed with no warning or enemy action. Perhaps ran aground but had 17-metres of water under keel. sailed the rest of the way at TC x64 without incident. Maybe a mine except no hull damage whatsoever. Never hit a mine in SH4 and never survived a mine strike in SH3 so this may be working as designed.
Decided to try to manoeuvre into Narvik port as it looks like an interesting, tight squeeze but the end mission icon disappeared before I entered the port itself and coming along pier-side I could no longer end the mission. Not game-breaking but certainly inconvenient.
-C
What boat are you deploying to Norway with? You also have to pay attention to the slanted anchor, and the date. Some of the boats transfer, and in June of 1942, the base changes, as does the flotilla. Look at Kirkenes. You are probably supposed to be there until June or August of 1942, depending upon which boat you are in, and the current date. Also, remember that at 256xTC, one second of real life is 4 and a half minutes in the game. Quick enough for a fishing trawler to be passing in front of you, collide, damage, and be sunk before you'd see it. Besides the fact that if you "sound" the bottom, by the time that comes back, you have already traveled 4 and a half minutes worth of distance, which at 9 knots is over 1200 meters, and the depth can change a lot in that distance... Me thinks you sent a load of fine fish, and their Norwegian attendants to the bottom... There will be no investigation, this will go directly to Courts Martial, and you will be found guilty. You have already admitted as much. :salute:
:roll: lol - just joshin' you, of course. :arrgh!:
You do not state in your posts what your native resolution is?
1366 x 768 is a peculiar aspect ratio as it is not quite 16.9
In your "display settings" a resolution recommendation for your system should be showing.
If it is possible it is better to match your system to the games graphics options.
That sounds like a slightly older laptop resolution, THEBERBSTER, and they are probably stuck with it. They might be able to overdrive it, but then there will be a performance hit. If they can though, then they could "Window" SH4 and use 1920x768, though things might be just a pinch tiny on the text...
Randomizer
01-03-20, 04:17 PM
Some of the boats transfer, and in June of 1942, the base changes, as does the flotilla.
Orders were to proceed to Narvik, refuel and then deploy to patrol area using Narvik as my new base. The mission objective was to reach that base. Could not have been a fishing boat collision, sailing in daylight, clear weather and full bridge watch with friendly traffic always spotted. I suspect a mine. The drop to TC x1 and damage messages were simultaneous so if it was an errant fisher it was invisible.
Typically, or at least in my SH4 experience, once the end-mission icon appears when returning to any base it does not disappear with the approach so this was something new. Boat was a Type VIIC although cannot see how that could possibly matter. Have never visited Narvik although in my Soviet career, am currently patrolling off that port.
Besides, they can't court martial me because I quit! (that career, could not enter port or bother to sail back out to where the end-mission icon showed up again).
-C
propbeanie
01-03-20, 04:44 PM
The "dock" thingie cannot change without the base moving, which is controlled in the Flotillas.upc file. At Narvik (in NavalBase base file), the anchor is in the middle of the dock. The only way that moves is if the flotilla moves, which is why I was wondering about the date of your arrival. As for 'friendly' traffic, after a "ship spotted" message, the next would be "We're taking damage, sir!" if you collide, and that's with just about anything. With the mine, you should hear the explosion, you might see water splash if you're on the bridge, but you should see a camera shake (same thing for a collision, maybe not as violent), and then you might have the "We're taking damage, sir!" message, but you would also normally get a "We have flooding, sir!", which you might not always see with a collision. With the mine, things should escalate, and there'd be no doubt about what it was, unless you are deep in the water, and then it's over quick, of course, sometimes never knowing what hit you... :roll:
It doesn't sound like you have that Save available anymore though, so it'd be a bit tough to trouble-shoot now. When you say the "Dock" prompt went away, do you mean from the middle of the screen, or from the upper-right corner of the screen, up by where the Silent Running and Underwater icons show? Do you remember if you had emptied the Save folder after activating the mod? Was / is the 4gig patch (LAA or another) properly activated on the SH4.exe file? Does it seem to be OK now? Thanks :salute:
Could not have been a fishing boat collision, sailing in daylight, clear weather and full bridge watch with friendly traffic always spotted.
-C
Be aware game always drop to TC1 for enemy spotted, but never for friendly...had already bad surprises with that :yep:
propbeanie
01-03-20, 04:49 PM
... or when incurring damage also... :salute:
THEBERBSTER
01-03-20, 04:57 PM
Hi guys
I am on my first patrol with V3 and tonight I had a strange thing happen when I loaded my 3rd game save and went to the nav map after a short while my frame rates went very low to fps20 at TC32 then to fps6 at TC64, I ended up on the bridge with fps0. I hit the windows key and came back into the game at TC1 as normal. As I started upping the TC down went the frame rate.
Somehow L.A.A had dropped out. As soon as I re-connected the game it was back to normal.
Never happened before in any of my previous SH4 games!
Peter
Randomizer
01-03-20, 05:49 PM
That career (BdU to Norway September 1941) and its saves are gone but there was never any "We're Under Attack", "Taking Damage" or "Ship Spotted" reports. Could have been an invisible fisher (unlikely) or a mine or the phase of the moon. Not Cat though, he was out with his cat friends at the time.
Friendly traffic always seemed to trigger the "Ship Spotted" message even if TC remains as set.
Plan to revisit that career setup again to see if the damage repeats but expect a nil return if the issue does not re-occur.
-C
fitzcarraldo
01-03-20, 09:01 PM
Hi guys
I am on my first patrol with V3 and tonight I had a strange thing happen when I loaded my 3rd game save and went to the nav map after a short while my frame rates went very low to fps20 at TC32 then to fps6 at TC64, I ended up on the bridge with fps0. I hit the windows key and came back into the game at TC1 as normal. As I started upping the TC down went the frame rate.
Somehow L.A.A had dropped out. As soon as I re-connected the game it was back to normal.
Never happened before in any of my previous SH4 games!
Peter
Do you use the Antilag thing? I noted the same behaviour with FOTRSU running W10. It seems the AL doesn't work well with W10, but it is good for W7.
Regards.
Fitzcarraldo :salute:
propbeanie
01-03-20, 10:04 PM
When it comes to "antilag", I direct your attention to Front Runner's post #89 & 90 in his Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2638022#post2638022) thread. Very interesting discoveries... one must be careful when "mixing". You might create something noxious... :roll: :salute:
Hi THEBERBSTER thanks for the welcome! I did not know I was supposed to
state my native resolution, sorry. It is 1366X768 at 60p Hz.
I am running on an old windows 8 laptop. I think I am fine where I am, no need to switch to 1920x1080.
Mike76!:Kaleun_Salute:
Thank you! :Kaleun_Cheers:
Hi guys
I am on my first patrol with V3 and tonight I had a strange thing happen when I loaded my 3rd game save and went to the nav map after a short while my frame rates went very low to fps20 at TC32 then to fps6 at TC64, I ended up on the bridge with fps0. I hit the windows key and came back into the game at TC1 as normal. As I started upping the TC down went the frame rate.
Somehow L.A.A had dropped out. As soon as I re-connected the game it was back to normal.
Never happened before in any of my previous SH4 games!
Peter
Hi Peter,
I already experienced this with old version of Fifi Compilation for OM+OMEGU, but never again since Dark Waters...
I couldn’t explain why suddenly this critical FPS drop, even though i too suspected LAA malfunction...
Hopefully since Dark Waters game has never been so smooth and stable here :yep:
All my .exe are set for win7 compatibility (SH4, Jsgme, MultiSH4 etc)
Windows 10 can be so strange sometimes …
THEBERBSTER
01-04-20, 05:41 AM
Hi Mike
my native resolution, sorry. It is 1366X768 at 60p Hz. You are quote correct, this is an old laptop resolution. However SH4 does support this resolution so that is what should be used.
fitz
Do you use the Antilag thing? No it should not be needed in SH3 or SH4. I have a 6gb gpu which has a high fps rate.
Fifi
It was L.A.A. dropping out for some reason between game saves leaving me with only the 2gb of game ram which is too little for modded games.
Peter
Ah, you figured out it was LAA?...good...well, you managed to fix it?
Ok, next update we will have the ability to raise and lower the flag on all U-Boats!
But due to game limitations, when your U-Boat will be snorkel equipped, you will have to activate OM_SubFlag_When_Snorkel add-on mod to keep the flag (static with snorkel)
In fact we can’t have a raising flag with snorkel in SH4, I’m sorry...
Back to work :Kaleun_Cheers:
Ok, next update we will have the ability to raise and lower the flag on all U-Boats!
