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View Full Version : GFO mod users - what are your complaints, dislikes, and requests


Webster
07-17-21, 11:48 AM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the gae rather then change the dificulty, game play, or customizing the game

KaleunMarco
07-17-21, 02:05 PM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the game rather then change the difficulty, game play, or customizing the game

welcome back to the fight, Herr Webster.
it has been a long time since i played the Stock game, however S7rikeback and PB have fixed a lot of Stock bugs with the current release of FOTRS-Ultimate.
you may want to peruse their list of changed items and then make a short list of what you want to fix in GFO.

as i have done with Fifi and Dark Waters and PB & S7rikeback with FOTRSU, i'll offer my assistance if you see a need for an additional role in your development.

either way, good luck!:Kaleun_Salute:

km

Webster
07-18-21, 03:21 PM
welcome back to the fight, Herr Webster.
it has been a long time since i played the Stock game, however S7rikeback and PB have fixed a lot of Stock bugs with the current release of FOTRS-Ultimate.
you may want to peruse their list of changed items and then make a short list of what you want to fix in GFO.

as i have done with Fifi and Dark Waters and PB & S7rikeback with FOTRSU, i'll offer my assistance if you see a need for an additional role in your development.

either way, good luck!:Kaleun_Salute:

km


thanks, it would appear though that few people even use these forums much any more. i guess SH4 is not as popular as it once was

if no one is interested in it, then i may not even bother with an official redo of GFO

propbeanie
07-18-21, 03:41 PM
I for one would be most interested in an update. I have no wishes though, and no real complaints either about what you had. I do know that a couple of the torpedo updates do not function if you have an S-Boat, but I don't use those add-ins anyway... I do like the way THEBERBSTER did an update with the mod load order, which makes it much easier for a beginner, or the older generation who can't seem to follow instructions so well... :roll: - s7rikeback is going through the files of what we (mostly he) did when preparing things for an OM update, but which rolled into Fifi's Dark Waters, if we (again, he) can sort through the Stock game fixes he had. There was not much left to fix after your mod, and it seems to me to be two ships had small issues, and a few of the load-outs for planes were not right - bone stock issues.

Mad Mardigan
07-18-21, 04:08 PM
Ahoy, Webster... :Kaleun_Cheers:

Reading up on GFO, would be interested in update for it, with regards to compatibility with FotRS, OM: DW v6 or even with KSD II, as these are SH4 mod versions I run with.. so Yes, I would be very much interested in it being updated... to include those for it. Not to mention any areas that you feel need improving on. :up:

My mention of FotRS, OM: DW v6 or even with KSD II, is just suggestion... just to be clear on that point. A hope for wish.. if you will. :hmmm:

As always, thanks to all who put mods together, your hard work & effort.. is greatly appreciated. :yep:

M. M.

:Kaleun_Salute:

Arlo
07-18-21, 04:31 PM
thanks, it would appear though that few people even use these forums much any more. i guess SH4 is not as popular as it once was

if no one is interested in it, then i may not even bother with an official redo of GFO

I came back after a while away (and a couple+ strokes). I'm having a better time than ever. I'm always interested in new upgrades to mod. C'mon. You know you wanna. :) :Kaleun_Wink::Kaleun_Thumbs_Up::Kaleun_Salute:

Webster
07-18-21, 04:49 PM
I came back after a while away (and a couple+ strokes). I'm having a better time than ever. I'm always interested in new upgrades to mod. C'mon. You know you wanna. :) :Kaleun_Wink::Kaleun_Thumbs_Up::Kaleun_Salute:

lol, yes i wanted to, when time allowed, but im shocked at how few still post and come here.

not sure if i still want to invest 100hrs into redoing the mod when there doesnt seem there is any real interest in modding the game any more

there used to be 50 new posts every day, now its like 2 or 3

Arlo
07-18-21, 05:18 PM
lol, yes i wanted to, when time allowed, but im shocked at how few still post and come here.

not sure if i still want to invest 100hrs into redoing the mod when there doesnt seem there is any real interest in modding the game any more

there used to be 50 new posts every day, now its like 2 or 3

So, I guess I gotta post 10+ posts a day. :D

propbeanie
07-19-21, 10:11 AM
So, I guess I gotta post 10+ posts a day. :D
Count me in also!... :arrgh!:

propbeanie
07-19-21, 10:15 AM
What we have found Webster, which is still "historical", in that it has always been like this, but we get a "normal" amount of downloads for FotRSU, but most of the posts are reporting issues. Therefore, if you break something in the mod, you will hear about it... :roll: - but if all goes well for most folks, you can hear a pin drop around here... :D - just normal, even though the traffic volume has dropped... Now, one way around that is to take Facebook and the other "media" sites out of the equation, make them irrelevant, so that the users have to come back to SubSim... :O:

Jeff-Groves
07-19-21, 10:25 AM
What we have found Webster, which is still "historical", in that it has always been like this, but we get a "normal" amount of downloads for FotRSU, but most of the posts are reporting issues. Therefore, if you break something in the mod, you will hear about it... :roll: - but if all goes well for most folks, you can hear a pin drop around here... :D - just normal, even though the traffic volume has dropped... Now, one way around that is to take Facebook and the other "media" sites out of the equation, make them irrelevant, so that the users have to come back to SubSim... :O:

QFT!

Do good and all is quite!
Make one tiny mistake?
You get roasted as if you were Loki incarnate!
https://www.youtube.com/watch?v=AsibQnX-VFI&t=6s
:har:

Arlo
07-19-21, 10:58 AM
What we have found Webster, which is still "historical", in that it has always been like this, but we get a "normal" amount of downloads for FotRSU, but most of the posts are reporting issues. Therefore, if you break something in the mod, you will hear about it... :roll: - but if all goes well for most folks, you can hear a pin drop around here... :D - just normal, even though the traffic volume has dropped... Now, one way around that is to take Facebook and the other "media" sites out of the equation, make them irrelevant, so that the users have to come back to SubSim... :O:

Valid points. I'm on my fifth patrol in FoTRS U (about to go into 1943 - a year, game-time). Way back, when I found SH4 and came back here and delightfully found mods, I never completed a patrol without a CTD. Of course, that was pre-LAA for me, as well. :D

Randomizer
07-19-21, 11:54 AM
lol, yes i wanted to, when time allowed, but im shocked at how few still post and come here.

not sure if i still want to invest 100hrs into redoing the mod when there doesnt seem there is any real interest in modding the game any more

there used to be 50 new posts every day, now its like 2 or 3
Of course only you can assess the value of your time and effort but suffice to say that the forums of many, newer games are as isolated cemeteries compared to the activity around here.

I am not familiar with your GFO mod, finding the stock SH4 neither particularly compelling or challenging and with mods that added content, like TMO/RSRD and FOTRS, a mod that only fixed issues in stock seemed surplus to requirements. That said, I know how much work is involved in modding a game and while it is unlikely that your goal was to seek praise, acknowledgement for all of your work would certainly be fair. But that's not the way that any games' community seems to work. It sucks but should be no surprize to anyone.

Having written scenarios for Harpoon, CMANO and CMO I know a little something of the effort involved in researching, editing, testing game content. At least two of my CMO scenarios got the YouTube treatment with zero attribution for their author. I released an extensive mod for the game World War One Gold, which served a similar function to your GFO for SH4 and after almost 300-downloads I got exactly one thanks and no feedback whatsoever. People do not value that which they receive for free. It makes little sense but you see it all the time in the Flight Simulator community for example.

Your peers know your value to the community as some have written in the above posts. A quick look at my SH4 collection shows that I even have some minor Webster mods and I know that, like the vast majority of the Great Unwashed, I never acknowledged or thanked you for. So to correct that now, Thank You and Well Done.

So listen to your peers if you like, they have the measure of your contributions and further potential far better than I.

Cheers and good luck whatever you decide.

-C

Arlo
07-19-21, 12:09 PM
Posting. :)

Webster
07-19-21, 03:20 PM
Of course only you can assess the value of your time and effort but suffice to say that the forums of many, newer games are as isolated cemeteries compared to the activity around here.