But due to game limitations, when your U-Boat will be snorkel equipped, you will have to activate OM_SubFlag_When_Snorkel add-on mod to keep the flag (static with snorkel)
In fact we can’t have a raising flag with snorkel in SH4, I’m sorry...
Back to work :Kaleun_Cheers:
Great news and congrats on new award:Kaleun_Salute::Kaleun_Cheers:
vickers03
01-07-20, 07:06 AM
Originally Posted by Fifi https://www.subsim.com/radioroom/images_acpb/buttons/viewpost.gif (https://www.subsim.com/radioroom/showthread.php?p=2643219#post2643219)
Ok, next update we will have the ability to raise and lower the flag on all U-Boats!
is it possible to have the flag only visible in harbor?
is it possible to have the flag only visible in harbor?
Yes, you will raise the flag while in harbor, and keep it lowered rest of time :D
Available next update :salute:
About next update, I’m working on making periscope much more detectable for cargos...i think we will have to be much more cautious keeping periscope raised for attacks. Furthermore after 1941...:D
vickers03
01-07-20, 07:55 PM
Yes, you will raise the flag while in harbor, and keep it lowered rest of time
:ping:
New head up:
- AI merchants are now able to spot all U-Boat periscopes.
AI visibility has been tuned up in any kind of weather.
Be very cautious using periscope when no fog/flat sea now!
Veteran and elite cargos crew are quite good detecting you and their firing skills has been tuned up also...
But night surface attack is still doable, as veteran cargo crew will not see you up to 800M when dark night medium cloud cover.
- All U-Boat have now visual damage when hitted (holes decals)
- External camera can’t go through objects anymore now (through U-Boat, ships etc)
Available soon...
:Kaleun_Salute:
.... Also, unlocked star shells availability for 88mm & 105mm, and Anti-Aircraft shells for AA guns...for all U-Boats.
magerrer
01-09-20, 04:06 PM
Thanks for your mod, Fifi! Well done!
I do wonder about one thing: Does the game consider the height of the periscope above the waterline when calculating the AI's probability of detecting the uboat?
Aktungbby
01-09-20, 04:34 PM
magerrer!:Kaleun_Salute:
Thanks for your mod, Fifi! Well done!
I do wonder about one thing: Does the game consider the height of the periscope above the waterline when calculating the AI's probability of detecting the uboat?
Hi magerrer,
There are few factors for AI to detect your periscope; one of them is our sub surface square meters showing up, and there is a setting adjusted in Sim Cfg file.
It’s actually set to 1,5 square meter (from memory) so yes, the more your periscope is up, the more you are showing square meters, and the more you might be detected.
But other factors can break your « invisibility » ... speed is also one of them.
Hopefully, we have on our side some handicap given to AI. Waves height is one of them, fog, light factor etc...
I had to play with all of them to make something close to what i think it was in real. Not easy (due to all factors to consider) and many hours testing, exiting, changing values, reloading etc...
That’s about all i can tell you, excepted all that will be available in next update :salute:
THEBERBSTER
01-09-20, 05:34 PM
A Warm Welcome To The Subsim Community > magerrer
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
Allowed new ammo anti-aircraft for all U-Boats.
Nice shrapnels burst exploding at 2000 meters.
https://i.goopics.net/4YGXl.jpg
Still don't know if i let the player using armor piercing and high explosive AA amunitions though...
Would like to know if those AP & HE ammos were used with German AA guns...
If someone knows, let me know please.
Decided to let the player ability of using 3 kind of ammos for AA guns.
AP, HE and AA. They all have different properties...up to you to decide what’s the best to down planes.
Anyway, i believe German 20mm AA could use those different shells.
Same treatment for 30mm & 37mm AA guns.
Also i fixed 20 planes using wrong ammos...
Those planes were using AA shells with black burst!
Now still to adjust their hit power. I suspect they are a bit too powerful...actually.
:Kaleun_Salute:
Next update is postponed because of new work going on.
I revise all ships in sea folder, plus new better ships flags, plus something that has never been done in any SH concerning ships...
It’s a long time work, so be patient for it!
:Kaleun_Salute:
plus something that has never been done in any SH concerning ships...
:Kaleun_Salute:
Any details?? I am hyped :)
Top secret!! :haha:
Something visually cool when ships are sailing in rough weather...
But it will be, if no major PC hit when big convoys.
:Kaleun_Salute:
Hi again!
Can you add more ship traffic at Baltic Sea(Yes,old question!)
Example,Type2 recoinnassance missions at coast Latvian and so...
No single ships.About 3-4 missions.
Regards,Paroni
Any details?? I am hyped :)
OK, proud to announce it's working nicely! :yeah:
This is still the only cargo with the effect, but it's adding so much reality to the sailing in rough sea!
The splashing happens only when sea is around 8m/s...here it is 10m/s.
That's gonna be a lot of work adding this to hundreds ships, but it's worth it really...night and day watching ships rolling in waves in nice splashes!
Furthermore...it's never been done in any Silent Hunter :D
Here some pictures:
https://i.goopics.net/wN19R.jpg
https://i.goopics.net/XL2el.jpg
https://i.goopics.net/eNmZW.jpg
https://i.goopics.net/GDnl7.jpg
The stock bow wave is still there, i didn’t touched it, and i won’t.
vickers03
01-14-20, 02:11 PM
good one:yep:
Destroyer E&F in rough sea now:
https://i.goopics.net/ddkRE.jpg
https://i.goopics.net/wNLyw.jpg
https://i.goopics.net/XLgvV.jpg
:Kaleun_Cheers:
Jeff-Groves
01-16-20, 12:34 PM
Nice.
Now I have a question.
Is the effect asymmetrical should the ship be listing as would be the real case in real life.
Hi Jeff!
Sorry, i don’t understand what you mean...:oops:
But the effect is assymetrical in the way it’s not always both sides that get the splash effect (if it is what you mean)
Depending the waves, sometimes only one side is splashing all over, and as there are 3 nodes giving the effect, sometimes only 1 or 2 nodes are splashing, hence the effect can be shorter :yep:
Jeff-Groves
01-16-20, 12:46 PM
Ahh! Very nice then!
Do a screen shot with a ship doing a hard to port to show that effect.
That should show the effect.
Probably more effective on small ships than heavy ships thought (the hard to port turn).
If the boat is rolling on side when turning, it’s sure it will work.
Will try if i can manage to get a ME single mission working, because I’m a noob with the ME! :haha:
The effect is called when the node beeing above water goes underwater, so it should work :yep:
Even fishing boats will be much more alive :up:
https://i.goopics.net/PAQ0q.jpg
https://i.goopics.net/naQXJ.jpg
https://i.goopics.net/9D2oY.jpg
https://i.goopics.net/ZkY8G.jpg
https://i.goopics.net/y4O1D.jpg
:Kaleun_Cheers:
Little head up: 90% of ships are already done...it’s a looooong work!
When finished, probably after 2/3 days, i have to check all them through the museum to be sure of the modifications (and corrections if troubles)
After that, I’ll do the same for all OM planes (giving them the unified render controller).
:Kaleun_Salute:
Excellent news, the new effects does not impact PC perf :yeah:
I made a 50 ships convoy for test, and still full 60 FPS :yeah:
Back to work on the air folder now :Kaleun_Cheers:
fitzcarraldo
01-23-20, 06:47 PM
Fifi, please: Can you post your Nvidia settings used with DW? I´m havi ng some problems with AA 4x.
Many thanks for the great job!
Fitzcarraldo :Kaleun_Salute:
Fifi, please: Can you post your Nvidia settings used with DW? I´m havi ng some problems with AA 4x.
Many thanks for the great job!
Fitzcarraldo :Kaleun_Salute:
Give me a couple of hours, and i will post new settings :yep:
:Kaleun_Salute:
fitzcarraldo
01-24-20, 06:29 AM
Give me a couple of hours, and i will post new settings :yep:
:Kaleun_Salute:
Many thanks!
Fitzcarraldo :salute:
Here you go:
Very important: DIABLO III compatibility in Inspector!
https://i.goopics.net/eNNv4.png
https://i.goopics.net/XLLpa.png
Important to set parameters in control panel ---> Global Parameters (other wise it will not take effect in Program parameters - don't ask, i dunno why)
https://i.goopics.net/wNNxm.png
https://i.goopics.net/dddQJ.png
Last in the Control Panel ----> Program Parameters:
https://i.goopics.net/NJJmy.png
https://i.goopics.net/kOOJL.png
As i am French, my Control panel IS in French...sorry but i will not get it in English :D
fitzcarraldo
01-24-20, 11:27 AM
Many thanks, Fifi.:Kaleun_Applaud:
It seems my problem is the Nvidia CP and those general options.