-C

well doing a large mega mod takes a lot of endless hours of hard work plus endless hours of testing and thats a lot to take on if no one will be using it

unlike FOTRS, TMO, or RFB, which all changed the dificulty or playability of the game, i wanted a mod that fixed everything with the game but didnt change the dificulty or playability of the game in any way and thats what GFO is. the idea was to fix the game fully, then you can do your own modding or add mods after to change dificulty or playability of the game as you see fit

KaleunMarco
07-19-21, 03:38 PM
well doing a large mega mod takes a lot of endless hours of hard work plus endless hours of testing and thats a lot to take on if no one will be using it

unlike FOTRS, TMO, or RFB, which all changed the dificulty or playability of the game, i wanted a mod that fixed everything with the game but didnt change the dificulty or playability of the game in any way and thats what GFO is. the idea was to fix the game fully, then you can do your own modding or add mods after to change dificulty or playability of the game as you see fit

if you want to do it, then do it.
there will always be whiners and complainers.
take a browse through the SH4 Mods Workshop forum and just read some of the Titles and you will understand what i mean.

i play GFO every so often but i also mod a few of the options. no offense intended.

as i said above, if you want to clean up/improve GFO, i say, do it and bollocks to the naysayers. wait, didn't someone else say that?:D

Arlo
07-19-21, 04:27 PM
I find that much of what I desire is cosmetic in nature (hangs head in shame) and, of course, smooth play without CTDs.

Cosmetically, I want realistic uniforms, accurate interiors, more interior, immersive environment (ocean, etc), realistic sounds, voices and lots of ship types that look accurate.

A challenging game is always welcome, of course. But if GFO offers me a really good looking and sounding version of vanilla of course I will promote it as much as any other mod I enjoy. Maybe more so to new players. :arrgh!:

Webster
07-19-21, 10:41 PM
i play GFO every so often but i also mod a few of the options. no offense intended.:D

that was the whole basis of the GFO mod, to give you a new starting point with all the things fixed i could fix. im not offended you add mods to it, im happy to hear you are doing just that

i been around a long time so i dont care much about credits and whatnot, i do what i do to share with the community, and for my own use naturally.

im just a bit out of adjustment at how the interest in the game has fallen off, but its a pretty old game now so it cant stay popular forever

Arlo
07-19-21, 11:59 PM
... it cant stay popular forever

Best submarine sim (when modded) to date. Don't see any other competition.

Arlo
07-20-21, 02:13 PM
I am still interested in this. I support Webster's GFO.

https://i.imgur.com/OOD4f5Z.png

propbeanie
07-21-21, 11:56 AM
Where is the WayBack Machine you found for that, Arlo? :yeah: - Excellent find!

Arlo
07-21-21, 12:04 PM
Where is the WayBack Machine you found for that, Arlo? :yeah: - Excellent find!

Actually, I whipped up a design and uploaded it to Redbubble ... set to private. :)

s7rikeback
07-21-21, 04:38 PM
What we have found Webster, which is still "historical", in that it has always been like this, but we get a "normal" amount of downloads for FotRSU, but most of the posts are reporting issues. Therefore, if you break something in the mod, you will hear about it... :roll: - but if all goes well for most folks, you can hear a pin drop around here... :D - just normal, even though the traffic volume has dropped... Now, one way around that is to take Facebook and the other "media" sites out of the equation, make them irrelevant, so that the users have to come back to SubSim... :O:
Damn right, one mistake, and the thread will explode, do something right, it's a ghost town...:03:

s7rikeback
07-21-21, 04:58 PM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the gae rather then change the dificulty, game play, or customizing the game
Hello Webster,

as propbeanie has said over several threads :ping:
I do have stock game fixes, these mainly involve simple text edits, for the sensor & equipment files, plus loadout edits, plus missing sensor files etc.

I will PM you with a download link, and an example of some of the errors I fixed. Please be mindful, that most of these errors were found with the fantastic tools released by:
TDW SHValidator v2.0.6.0 by TheDarkWraith
mySHTooL_v1_9 by Hebe Vollmaus


And as the others have said, we still get new people arriving to the SH4 forums, your mod is a tried and tested launch pad for them. Without this, they would be dealt a stock game, and the many issues that stem from that.

Webster
07-21-21, 11:01 PM
Hello Webster,

as propbeanie has said over several threads :ping:
I do have stock game fixes, these mainly involve simple text edits, for the sensor & equipment files, plus loadout edits, plus missing sensor files etc.

I will PM you with a download link, and an example of some of the errors I fixed. Please be mindful, that most of these errors were found with the fantastic tools released by:
TDW SHValidator v2.0.6.0 by TheDarkWraith
mySHTooL_v1_9 by Hebe Vollmaus


And as the others have said, we still get new people arriving to the SH4 forums, your mod is a tried and tested launch pad for them. Without this, they would be dealt a stock game, and the many issues that stem from that.


thanks, i will definitely be wanting to bend your ear and learn what you found out. when i did my maneuvering mod i was only working with hp changes and as i said above, that accidentally broke the ships sounds on sonar use.

im glad to here someone else here was frustrated enough as i was to try and fix it, sounds like your way is better then what i tried

Mad Mardigan
07-22-21, 01:33 AM
What we have found Webster, which is still "historical", in that it has always been like this, but we get a "normal" amount of downloads for FotRSU, but most of the posts are reporting issues. Therefore, if you break something in the mod, you will hear about it... :roll: - but if all goes well for most folks, you can hear a pin drop around here... :D - just normal, even though the traffic volume has dropped... Now, one way around that is to take Facebook and the other "media" sites out of the equation, make them irrelevant, so that the users have to come back to SubSim... :O:

Damn right, one mistake, and the thread will explode, do something right, it's a ghost town...:03:

Ahoy, propbeanie, s7rikeback & Webster...:Kaleun_Cheers:

The way I see it, is.. that if there is an error, it is best policy to let it be known of.. so that can be corrected. I, & can only speak for Myself here.. will do so as tactfully & politely as can be.

With the 'if things go right, you could hear a pin drop', that's just simply enjoying things rolling right & enjoying it... well, it's not hard to get sucked in & forget to mention that things are going good. Again, as above, can only speak for Myself here... & I try not to forget to let it be known that things are, 'right, as rain'.. but, it does happen. :shucks: :yep: :oops:

So I hope Webster, that you won't let the not hearing anything, dissuade you from working up a rework on GFO, as I for , as well as others who have commented, would love to see you do so.. & know that it will be appreciated.

M. M.

:Kaleun_Salute:

Webster
07-22-21, 07:08 PM
So I hope Webster, that you won't let the not hearing anything, dissuade you from working up a rework on GFO, as I for , as well as others who have commented, would love to see you do so.. & know that it will be appreciated.

M. M.

:Kaleun_Salute:

well i need feedback for what issues there are besides the ship sounds that were broken by my maneuvering mod. vickers03 made a corrected sound file to sort the issue but that has to be manually added and JSGME cant do it so i know thats a big issue but what else?

i need you guys that use my mod to tell me what, that is already in GFO, doesnt work so i can se where to start

thats what this thread is asking for, tell me what needs fixing so i can fix it, i dont want to just rely on my own eyes as we all play the game differently and may see or find different things that matter

Mad Mardigan
07-22-21, 09:00 PM
well i need feedback for what issues there are besides the ship sounds that were broken by my maneuvering mod. vickers03 made a corrected sound file to sort the issue but that has to be manually added and JSGME cant do it so i know thats a big issue but what else?

i need you guys that use my mod to tell me what, that is already in GFO, doesnt work so i can se where to start

thats what this thread is asking for, tell me what needs fixing so i can fix it, i dont want to just rely on my own eyes as we all play the game differently and may see or find different things that matter

I know at 1 time, I ran a set up with GFO, not long after I joined subsim, iirc... it has been some time back, mind you... 7 years almost now... sheesh, where did the time go.. :haha: :shucks: :03:

Am in the process of setting up GFO again, so gimme a bit to do so & will see if there is anything that stands out to Me. Will let you know what I find... that does so.

M. M.

:Kaleun_Salute:

Blitz_KG200
07-22-21, 10:31 PM
First of all, thanks for GFO, it polished the vanilla experience of SH4 at a point in I prefer it over others mega mods that increase in excess the dificulty. At this point, I prefer a more light gameplay and GFO fits perfectly. One thing I want is the possibility to add custom emblems, like the one provided whit TMO. I think it fits the GFO theme because the option is already built in the game but not active. Simply adding a blank file option for JGSME will do it, if possible. There are some things whit the u-boats also but I can recall at the moment, let me see and I try to add a small list. S! :yeah:

Webster
07-22-21, 11:20 PM
I know at 1 time, I ran a set up with GFO, not long after I joined subsim, iirc... it has been some time back, mind you... 7 years almost now... sheesh, where did the time go.. :haha: :shucks: :03:

Am in the process of setting up GFO again, so gimme a bit to do so & will see if there is anything that stands out to Me. Will let you know what I find... that does so.