I´ll try now.
Best regards.
Fitzcarraldo :Kaleun_Salute:
I am really impressed by what I see.
There is perhaps a thing or two that grinds my gears a bit but it is easily overshadowed by a lot of good work.
I really like this and I simply cannot wait for you to upload V4 so I can start a proper patrol with it.
Meanwhile, I am going to take a look at this thread every 5 mins hoping to see V4. And play Dangerous Waters while waiting.
You shouldn't have told me V4 was incoming.....
fitzcarraldo
01-24-20, 07:08 PM
I tried the Nvidia settings and work very fine.
Many thanks!
@TheBerbster: I think these settings should be added to the SH4 General Tips and Help resources.
Best regards.
Fitzcarraldo :salute:
DARK WATERS V4 IS OUT !!
See post #1
- AA guns have new ammunition, specially the AA with black burst
- Deck guns have star shells now
- Power of every shells have been revised. Up to you to find the more efficient !
- AI visuals have been increased but not in range distance. Your veteran crew will spot a ship at around 12000M while the cargo veteran crew will spot you surfaced around 6500M by clear weather. Night surface attacks still possible up to around 1000M with clear weather.
- Periscopes are now detectable. The more you raise it the faster you can be detected! Cargo with veteran crew can detect a fully raised periscope at around around 2000M with 2m/s waves, 1500M with 8m/s waves (the higher the waves, the closer you can go)
- No more invisible periscope for types VII & IX (AI couldn’t see them!)
- AI cargo guns skills slightly increased. They no longer fire all around but on your sub now. After some adjustment time, they will hit you.
- U-Boat have now visible damages (decals - only one type)
- Ability to raise and lower U-Boat flag via watch officer new order bar icon. When your U-Boat will be be snorkel equipped, activate new add-on mod to keep a static flag (because only way to raise/lower flag is via snorkel call)
- New add-on mod only for U-Boats snorkel equipped to keep static flag
- Deleted U-Boat flag add-on mod not necessary anymore
- External camera can’t go through object now
- Museum camera adjusted
- Cargo flags have been adjusted
- Cargo lifeboats have been adjusted so they no more stand in front of AA guns
- Fixed Egypt flag missing (thanks KaleunMarco)
- Unified Render Controller has been added to all ships when possible
- Unified Render Controller has been added to all planes when possible
- All ships have now water splash effect when rough sea (above 5m/s) Unique feature in any Silent Hunter!
- Some ships without URC have been color adjusted
- Few planes color adjusted
- Torpedo DUD chances are now lowered when slow speed, and angles DUD chances has been slightly lowered (ex: firing more than 50° was 99% DUD before, now it’s 90%)
- Torpedo G7e TII speed is now 30 knots (it was 28)
- All torpedoes have now same damage power (they had the same explosives weight in RL) according to TII’s
- Naval mines are now working, and damage adjusted (deadly)
- SMA mines for type VIID are working and power adjusted (deadly)
- Harder Escort L1 & L2 have been adjusted to new AI visuals
Here where to raise/lower the flag:
https://i.goopics.net/1yyQo.jpg
Hope you'll like it!
:Kaleun_Cheers:
I sure like what I saw when I tried V3. Sounds like you went for immersion above all.
To me. That is a serious contender for MOTY.
:Kaleun_Cheers:
lederhosen
01-25-20, 03:51 AM
yippy
Yes, V4 is more immersive but harder too (not impossible!)
No more sitting ducks cargos, now you have to think twice and plan your approach like a real kaleun!
Well...at start of war, they are still unarmed, but from 1941 that’s an other story :D
Yes, V4 is more immersive but harder too (not impossible!)
No more sitting ducks cargos, now you have to think twice and plan your approach like a real kaleun!
Well...at start of war, they are still unarmed, but from 1941 that’s an other story :D
Found a small issue thought.
Time compression disengages WAAAAAY too close to contacts. That combined with the changes you made ain't really... hmm.. fun. If water is clear you basicly get insta spotted with no chance to react.
Got a whole taskforce trying to nuke my sub. Staying in their blind side without having them dropping charges or something is quite the challenge with only 50m under the keel.
Found a small issue thought.
Time compression disengages WAAAAAY too close to contacts. That combined with the changes you made ain't really... hmm.. fun. If water is clear you basicly get insta spotted with no chance to react.
Got a whole taskforce trying to nuke my sub. Staying in their blind side without having them dropping charges or something is quite the challenge with only 50m under the keel.
I didn’t change our crew spotting distance! The exact same as before... :hmmm:
It’s dropping to zero TC with merchants.
I don’t really see why and how escorts could have changed spotting distance further away...as i touched only merchant visuals...
I’ll have a look into it this afternoon anyway.
Keep in mind best time compression is X512 to X1024, no more :yep:
Ok made i quick test with escorted convoy, and running at 1024 TC, game dropped to 1 for the first DD spotted at ... 14 KM!
https://i.goopics.net/YJDgP.jpg
Can't do better, and it seems fine to me :yep:
BUT the destroyers seemed to spot me around 11Km. It's not that accurate you are right.
I think i will decrease a bit the escorts spotting distance, so player will have more time to plan the approach.
Keep around, i'll adjust this very soon :up:
V4_ESCORT_VISUAL_PATCH available on post #1!
Download and once unzipped copy/paste it in your Data/MODS folder.
To be activated very last on your list.
I decreased escort spotting range to around 9Km (depending their skill)
Stock OM was...50Km!! :o
Clear weather no fog, running X1024 TC, game will drop to 1 TC when destroyer spotted at around 14Km. Knowing he will spot you from 9Km, you have enough time to plan approach :yep:
Only with heavy fog you have to be careful with TC...
I tested an escorted convoy in bad weather with heavy fog, my crew was veteran, escort crew veteran also, running X1024 the game dropped to 1 when i spotted destroyer...i could see the destroyer shape in the fog, but around 1 minute later he spotted me!
That’s normal because of heavy fog distances are very close.
So or you crash dive as soon as something is spotted (again in heavy fog) or you have to slow down your surface speed and regularly dive and listen if something is closing (as it was in RL!)
I will include this patch in next V5, if all goes well.
But so far I’m satisfied of the results.
I didn’t change our crew spotting distance! The exact same as before... :hmmm:
It’s dropping to zero TC with merchants.
I don’t really see why and how escorts could have changed spotting distance further away...as i touched only merchant visuals...
I’ll have a look into it this afternoon anyway.
Keep in mind best time compression is X512 to X1024, no more :yep:
What I mean is... when time compression stops. I'm like 1km away and get spotted instantly. Well maybe not 1km... but I ain't exactly got time to calculate.
I did follow install instructions. Thanks for the hotfix. Very appreciated.
Oh and BTW.
Did you change the navigation map? V3 Showed a more precise underwater topography.
Might be a bug on my end IDK but the map is very minimalistic. Wich can cause an issue with planning routes. I usually travel over zones where I can dive deep but now I got nothing on the map to help me find those.
I'm all in for immersion but some concessions has to be made for a game to be enjoyable. :) If the change was intended, could you make the old map as an optional addon?
:doh: again, didn’t changed anything related to nav map ...between V3 and V4!
:doh: again, didn’t changed anything related to nav map ...between V3 and V4!
Weird. Perhaps something has gone wrong with my installation. Even thought I did follow the instructions.. that's odd.
https://imgur.com/L6uSZOH
Link to a screenshot of the map.
I drawed an approximation of a zone with deeper water over it so your know what I mean. The map gives no indication if certain zones are deeper than other.
Is this intended or a bug on my end?
You are right, something happened...can’t believe a file could change by itself :doh:
Many things i don’t explain with windows 10 and those damn updates.
I’m 100% sure i didn’t touched the nav map files, and it’s changed!
I’m not home tonight and not tomorrow either, but I’ll fix this on Monday here, and post an other Patch.
It will be V4 Patch 1, with the escorts visuals + Nav map fix :yep: ...and will delete other patch download.
Sorry for this strange issue :hmmm:
THX for your continuous work.
Yet,there is no ship traffic at all in Baltic Sea.No neutral or enemy.
Could you add ships like there was in OM?
Baltic Sea Flotilla without ships too boring.
No realistic too.
Best regards,Paroni
propbeanie
01-25-20, 02:54 PM
Did you empty your Save folder before using v4? You could also copy and save it elsewhere if you want to keep a v3 career going for later use... :salute:
You are right, something happened...can’t believe a file could change by itself :doh:
Many things i don’t explain with windows 10 and those damn updates.