M. M.

:Kaleun_Salute:

thanks, another set of eyes can always see things better and see different things

First of all, thanks for GFO, it polished the vanilla experience of SH4 at a point in I prefer it over others mega mods that increase in excess the dificulty. At this point, I prefer a more light gameplay and GFO fits perfectly. One thing I want is the possibility to add custom emblems, like the one provided whit TMO. I think it fits the GFO theme because the option is already built in the game but not active. Simply adding a blank file option for JGSME will do it, if possible. There are some things whit the u-boats also but I can recall at the moment, let me see and I try to add a small list. S! :yeah: thank you, GFO is very mod friendly so you can do a very simple mod just to add custom emblems so the idea is you finish off the final details like that to each persons own liking since thats a custom thing

the idea was to use GFO as the base mod, then tweak to each persons personal likes. after all everyone likes different things

im more thinking in terms of bugs issues errors rather them add a bunch of customizing stuff to the main mod. but its an interesting idea to consider.

trouble is, once you start with that, you start getting into too much stuff getting away from the core purpose of the mod in that its designed to be the first of several mods to add together

Mad Mardigan
07-23-21, 02:58 AM
Webster...:Kaleun_Cheers:

Have GFO set up, used the following (all activated through jsgme for ease of deactivation if needed, of course...) :

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\GFO+RSRDC\MODS]

1-Game Fixes Only Mod v1.1
2-RSRDC - SH1.5 v4.0.1
3-RSRDC v4.0.1-GFO Patch
MaxOptics IV - GFO 1.1
G1-Improved Stock Environment_v3
G2-ISE New clouds+Waves
G3-ISE Realistic Colors
G4-Webster's Smaller Rain for v1.5
NMMO Reverse Ocean Colors Add-on
Bigger Better Protractors
452_MoonlightzSonarLines
24 Hour Clocks
UStorp125plus150
Tracer Mod v3
Z1-Enhanced Sounds for SH4
Z2-New Sounds Interior-Officer Quarters mod
Z3-International Radio mod

I thought of using a couple of vickers03 mods

sub skins (4k)
interiors officers quarters
& a couple of other tweak mods, none that as I know of, mess with the menu.ini, that I know of at any rate. :hmmm:

M. M.

:Kaleun_Salute:

post edit:

USS Sculpin (SS-191) + vickers 4ksubskin mod & battleflag mod (just the conning tower emblem alone)

http://snipboard.io/dPhOYa.jpg

KaleunMarco
07-23-21, 03:35 PM
Webster...:Kaleun_Cheers:

Have GFO set up, used the following (all activated through jsgme for ease of deactivation if needed, of course...) :

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\GFO+RSRDC\MODS]

1-Game Fixes Only Mod v1.1
2-RSRDC - SH1.5 v4.0.1
3-RSRDC v4.0.1-GFO Patch
MaxOptics IV - GFO 1.1
G1-Improved Stock Environment_v3
G2-ISE New clouds+Waves
G3-ISE Realistic Colors
G4-Webster's Smaller Rain for v1.5
NMMO Reverse Ocean Colors Add-on
Bigger Better Protractors
452_MoonlightzSonarLines
24 Hour Clocks
UStorp125plus150
Tracer Mod v3
Z1-Enhanced Sounds for SH4
Z2-New Sounds Interior-Officer Quarters mod
Z3-International Radio mod

I thought of using a couple of vickers03 mods

sub skins (4k)
interiors officers quarters
& a couple of other tweak mods, none that as I know of, mess with the menu.ini, that I know of at any rate. :hmmm:

M. M.

:Kaleun_Salute:

thanks for the list, MM.

trying to find a copy of Max Optics IV.
the file link in the download section here is broken.
i've emailed Neal and Scurvy but i figured i post a request just in case they do not have a backup.

Mad Mardigan
07-23-21, 04:02 PM
thanks for the list, MM.

trying to find a copy of Max Optics IV.
the file link in the download section here is broken.
i've emailed Neal and Scurvy but i figured i post a request just in case they do not have a backup.

Ahoy, KM...:Kaleun_Cheers:

Here I am, to save the daaaayyy... well, actually... s7rikeback, but Me.. to shine the spot light on His repository. Can find that Max Optix here:

https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#981iukejzd222

MaxOptics IV - GFO 1.1 zip you will want, will be # 7 down the list.

Hope you found this useful... :shucks:

Enjoy... :up: :yep:

M. M.

:Kaleun_Salute:

post edit:

Just in case, you don't have s7rikeback's mod collection, (which, includes mods for SH3, SH4 & SH5... as a back up to mods here...) here is the link to that full on repository, which has saved My bacon on a few occasions...

https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection

KaleunMarco
07-23-21, 04:08 PM
Ahoy, KM...:Kaleun_Cheers:

Here I am, to save the daaaayyy... well, actually... s7rikeback, but Me.. to shine the spot light on His repository. Can find that Max Optix here:

https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#981iukejzd222

MaxOptics IV - GFO 1.1 zip you will want, will be # 7 down the list.