I’m 100% sure i didn’t touched the nav map files, and it’s changed!
I’m not home tonight and not tomorrow either, but I’ll fix this on Monday here, and post an other Patch.
It will be V4 Patch 1, with the escorts visuals + Nav map fix :yep: ...and will delete other patch download.
Sorry for this strange issue :hmmm:
Just in case it might be due to some odd interaction with SH4. I'm going to do a complete clean re-install and see if the issue is still there.
Yup. It is still there.
If anybody else got the same problem. I found this mod: https://www.subsim.com/radioroom/downloads.php?do=file&id=3197
I booted it up and everything seems fine. Until Fifi is able to fix it we can use this as a workaround.
Of course, backup your save. I know nothing about modding in this game and I have no idea if this could make your save unplayable post fix.
Just in case it might be due to some odd interaction with SH4. I'm going to do a complete clean re-install and see if the issue is still there.
It will...i have it too.
@ Paroni: for Baltic traffic, only propbeanie could look into it...i know nothing about campaign files...yet.
propbeanie
01-25-20, 04:04 PM
Yes, the Baltic traffic is "thin", comparatively speaking, but it was thin in real life also... I do have plans though for more, because this is a game, not real life... lol :salute:
Yes, the Baltic traffic is "thin", comparatively speaking, but it was thin in real life also... I do have plans though for more, because this is a game, not real life... lol :salute:
Agreed. Realism in simulation games is always nice. But, it has to be done to work with the gameplay and not against it. :)
Probably keep the historical routes but make it so more ships goes through them. Especially when limited to 1024 as TC... It's quite a lot of waiting. xD
Silent Hunter is a game for patient players :yep:
Perso i don’t like to score thousands ships, rince and repeat ad vitam eternam.
It’s more rewarding to get kills when it’s difficult and rare.
But that’s only my thought :03:
Sorry again you have to wait till Monday for regular nav map recover :oops:
V4_Patch1 is available end of post #1!
---> Contain AI escorts visuals fix + Nav map fix (as it was in V3)
Activate last on list! as usual
No need to wait Monday, found the issue in 5 minutes :D
:Kaleun_Salute:
V4_Patch1 is available end of post #1!
---> Contain AI escorts visuals fix + Nav map fix (as it was in V3)
Activate last on list! as usual
No need to wait Monday, found the issue in 5 minutes :D
:Kaleun_Salute:
Thanks. Also, I understand patience but I try to do short patrols. Not high scores. :)
Perhaps leave the number of ships as is but maybe include an optional addons for people like me who prefer short ones.
MadMaffMan
01-26-20, 04:48 AM
Hi there,
I'm returning to the SH games after a break of many years and have had to buy the games again on Steam. Would love to try this mod but will it work on the Steam version and what is a Large Address file and how to activate it?
Thanks in advance for any help.
TTFN Matt :Kaleun_Cheers:
Yep,i agreed that no easy targets.
And it is clear Autumn 39 no many enemy ships at Baltic Sea.
But only ships are static ships in friendly ports,Memel and Kiel.
No sense reconnassaince missions at Latvian coast.
I have tried every version V1,V2,V3,V4.
Empty seas!
Yes,patient...:arrgh!:
THEBERBSTER
01-26-20, 10:24 AM
A Warm Welcome Back To The Subsim Community > MadMaffMan
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
Aktungbby
01-26-20, 10:37 AM
MadMaffMan! After a 13 year silent run!:Kaleun_Salute:
Yep,i agreed that no easy targets.
And it is clear Autumn 39 no many enemy ships at Baltic Sea.
But only ships are static ships in friendly ports,Memel and Kiel.
No sense reconnassaince missions at Latvian coast.
I have tried every version V1,V2,V3,V4.
Empty seas!
Yes,patient...:arrgh!:
Start other career in other place than Baltic!
Ie, flotilla 7 at Wilhelmshaven
Hi there,
I'm returning to the SH games after a break of many years and have had to buy the games again on Steam. Would love to try this mod but will it work on the Steam version and what is a Large Address file and how to activate it?
Thanks in advance for any help.
TTFN Matt :Kaleun_Cheers:
I think Steam is ok, but i never tried myself. I have the disc.
LAA will allow your computer to access more RAM to run the game.
Dark Water needs LAA because it’s heavy mod.
MadMaffMan
01-26-20, 12:55 PM
Cheers all for the help...... :up:
Will get installing and downloading right away.
May all your fish run straight and true. :subsim:
TTFN Matt
Finally managed to sink a small merchant ship!
5000 tons to my patrol.
The whole periscope thing you added seems to work just about right. It's not so good that you get easily spotted at 3000m by merchants.
Sunk it at about 2800 meters. Took a couple of shots since I am still a noob at long range torpedo shots.
Got it dead center right over the keel. Tried to get away but it eventually sunk.
I kind of like the fact that this small change makes long range sniper shots actually worth the risk.
EDIT: Id love it if you could add a chart with the change you made to sensors/visual ranges. Would be great for newer players like me who wants to play on 100% realism.
Finally managed to sink a small merchant ship!
5000 tons to my patrol.
The whole periscope thing you added seems to work just about right. It's not so good that you get easily spotted at 3000m by merchants.
Sunk it at about 2800 meters. Took a couple of shots since I am still a noob at long range torpedo shots.
Got it dead center right over the keel. Tried to get away but it eventually sunk.
I kind of like the fact that this small change makes long range sniper shots actually worth the risk.
EDIT: Id love it if you could add a chart with the change you made to sensors/visual ranges. Would be great for newer players like me who wants to play on 100% realism.
:up: See how it’s rewarding ?
You can still close ship at 800m...or even closer...just navigate using hydrophone, and/or quickly raise periscope just at sea level from time to time to make sure of the direction/distance. Again as it was in RL :yep:
:up: See how it’s rewarding ?
You can still close ship at 800m...or even closer...just navigate using hydrophone, and/or quickly raise periscope just at sea level from time to time to make sure of the direction/distance. Again as it was in RL :yep:
I had to take a longshot or otherwise I'd have to go flank to catch up with it. (Need to get better at interceptions.... spotted him all the way back from around 12,000m) Decided to go for a longshot since I wasn't detected. And I had a perfect 90 degree opportunity so I took it.
Most of my load are wakeless torpedoes anyway so it wasn't a big deal if I missed. He never saw those torpedoes until one blew a hole in it's side.
New problem with your mod.
Ruined my save so yeah... Large convoys CTDs the game.
Thing is, if a convoy comes ANYWHERE close to me. It CTDs my game. Single ship or small groups is no trouble. But, as soon as its a LARGE convoy I crash. Wich makes me believe the game is simply unable to process everything thrown at it. Sadly, I made the fatal mistake of saving with the convoy in range (Like any noob would do.).
This was with a clean install following all your install instruction to the letter so it certaintly is not a problem with my installation.
How do you explain i run 50 ships convoy without any problem at full 60 FPS? :hmmm:
What are your PC specifications?
Is your LAA really effective? (Did you set your SH4.exe without read only property?)
How do you explain i run 50 ships convoy without any problem at full 60 FPS? :hmmm:
What are your PC specifications?
Is your LAA really effective? (Did you set your SH4.exe without read only property?)
My apologies. I did do the LAA thingy but I just remembered I made the file writable only after. Dumb mistake. XD
Everything works fine!
Speaking of wich, I see you replied to my other thread. I'm kind of a noob at this so yeah... What is the approximate range at wich an hydrophone is useful?
If i remember well, you can hear a contact around 20Km. Maybe a bit more...
Depending your hydrophone man skill, he will tell you around 15/20Km
But that’s from memory, as i didn’t mod the hydrophone sensor.
If i remember well, you can hear a contact around 20Km. Maybe a bit more...
Depending your hydrophone man skill, he will tell you around 15/20Km
But that’s from memory, as i didn’t mod the hydrophone sensor.
Alright. Now that I got obliterated by the RAF. I will try and take the highest skilled sonar man possible.
In fact, you can hear a contact within 30Km (just tested it) but your hydro man will report around 20Km
Have to check how it was in RL, and try to mod it if possible of course, without breaking anything else.
In fact, you can hear a contact within 30Km (just tested it) but your hydro man will report around 20Km
Have to check how it was in RL, and try to mod it if possible of course, without breaking anything else.
Well... I think having to do the work yourself should be rewarded. 30km sounds like a lot... But you don't cover all that much with an extra 10km.
Having a good balance of realism without having it get in the way of gameplay is always something to keep in mind.