Hope you found this useful... :shucks:

Enjoy... :up: :yep:

M. M.

:Kaleun_Salute:

got it. i also scarfed a copy of OTC but while it was d/l i found my copy.
thank you!

:Kaleun_Salute:

Mad Mardigan
07-23-21, 04:19 PM
got it. i also scarfed a copy of OTC but while it was d/l i found my copy.
thank you!

:Kaleun_Salute:

No prob, :up: glad that you were able to locate it after all... :yep: :up:

Any way, there is the link to s7rikeback's repository, in case any one else may have need for it. It's pretty well straight forward laid out for use... :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
07-23-21, 04:30 PM
that was the whole basis of the GFO mod, to give you a new starting point with all the things fixed i could fix. im not offended you add mods to it, im happy to hear you are doing just that


is there any particular boat, theatre, year, base, etc that you would like feedback on?
maybe a better question would be: do you have a priority list of things that you want poked/prodded/tested?
4 yrs x 9 boats x how-many-bases makes for a lot of variables.
give me a starting point and let the experiences begin!!:D
:Kaleun_Salute:

Webster
07-23-21, 06:10 PM
is there any particular boat, theatre, year, base, etc that you would like feedback on?!!:D
:Kaleun_Salute:

no just anything you see as a problem really

im looking to fix things, not customize anything but i also include textures and things in the fix catagory

think of it as what would a game patch from ubi need to fix after v1.5 that GFFO didnt address or didnt fix correctly

Arlo
07-23-21, 06:51 PM
Looks like I may consider unloading my current FoTRSU campaign (6 patrols completed - a record for me) and load up GFO as my 'test bench project' for Commander T.E. Sting. I've really enjoyed my current camp but I would like to see some adjustments. Small things like uniform adjustments (dungarees on all enlisted, chiefs, as well - no rank markings - especially the E-1 to E-3 hashes that didn't exist in WWII). If GFO ever employs the extended interior (officer and chief country) - no E-6 and below laying on those bunks. Medals that don't include the Pacific Campaign Medal which was a 'participation trophy.' Functionality, I would like to see gun upgrades that are complete with slots that can be filled by crew. Other upgrades should cosmetically display properly.

And, of course I'd like to see the game function normally, both within physical parameters and within timeline appropriateness.

But what I will settle for is what we currently have. It's a contentment versus desire thing. :)
:Kaleun_Cheers:

Mad Mardigan
07-23-21, 09:45 PM
Looks like I may consider unloading my current FoTRSU campaign (6 patrols completed - a record for me) and load up GFO as my 'test bench project' for Commander T.E. Sting. I've really enjoyed my current camp but I would like to see some adjustments. Small things like uniform adjustments (dungarees on all enlisted, chiefs, as well - no rank markings - especially the E-1 to E-3 hashes that didn't exist in WWII). If GFO ever employs the extended interior (officer and chief country) - no E-6 and below laying on those bunks. Medals that don't include the Pacific Campaign Medal which was a 'participation trophy.' Functionality, I would like to see gun upgrades that are complete with slots that can be filled by crew. Other upgrades should cosmetically display properly.

And, of course I'd like to see the game function normally, both within physical parameters and within timeline appropriateness.

But what I will settle for is what we currently have. It's a contentment versus desire thing. :)
:Kaleun_Cheers:

Ahoy, Webster...:Kaleun_Cheers:

To add a bit to Arlo's comments here, adjustment to the clothing, crew markings like the hash slash marks while I know more along the line of cosmetics, should do to stand with correcting.

In addition, the giving orders, like ahead 1/3, 2/3 in the sounds section could stand a bit of tweaking . I know there was some sound add ins that added to the atmosphere when diving & surfacing. The only downside to that, was of their being done up for FotRS. So, having GFO adapted to be used with, or more correctly before FotRS would be something to see of adjusting.

That's of course a high rated polite suggestion, not to be taken as a shake My fist demand...

I seem to recall another subsimmer releasing a DC mod that was a 2 parter, in that 1 set of files & such for the IJN to be using type 93(?) DC's then the 2nd 1/2 being activated after 08/ of '43, of using type 2 DC's.. if I am remembering the details right. The sink rate was slower for 1 of the type DC's used... whereas the other being heavier, had a faster sink rate. (On this, I haven't yet sustained a DC attack, to be able to adequately see if that is something that may need tweaking or not, but.. should be something for others to bear in mind to keep an eye out for & on.. when they're testing. Just a suggestion.)

That's all that comes to mind off the top of My head. I'll chime in, if anything else comes to mind while testing.

M. M.

:Kaleun_Salute:

KaleunMarco
07-23-21, 10:01 PM
I seem to recall another subsimmer releasing a DC mod that was a 2 parter, in that 1 set of files & such for the IJN to be using type 93(?) DC's then the 2nd 1/2 being activated after 08/ of '43, of using type 2 DC's.. if I am remembering the details right. The sink rate was slower for 1 of the type DC's used... whereas the other being heavier, had a faster sink rate. (On this, I haven't yet sustained a DC attack, to be able to adequately see if that is something that may need tweaking or not, but.. should be something for others to bear in mind to keep an eye out for & on.. when they're testing. Just a suggestion.)

WernerSobe released Natural Sinking Mechanics 2.6 back in 2007 which means that it was written for SH4 1.3.
i d/l to look it over but never implemented it because i have v1.5.

it appears that Werner touched the .zon file of just about every ship in the Sea Folder as well as Zones.cfg.

performing the same task with some of the mega-mods and their expanded ship types would be a herculean task, imho.

so, if you are looking for a herculean task to perform, re-do Natural Sinking Mechanics for FOTRSU. :03:

Mad Mardigan
07-23-21, 11:17 PM
WernerSobe released Natural Sinking Mechanics 2.6 back in 2007 which means that it was written for SH4 1.3.
i d/l to look it over but never implemented it because i have v1.5.

it appears that Werner touched the .zon file of just about every ship in the Sea Folder as well as Zones.cfg.

performing the same task with some of the mega-mods and their expanded ship types would be a herculean task, imho.

so, if you are looking for a herculean task to perform, re-do Natural Sinking Mechanics for FOTRSU. :03:

What you quoted Me on, KM.. was not about ship sinkage rates.

That was about the IJN & the different type depth charges that was used by them.

The Type 93 depth charge then the Type 2 depth charge.

I will have to reopen the mod to review the read me that they included with the mod, but.. if memory serves Me right on it... I think the Type 93 was used from the onset of the IJN opening up with their conquest of China & carried through to the U.S getting bombed & onward to I believe August of '43. When they then swapped to the type 2 which, again if memory serves Me well, shipmate. the type 2 was a heavier beast than the earlier on used type 93.

I stand corrected, it was Type 95, not 93.

With the Type 95, it was the lighter of the 2 different depth charges. The Type 2 was made to be heavier, given that the Type 95 was slow in dropping to the 2 different depths it could be set to. (100 & 200 meters, respectively)

With the Type 2 being heavier was designed to make it more difficult to evade its destructive reign of terror.

The mod in question was done by Bubblehead1980 & is his baby.

M. M.

:Kaleun_Salute:

KaleunMarco
07-24-21, 09:28 AM
What you quoted Me on, KM.. was not about ship sinkage rates.

That was about the IJN & the different type depth charges that was used by them.

The Type 93 depth charge then the Type 2 depth charge.


yes, it would appear that i completely misunderstood that post.

Moonlight
07-24-21, 10:08 AM
Can anyone remember if GFO had that gazillion destroyer glitch where they sailed around the world for ever and ever, I remember FotRS had it as well at one point but GFO? it was too long ago for me to remember a little thing like that. :D

KaleunMarco
07-24-21, 04:08 PM
24 Hour Clocks


which 24 hour clock mod do you use?

Mad Mardigan
07-24-21, 07:13 PM
which 24 hour clock mod do you use?

Ahoy, KM... :Kaleun_Cheers:

Fred's 24 hour clock, found here:

https://www.subsim.com/radioroom/showthread.php?t=194248

I believe I grabbed the mediafire download, iirc... :shucks:

M. M.

:Kaleun_Salute:

KaleunMarco
07-24-21, 08:00 PM
Ahoy, KM... :Kaleun_Cheers:

Fred's 24 hour clock, found here:

https://www.subsim.com/radioroom/showthread.php?t=194248

I believe I grabbed the mediafire download, iirc... :shucks:

M. M.

:Kaleun_Salute:

yeah, that is the one i d/l.