Did a little bit of research on my end. Didn't dig deep so you might want to double check. But, 20/30 sounds about right for 39.
Well it seems GHG & KDB hydrophones could pick up single vessels to 20Km...and convoys up to 100Km.
Ingame, single vessel can be hear by player at 30Km and pick up by AI hydro man at 20Km.
Seems ok to me, and will not change that :yep:
I don’t think SH4 can gather all ships at 100Km as one big single contact :hmmm:
Game always treat them as individual contact (that’s why always so much contact speech when closing)
I’d like to hear my hydro announcement for a convoy at 100Km, even 50!
But i don’t see for the moment how to work this, and most of all if it’s even possible :06:
kiwikid1940
01-27-20, 12:57 PM
I have come across a particular problem and wonder if someone can check it out for me.
I ran Quick Mission RUM 391014 U47 1939 both in Dark Waters and then going back to Operation Monsun Enhanced and in both missions I get either a screen freeze or a CTD.
I have no problems with other Quick Missions just this Scapa Flow one.
I have come across a particular problem and wonder if someone can check it out for me.
I ran Quick Mission RUM 391014 U47 1939 both in Dark Waters and then going back to Operation Monsun Enhanced and in both missions I get either a screen freeze or a CTD.
I have no problems with other Quick Missions just this Scapa Flow one.
Hi Kiwi,
I will check tomorrow and report you back :yep:
But i never had problems with the quick missions so far.
Maybe i never tried the scapa one...don’t remember
lederhosen
01-27-20, 01:26 PM
possible bug.....SOLVED
happened twice now
Type IIC sep 39
I dived to make an attack. By the end I had about 5% CO2 level. Surfaced, battry recharge ok, but the CO2 keeps getting worse. I saved and exited at 11%...I tried raising the flag in the hope this would help.
either save while surfaced, exit game and reload it.
or, click on the "CO2" marker in the upper right corner while submerged and you will surface and the problem is gone.
possible bug.....SOLVED
happened twice now
Type IIC sep 39
I dived to make an attack. By the end I had about 5% CO2 level. Surfaced, battry recharge ok, but the CO2 keeps getting worse. I saved and exited at 11%...I tried raising the flag in the hope this would help.
either save while surfaced, exit game and reload it.
or, click on the "CO2" marker in the upper right corner while submerged and you will surface and the problem is gone.
That’s a very old SH4 bug that i NEVER had in OM or DW.
I already hear about it long time ago, but never encountered it.
Many times bugs can be solved by exiting game and reloading :yep:
I have come across a particular problem and wonder if someone can check it out for me.
I ran Quick Mission RUM 391014 U47 1939 both in Dark Waters and then going back to Operation Monsun Enhanced and in both missions I get either a screen freeze or a CTD.
I have no problems with other Quick Missions just this Scapa Flow one.
Finally quickly tested it right now, and no problem here...everything loads and start fine.
I’m afraid it’s on your side
fitzcarraldo
01-27-20, 01:58 PM
I'm having a problem when game start. Randomly, I receive a message about a runtime on sh4.exe and the game goes CTD.
This happens with DW v3 in rare times. In v4 with patch is more frequent. The game starts, average, 1 OK to 5 CTDs.
I added DW v4 on a new SH4 1.5 installation.
Vanilla game starts OK.
My FOTRSU starts OK.
LAA applied.
Unknown reason for me. And very annoying.
When the game starts, runs fine, missions, patrols, campaign, museum.
My PC is enough to run TWoS at 60 FPS, so I don't think it is a hardware power issue.
Some kameraden with the same problem?
Many thanks and regards.
Fitzcarraldo :salute:
kiwikid1940
01-27-20, 04:25 PM
Thanks for the quick reply re Quick Mission and I should have said that the mission loads and I start to follow the plotted course and as I get towards the final course plot that that is when it freezes or CTD
Cheers
Mike
fitzcarraldo
01-27-20, 06:36 PM
Well. I resolved this :Kaleun_Applaud:
I deleted the two movies WMV files in Data\Movies\Intro: Logo and Intro.
Now the game starts OK. It seems there is a problem with those two WMVs, or my machine has a problem with the files.
@Fifi, please could ckeck this, though it can be an issue in my machine and others.
Best regards.
Fitzcarraldo :Kaleun_Salute:
I'm having a problem when game start. Randomly, I receive a message about a runtime on sh4.exe and the game goes CTD.
This happens with DW v3 in rare times. In v4 with patch is more frequent. The game starts, average, 1 OK to 5 CTDs.
I added DW v4 on a new SH4 1.5 installation.
Vanilla game starts OK.
My FOTRSU starts OK.
LAA applied.
Unknown reason for me. And very annoying.
When the game starts, runs fine, missions, patrols, campaign, museum.
My PC is enough to run TWoS at 60 FPS, so I don't think it is a hardware power issue.
Some kameraden with the same problem?
Many thanks and regards.
Fitzcarraldo :salute:
romanasul
01-27-20, 09:54 PM
Hello, out of curiosity is this mod compatible with G7eT2's excellent U-boat Dynamics? https://www.subsim.com/radioroom/showthread.php?t=207791
Well. I resolved this :Kaleun_Applaud:
I deleted the two movies WMV files in Data\Movies\Intro: Logo and Intro.
Now the game starts OK. It seems there is a problem with those two WMVs, or my machine has a problem with the files.
@Fifi, please could ckeck this, though it can be an issue in my machine and others.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Glad you solved it :yeah:
The intro logo is a dds file absolutely same as stock, so it can’t be culprit.
The intro movie is a wmv file made by Niume some time ago, and you’re the first having trouble with it…
I would say your machine had problem reading it, as you found it, but here no issue.
We keep your solution for future help if needed :yep:
Hello, out of curiosity is this mod compatible with G7eT2's excellent U-boat Dynamics? https://www.subsim.com/radioroom/showthread.php?t=207791
If this mod change any data/objects/filexxx.dat or any data/submarine/filexxx.dat it is NOT compatible.
Dark Waters change so many OM files, that almost no mods are compatible...
This looks great! I can't wait to give it a try. Thank you for all of your hard work!:up:
Always watchin your channel. Luvin it! keep up the content and the hard work! its awesome
THEBERBSTER
01-28-20, 06:46 AM
A Warm Welcome To The Subsim Community > jj0666
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
Viktoria
01-28-20, 06:52 AM
Could you please look into updating the torpedo textures and models?
I feel like with all the updated Uboat textures and models the torpedos have come quite of age.
I've tried using torpedo HAHD form sh3 myself but a few torpedo textures bug out ingame, although they dont in s3d :hmmm:
Could you please look into updating the torpedo textures and models?
I feel like with all the updated Uboat textures and models the torpedos have come quite of age.
I've tried using torpedo HAHD form sh3 myself but a few torpedo textures bug out ingame, although they dont in s3d :hmmm:
I already think of it :up:
It’s more complicated than it seem, you experienced it.
Right now, real life is slowing my modding time, so...
Deleted old save files.
Baltic Sea Flotilla,1st patrol,Lithuanian Coast 96hrs,No ships.
Moving to Danzig bay,there are 3 static objects,German Cargos in Danzig port.
Also 1 German destroyer and heavy cruiser.Those moving!Excellent!
Keep on scouting to North.Somewhere near my original patrol grid was a ship contact but TC dont stopped.No clue which ship that was?
Continue Riga,Tallinn,Helsinki.All quiet in sea front.Travel continue now to
Leningrad.
Later...
All ship contacts should be once TC drop to 1.
All radio messages should be like SH3.No TC drop 1!
propbeanie
01-28-20, 08:54 AM
Friendly and Neutral ship contacts will NOT drop you to 1x TC, that is SH4 the game. Radio messages that come from "messages.txt" are configurable as to whether they are deemed "normal" or "important". If set to "important", they drop you to 1x TC. Radio messages that come through the mis file itself have a further setting that will allow them to pop-up on your screen. When it is early in the war, there are a LOT of "important" messages, mostly operating procedures, as to which nation is now an enemy or friend of Germany, and what your priorities are, and how to approach certain ships, and to avoid others altogether. That is the way the OM mod was set-up by lurker. :salute:
Thanks for clarification,Propbeanie!
Okay,very challenging recon. mission when TC 1024!:o
But where are ships if cfg is same than OM?
In OM at least Finnish Patrol Craft fired me!
Realistic because Molotov-Ribbentrop pact!
Also near Tallinn were 3 cargos!
Would these ships appear there too?
That’s a very old SH4 bug that i NEVER had in OM or DW.
I already hear about it long time ago, but never encountered it.
Many times bugs can be solved by exiting game and reloading :yep:
I had it multiple times in stock and twice in OM. And the watch crew is not on the bridge. Like if the game forgot they were not under water anymore. Kinda hilarious to think none of these guys would think to open the hatch for a breather.
Also, so far since the last patch, everything is running smooth and make sense. I honeslty think that your mod is NEAR perfect as is on a mechanical standpoint.
Also, had my first 20k+ tons patrol. 2x 10k tons ships and 3x 500 tons ones. All with the deck gun because I felt like it.
Type II number of crew: Sh4 at least over 30.
I reduce crew realistic 25 (24+1 alias Player)
This means that some slots are very few usable.
Is this crew compliment hardcode?
If you didn’t drag the watch crew in berthing slots (in this case they will not go back themselves on bridge when surfaced) they HAVE to stand back automatically on bridge...if not (I’ve never seen this in SH4) you might have an issue on your side.
Meaning leaving them on bridge when you dive, they disappear underwater like if they were inside, and re-appears automatically when surface.
But best when destroyers around, is to drag and drop them in berthing crew slots to be protected by hull! Otherwise they won’t and can be easily hurt by depth charges...
That’s an SH4 trouble, that’s why modders made those free inside slots available :yep:
propbeanie
01-28-20, 01:56 PM
Let's do this for the Baltic:
1st September, 1939
https://i.imgur.com/ofywrdI.jpg
1st September, 1940
https://i.imgur.com/nrNaS7V.jpg
7th December, 1941
https://i.imgur.com/MQbagMK.jpg
The dates are in the upper-right corner, these are views from the Mission Editor, with 'Baltic.mis' loaded, the name in the upper-left. Each of the yellow squares are an RGG (Random Generated Group) that has the potential to spawn a "Group", which might consist of one ship, or a hundred ships (highly unlikely). In the Baltic, there are mostly "singles" and "doubles" in the groups. Note however, that there are multiple yellow squares in most of those locations, some do represent the "static" harbor vessels you saw. Notice also, that as the war "progresses", the traffic pattern will change. If you are late in the war, there is generally quite a bit less traffic - it has all been sunk! Be aware that there are mines in select locations, as well as airplane traffic and task force traffic not seen on this view. There is also a Russian submarine layer, though that only plays into a small segment of the area, and time frame...
Also, when you are reporting issues, if you would, please include what submarine you are in command of, where you have sailed from, and what the date is - thanks! :salute:
Type II number of crew: Sh4 at least over 30.
I reduce crew realistic 25 (24+1 alias Player)
This means that some slots are very few usable.
Is this crew compliment hardcode?
If i was you, i wouldn’t touch the crew numbers...you are going to be missing inside crew visible at some moment.
But it’s your game :D
propbeanie
01-28-20, 02:01 PM
... and you can always micro-manage the crew, moving them about as needed, but watch their "efficiency", since you wont' know they're "tired" until they "Cannot comply"... :salute:
Yes,micro management it is!
I do not know yet how recuce the crew works.
Most important is watch deck.I must take other slots buddies there.
Example torpedo guys .In this moment they have not another job in the
Baltic Sea!:arrgh!:
I thought too it is SH4 thing there are so many crew member.
If things goes mad ,i put more crew there.
Original infos by Vesikko:Because boat was so small,crew must do several
posts!
Thanks Propbeane,beautiful map!
And useful!
:Kaleun_Cheers:
propbeanie
01-28-20, 03:06 PM
Yes,micro management it is!
I do not know yet how recuce the crew works.
Most important is watch deck.I must take other slots buddies there.
Example torpedo guys .In this moment they have not another job in the
Baltic Sea!:arrgh!:
I thought too it is SH4 thing there are so many crew member.
If things goes mad ,i put more crew there.
Original infos by Vesikko:Because boat was so small,crew must do several
posts!
SH4 "crew management" was built the way it was because of the complaints that the devs received about the SH3 way of doing "crew management", that it was taking up too much player time on the submarine. Usually, one of the senior officers would take care of the crew rotation, and the skipper was left to figuring where they would go, and how they would do it. The shortcoming of the SH4 way is that you have to have positions "manned", or else they do not function. On a Type II, you only need one fellow for the AA gun initially, and really, you would be firing and re-loading the bow and aft torpedo tubes...
Thanks Propbeane,beautiful map!
And useful!
:Kaleun_Cheers:
You are welcome. It is still difficult to find the traffic by sight. I just did that 96 hours off Estonia, and I had to go below torpedo depth and use the sonar to find anything, and even with that, I still couldn't catch anything... the Type II just doesn't have the legs to carry it very fast... :arrgh!: - After completing my assignment, I went to another area just a pinch north of there, and sat in the traffic lanes - almost taking out some neutrals by accident! One must keep up with those radio messages to find out who is on first base... :roll: :salute:
THEBERBSTER
01-28-20, 03:13 PM
A Warm Welcome To The Subsim Community > Viktoria
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
Most important is watch deck.I must take other slots buddies there.
Example torpedo guys .In this moment they have not another job in the
Baltic Sea!:arrgh!:
Most important is engine room...you don’t need watch deck going nowhere! :D
They are all important, just torpedo room guys are not active until you launch something, but they could « virtually » doing other tasks in the meantime.
Perso i almost never enlist new guys for deck gun or AA guns, i pick up torpedo guys for this task when needed. They usually have plenty skill ability for guns.
Fifi, I have new intro in the making. Estimate time of arrival is 30 minutes :Kaleun_Cheers:
Fifi, I have new intro in the making. Estimate time of arrival is 30 minutes :Kaleun_Cheers:
Thanks mate! Will test tomorrow :up:
Viktoria
02-01-20, 04:48 PM
Hey Fifi, I've noticed a bug in the AO map of the Type II C and fixed it. Could send it to you if you want :)
Aktungbby
02-01-20, 05:06 PM
Viktoria!:Kaleun_Salute:
Hey Fifi, I've noticed a bug in the AO map of the Type II C and fixed it. Could send it to you if you want :)
Of course, send it to me you’re welcome :up:
On what part was the bug?
Viktoria
02-02-20, 03:25 PM
Of course, send it to me you’re welcome :up:
On what part was the bug?
yeah i dont know how to sent the .dat file but basically the AO on the screws was somehow messed up looked really spotty, so i importet the Ao map of the Type 2b where it works to use as the AO map of the type2 cs screws. Its by no means "good code" but i mean it works.
long term id suggest just vcreating a new AO map for the thing but idk how i would do that....:Kaleun_Salute:
yeah i dont know how to sent the .dat file but basically the AO on the screws was somehow messed up looked really spotty, so i importet the Ao map of the Type 2b where it works to use as the AO map of the type2 cs screws. Its by no means "good code" but i mean it works.
long term id suggest just vcreating a new AO map for the thing but idk how i would do that....:Kaleun_Salute:
Could you provide a screen shot of what you mean please?
Viktoria
02-03-20, 04:30 PM
Just open the game and play the type 2 subs with the kort nozzles you'll spot it yourself. Furthermore I've made progress in implementating the updated Torpedo textures I've found out why it bugs out...I'll keep you posted when I've got updates :)
with the kort nozzles
Don’t understand...it’s Chinese to me...is it English?
Don’t you know how to take a screen shot, and post it here to show me exactly what you said?
Sailor Steve
02-03-20, 10:03 PM
Now that I'm in a position to start playing again, I'm re-installing SH3 first, and getting it set up the way I used to have it. Once that's done I plan to start new careers in SH4 as well. I used to play Operation Monsun, but this time I'll be playing Dark Waters. I've been watching its growth and really looking forward to playing it. You've put so much work into it, and it's starting to look like what I've always believed SH4 could be.
Now that I'm in a position to start playing again, I'm re-installing SH3 first, and getting it set up the way I used to have it. Once that's done I plan to start new careers in SH4 as well. I used to play Operation Monsun, but this time I'll be playing Dark Waters. I've been watching its growth and really looking forward to playing it. You've put so much work into it, and it's starting to look like what I've always believed SH4 could be.
Thank you Steve!
DW is fully playable and enjoyable even though you can’t change U-Boat type as you want yet (as in SH3).
This is due to the fact SH4 is build other way than SH3 unfortunately.
But you always can have few careers with more than one type to avoid the boring time...
I send you a PM :up:
DARK WATERS V5 IS OUT!
See end of post #1
- Patches have been included in V5. No need anymore.
- Numerous adjustments have been made (too many to write here)
- Planes renown has been raised a bit
- Ships renown has been corrected
- Ships .Zon has been adjusted
- etc...
NEW CAREER IS MANDATORY!
fitzcarraldo
02-04-20, 07:55 AM
DARK WATERS V5 IS OUT!
See end of post #1
- Patches have been included in V5. No need anymore.
- Numerous adjustments have been made (too many to write here)
- Planes renown has been raised a bit
- Ships renown has been corrected
- Ships .Zon has been adjusted
- etc...
NEW CAREER IS MANDATORY!
Many thanks! Downloading now....
Best regards.
Fitzcarraldo :salute:
Viktoria
02-04-20, 10:14 AM
https://cdn.discordapp.com/attachments/668014539190829056/674271041052344321/1.PNG
here you can see the issue.....
https://cdn.discordapp.com/attachments/668014539190829056/674271039760367647/2.PNG
and here the fix.....
Torpedo HAHD doesnt work BC some rogue.dat file overwrites part of the Torpedo.dat file so changing torpedo.dat wont do good:hmmm:
Hi Viktoria, good find :up:
Seems you are good at mapping :yep:
Could you send me your fix when ready, via mediafire link please?
On side note, there are tons of mapping to do with the sea folder...many ships don’t have any ambiant occlusion at all :yep:
If you like this work :D
Viktoria
02-04-20, 10:56 AM
Hi Viktoria, good find :up:
Seems you are good at mapping :yep:
Could you send me your fix when ready, via mediafire link please?
On side note, there are tons of mapping to do with the sea folder...many ships don’t have any ambiant occlusion at all :yep:
If you like this work :D
i didnt really remap the thing i just borrowed a map from where i knew it would work so its more of a work aournd than a fix, but i mean it works.
Fifi tbh i thought about maybe contributing a bit to the mod since modding is kind of a hobby of mine, although i wouldnt do it full time i'd rather just assist with a few things here and there for example right now im tring to update the torpedo textures.....:yeah: <3
i didnt really remap the thing i just borrowed a map from where i knew it would work so its more of a work aournd than a fix, but i mean it works.
Fifi tbh i thought about maybe contributing a bit to the mod since modding is kind of a hobby of mine, although i wouldnt do it full time i'd rather just assist with a few things here and there for example right now im tring to update the torpedo textures.....:yeah: <3
Ok, keep up the good work! Go ahead, i can’t do all myself...
Just don’t forget to send your files, so i can include them!
Viktoria
02-05-20, 07:11 AM
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3
http://www.mediafire.com/file/hyaszsn3w3kstzd/Vicky_Fixes_DW.zip/file
heres the link to my fixes
Install:
-you can just replace the Type 2 files without issues.
-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)
NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).
Just had a go with V5.
I see you moved some of the mission waypoint.
Gibraltar has been good to me.
Stopped right in the path of a convoy. Unloaded all front and rear tubes. On 10 torpedoes (loosely calculated) I had 4 hits. Sank 2 merchant ships. Another one hit crippling the ship wich was left behind. Surfaced to finish it off with the deck gun once the escorts got bored with me. Found another tank I sank with the deck gun... ignited its cargo wich cut it in half with a very satisfying explosion. Last but not least, a 300 tons steam traveler with the deck gun.
Considering my level of experience with this game ill call this a win.
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3
http://www.mediafire.com/file/hyaszsn3w3kstzd/Vicky_Fixes_DW.zip/file
heres the link to my fixes
Install:
-you can just replace the Type 2 files without issues.
-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)
NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).
What does this mod do?
Viktoria
02-05-20, 12:40 PM
What does this mod do?
its mainly aimed at fifi,
it adds high definition torpedo models and textures and fixes some ambient occlusin map isues on the later type 2 submarines ( you can see the issue in the screenshots above):Kaleun_Cheers:
(also compatible with sh3s NYGM)
Just had a go with V5.
I see you moved some of the mission waypoint.
.
Nope :doh:
Didn’t touched any campaign file!
Nope :doh:
Didn’t touched any campaign file!
Really? Oh well then. I got very lucky.
Viktoria
02-05-20, 05:58 PM
Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?
If it's planned I might start work on that also.....
I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine.
If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete ;)
Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?
If it's planned I might start work on that also.....
I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine.
If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete ;)
Not in the plans. Furthermore in this case, couldn’t it be the IXC40 turning too fast? :D
If you have original real datas, we could fine tune the boats turning radius...well, try to, anyway.
But without real datas, Lurker made them not that bad IMHO.
Currently trying to make U-Boats automatic upgrades (new command offered) but ... very difficult to make it work so far.
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3
http://www.mediafire.com/file/hyaszsn3w3kstzd/Vicky_Fixes_DW.zip/file
heres the link to my fixes
Install:
-you can just replace the Type 2 files without issues.
-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)
NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).
I noticed few things in your mod:
- In your Torpedo.dat, the SMA mines are missing...you should bring it back for those playing with VIID type. Quite important.
- Torpedoes we see in game are not the ones we see in the .dat
In .dat the G7a TI has the head with the little blades
https://i.goopics.net/1ylqN.png
In game what we see firing a TI:
https://i.goopics.net/j8RKN.jpg
What happened to the TI torpedo head? Obviously it's not a TI, even though i fired a TI!
- Last, when you said you MUST delete the old Torpedo.dat, it’s not mandatory at all...the fact is when you activate via Jsgme an other Torpedo.dat, the new one overwrite all the old Torpedo.dat with all the datas inside. Even if there is a « ghost » data included...
But your new type IIC propellers are nice :yeah:
Will include it in next update if you are OK.
Ok, i have re-done the whole Torpedo.dat with new textures according to the one we have in the torpedo page management :up:
New trail for the G7aTI also.
I’ve added URC to all torpedoes, and deleted old caustics. They look perfect now.
And added new SMA mines for VIID with new animation when launched :ping:
Will be available for next update :yep:
Viktoria
02-06-20, 10:53 AM
Perfect Fifi well done, I have never come across the mines thing that's why I didn't want to touch it bc I thought you could handle it better however I've not come across the switched T1 thing....idk tbh.
Is it working now tho?
Keep me updated :)
Also if you have discord maybe add me there so we don't spam the forum here with our de facto private conversation ;)
Perfect Fifi well done, I have never come across the mines thing that's why I didn't want to touch it bc I thought you could handle it better however I've not come across the switched T1 thing....idk tbh.
Is it working now tho?
Keep me updated :)
Also if you have discord maybe add me there so we don't spam the forum here with our de facto private conversation ;)
Yes it’s working now:up:
SMA mines are ONLY to be used with the VIID rear tubes (otherwise with other types it will CTD like Lurker said)
And in reality, that was VIID who was used as mines layer.
I don’t have discord...anyway my English speaking is awful, i much better like the writing :yep:
magerrer
02-06-20, 03:36 PM
Bonsoir! In the IX-C/40 there is a graphical glitch involving the flange circled in the photo. It does wobble a lot :)
https://i.imgur.com/O6IAHey.png
Also, I do wonder: It never rains in my campaign. Played from Sept till April and I have never gotten any rain. Is this intentional? I did change the main cfg as you did recommend.
Also, airplanes get detected very late by the crew, even in clear weather. When I get out of timewarp the British bombers are just maybe 20-30 seconds away from dropping their bombs. It is a challenge but not so sure how realistic it is.
Enough nagging! Thanks for V5! :)
Hi magerrer,
Yes, if i recall well, this graphical glitch exists from day one of SH4 U-Boat mission add-on. I suspect Ubisoft made it intentional...
I never looked into it to try to fix it, because it never bothered me in fact.
You are right, rain is not falling often, but it still happens sometimes…
Weather is a complex mechanism in all silent hunters, not really predictable and adjustable by modders.
Furthermore SH4 was created for Pacific theater, and as you know, the quieter seas over there are in January/February … and we get it too in Atlantic theater! (Should be the inverse here)… nothing can be done to counter this of what I know. And we can’t import SH3 weather in SH4!
The fact remains the more you TC (time compression) the less the weather will change, and the game inside clock will go offset … best is to play from 1 to x1024.
About planes, keep in mind AI doesn’t see clouds! Clouds are not a handicap in game unfortunately (except for storms where planes can’t fly)
Also, the more you run high TC, the less the game will react instantly! That is a handicap for player...
It remains with high waves planes will not see you like with flat sea. So flat sea + plane around is very dangerous...even periscope depth with periscope raised! They can see a periscope trail now in V5....if the sea is flat enough.
What i do is keep a man on the AA gun until last moment of crash dive, to cover me. And best is to hit C as soon as a plane is detected. As in real, each second is vital...
Hi magerrer,
Yes, if i recall well, this graphical glitch exists from day one of SH4 U-Boat mission add-on. I suspect Ubisoft made it intentional...
I never looked into it to try to fix it, because it never bothered me in fact.
OK, next version will be without this visual glitch in type IX (in fact i confirm it was intentional because of the notset nodes inside the part)
Very easy to fix :up:
Viktoria
02-07-20, 11:17 AM
I found the snorkel doesnt resupply the ships air and only allows the diesel ngines to be used, so even with snorkel you have to surface... is that intentional or a bug?:hmmm:
It’s a known SH bug, nothing can be done to solve it.
You have to surface to get 100% air. It takes 3 seconds, nothing big.
Viktoria
02-07-20, 07:39 PM
Aw well kinda ruins the immersion bc it worked in SH3 but well if it can't be changed then I'll have to live with it I guess.. :)
What are the next big plans for the mod?
Autopilotman
02-07-20, 10:00 PM
Whenever I try to start a campaign with the 30th flotilla; it crashes immediately, also using F8 to bring up the mission orders hasn't worked since V4.
Whenever I try to start a campaign with the 30th flotilla; it crashes immediately, also using F8 to bring up the mission orders hasn't worked since V4.
You are right there is a problem with the 30th flotilla :up:
We are going to look into it to fix it.
Thanks for reporting.
As for the F8, I’ve never used this key...i always hit M and then open the order tab.
Next version will have planes visibility revised, so they can’t see a periscope from far away :yep:
Viktoria
02-09-20, 12:47 PM
I#ve also noted that even when the snorkel just became available the planes do still find and bomb me, although they should only be able to do that at the end of 44-45 afaik....
(im really hyped for the next update for the mod btw <3 )
This RAOBF is really small and without a Wedge which use in 1.5X,and very hard to read when i want to use the number of 22-24 in the outside circle because a handle right on it. In fact i prefer the old RAOBF because it has a good view and no obstacle on it
Aktungbby
02-09-20, 10:04 PM
astexe!:Kaleun_Salute: after a nine year silent run!:yeah: :arrgh!:
http://chuantu.xyz/t6/715/1581305455x1031866013.jpg
I really cant read 22-25 accurate
This RAOBF is really small and without a Wedge which use in 1.5X,and very hard to read when i want to use the number of 22-24 in the outside circle because a handle right on it. In fact i prefer the old RAOBF because it has a good view and no obstacle on it
Hi astexe!
Here you go: http://www.mediafire.com/file/etc8tzkoxznnp0i/OM_Stock_RAOFB_UJagd.7z/file
Activate very last on all mods, this will restaure stock OM RAOFB wheel :up:
It will also bring the U-Jagd...i don't have time to make an other one without U-Jagd chrono...sorry :03:
I will include this add-on mod to next version.
Thanks a lot***65292;your mod is fine and let me surprise: I played OMEGU several years ago but it has many bug and sometimes too difficult.I cant belive it will update since you.You worked a good sequel,go on. I will continue wait for this
Next version will have working rudder dial on deck for VIIB 1&2:up:
https://i.goopics.net/OJaQl.jpg
CaptJulius
02-10-20, 11:24 AM
Nice mod Fifi :up: , but damn aircraft so brutal even early on.. going near British isles is a death sentence , getting swarmed by aircraft and sunk :doh:
Nice mod Fifi :up: , but damn aircraft so brutal even early on.. going near British isles is a death sentence , getting swarmed by aircraft and sunk :doh:
Hi CaptJulius!
Yes England promptly reacted to the U-Boat threat around their coasts from end of 1940.
1941 was still doable, but the more you close England the more dangerous it was.
Ingame, you have different planes skills from novice to elite (like destroyers)
Usually at war start there are more novice/normal skills...but still remains few elite flying around!
If you get direct hits in 1940, you might be very unlucky with an elite encounter :yep:
Best is to hit C key as soon as a plane is spotted...and prey :D
Problem is i cannot adjust our crew detecting visibility just for planes. It is tight to ships also. And i do not want unrealistic spotting distances for ships...
Spookysnake999
02-12-20, 09:15 PM
Just installed Dark Waters, Looks Awesome so far!:Kaleun_Periskop:
Just installed Dark Waters, Looks Awesome so far!:Kaleun_Periskop:
Thank you Spooky! Glad you like it :salute:
Thanks god, our friend Propbeanie finally solved the Black Sea campaign start (3Oth Flotilla - spelled Constanza now, not Constanta)
Will be available for next update :up:
York2016
02-13-20, 08:27 PM
Hello there,
uh, quick question.
Will Type VIIC/42 ever be playable at any point?
(not sure if thats within your purview though)
I know it never left drydock IRL but it would be an interesting boat to utilize. Two more torps, 'official' stats say it dives deeper than Type XXI (although XXI probably did match it in reality), etc.
Hello there,
uh, quick question.
Will Type VIIC/42 ever be playable at any point?
(not sure if thats within your purview though)
I know it never left drydock IRL but it would be an interesting boat to utilize. Two more torps, 'official' stats say it dives deeper than Type XXI (although XXI probably did match it in reality), etc.
Nope, no VIIC/42 playable, only the VIIC/41 as it was in RL. Sorry :salute:
York2016
02-14-20, 06:59 PM
Nope, no VIIC/42 playable, only the VIIC/41 as it was in RL. Sorry :salute:
Aw well, was worth a try lol.
Tried to get it playable myself (using VIIC/41's files as a base) but no luck
Hello there :Kaleun_Salute:
rly enjoying your mod
but ive noticed that the messages you get from headquarters when reporting a spotted convoy is in french i think?
i dont understand a word of it :haha:
:hmmm: My whole game is set in english...don’t have French messages here :doh:
:hmmm: My whole game is set in english...don’t have French messages here :doh:
My game is in english too...
But i still get this
https://ibb.co/ZT425rT
My game is in english too...
But i still get this
https://ibb.co/ZT425rT
Here is one more
https://ibb.co/NrvhLWW
:haha: you are right! It’s in French!
Dunno why you get this though... SH4 have strange behavior sometimes...maybe time to learn French? :D
:haha: you are right! It’s in French!
Dunno why you get this though... SH4 have strange behavior sometimes...maybe time to learn French? :D
Well the mission orders are in english,
Only the contact reports WHO are in french🤣🤣
Ill just pretend they tell me to sink Them ALL !
DARK WATERS V6 IS OUT!
See end of post #1
Many little things has been adjusted in this last version.
Black Sea campaign fixed (thanks Propbeanie)
The deck rudder dial is now working.
Type II propeller texture rendering kindly fixed by Vicky.
No more jagging roof tube in type IX interior.
New torpedo textures.
New add-on mod to back-up the stock RAOBF wheel.
ETC...
NEW CAMPAIGN MUST BE STARTED!! (Due to BS campaign fix)
Have fun :yeah:
magerrer
02-19-20, 09:16 AM
Merci beaucoup!
Great news!
keep up the good work Herr Kaleun :Kaleun_Salute:
Capt.seamus
02-20-20, 09:30 AM
Great mod fifi.
I just tried to activate the sub mod for the old style raobf and the game kept freezing at the main load in screen. When I exited the game a msg said "data/menus/ksd_main_interface/chronometer/chronometer.tga" could not be found.
Great mod fifi.
I just tried to activate the sub mod for the old style raobf and the game kept freezing at the main load in screen. When I exited the game a msg said "data/menus/ksd_main_interface/chronometer/chronometer.tga" could not be found.
Thanks guys!
Try this link and replace the add-on mod by this one: http://www.mediafire.com/file/etc8tzkoxznnp0i/OM_Stock_RAOFB_UJagd.7z/file
Note that you have to activate the U-Jagd mod before.
Kal_Maximus_U669
02-20-20, 02:33 PM
good evening Fifi I congratulate you for all the work accomplished here ... but I have this type of problemhttps://image.noelshack.com/fichiers/2020/08/4/1582227200-capture.png
type 7b in Ksdhttps://image.noelshack.com/fichiers/2020/08/4/1582227523-capture.png
Hi Kal,
Don’t understand the problem :06:
You can tell me in French if you want!
Kal_Maximus_U669
02-20-20, 03:12 PM
Hi Kal,
Don’t understand the problem :06:
You can tell me in French if you want!
pourquoi a ton ce type de texture au niveau de la colone periscopique ?:ping:
Les textures intérieures n’ont pas été changées ... elles ont toujours été comme cela dans OM. Celles de KSD visiblement sont différentes...
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