KaleunMarco
07-26-21, 08:35 PM
started career driving an S-42 Boat out of Brisbane.
June 1942.
about to start mission three and it is the same mission as the first two, ID94, Sink Luzon Strait 01.
the issue is that S_boats shouldn't be assigned Luzon missions according to the Flotilla Definitions.
they should be assigned to either Solomon Sea or Bismarck Sea missions.
in fact, no boat based at Brisbane should be assigned an Luzon mission...according to the Flotilla file.
i have reviewed the Flotilla.UPC file and everything seems fine however having said that i think i will go back and look for punctuation errors, upper/lower case misses, etc.
BUT, this is definitely hinky.

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

101 GFO_Game Fixes Only Mod v1.1
140 Webster's New Orders Bar Menu for v1.5
150 RSRDC_SH15_V400
160 RSRDC_V4XX_Patch1
180 MaxOptics IV for GFO 1.1
300 Stop The Shouting
820 Screen Scroll Fix

Webster
07-26-21, 11:04 PM
started career driving an S-42 Boat out of Brisbane.
June 1942.


if you like the suspense of the s-boats try my s-boat mod. it takes away the indestructible shield the stock game gives them. my mod makes them more realistic in that they were in real life death traps that shouldnt have even still been in service. there are documents that show it was a 50/50 odds it would sink on its own from being 30 yr old rust buckets vs getting attacked


i have reviewed the Flotilla.UPC file and everything seems fine however having said that i think i will go back and look for punctuation errors, upper/lower case misses, etc.
BUT, this is definitely hinky.

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

101 GFO_Game Fixes Only Mod v1.1
140 Webster's New Orders Bar Menu for v1.5
150 RSRDC_SH15_V400
160 RSRDC_V4XX_Patch1
180 MaxOptics IV for GFO 1.1
300 Stop The Shouting
820 Screen Scroll Fix



that could be something in RSRD mod, lurker rewrote a large portion of the campaign files so maybe there was something in there with a typo

KaleunMarco
07-27-21, 09:31 AM
that could be something in RSRD mod, lurker rewrote a large portion of the campaign files so maybe there was something in there with a typo
i had the same thought but i'll be d@mned if i can't spot it.
:/\\!!

KaleunMarco
07-30-21, 02:40 PM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the gae rather then change the dificulty, game play, or customizing the game
Ok, Webs, here are the first two items for you to consider.
please keep in mind that these (and all future suggestions) are observations and not criticisms.:up:

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

101 GFO_Game Fixes Only Mod v1.1
140 Webster's New Orders Bar Menu for v1.5
180 MaxOptics IV for GFO 1.1
300 Stop The Shouting
400 Screen Scroll Fix
420 - 3000 Meter Bearing Tool (1920x)

i scrapped RSRD mods because they are messed up and went back to Stock+GFO+a couple of non-sequiturs.

firstly, S-boat conning tower availability dates are overlapping and out-of-sync which will cause the two later tower configs to not be applied as upgrades.

secondly, the Huge European Liner aka ConteVerde has a unit type =109 in its .CFG and Names.Cfg but in the .MIS Campaign Files it has a unit type= 103. this causes the ship type to be dropped from the Campaign file spawns during play and allows some Troop Convoys to consist of only Escorts.

thirdly, i updated the US Boats UpgradeClass to more closely align with their relative dates of service. Here is the roster i am playing:
0 - S-boats
1 - Porpoise
2 - Salmon + Sargo
3 - Tambor + Gar
4 - Gato
5 - Balao

i am restarting an S42 career in Brisbane, June 1942, so the first batch of suggestions will be centered on that combination.

:Kaleun_Salute:

propbeanie
07-30-21, 04:15 PM
If I'm not mistaken KM, those would be in the files Dan has for Webster, and are stock game issues. There are a couple of Photo Op missions that use the Conte Verde also...

KaleunMarco
07-31-21, 12:34 PM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you don't like about it and what doesn't work or has issues as well as what you would like to see added to it

i'm trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the game rather then change the difficulty, game play, or customizing the game

discovered this today...
Hydrophone will not display a contact that is within 4000 yds despite the fact that there is audible sound at the sonar station.
here is the hydrophone display. note the solidly lit green light indicating sound contact but there is no corresponding contact type (merchant v warship) in the upper left area where confirmed contacts are displayed. without a confirmed contact, Kaleuns cannot ping for range to target.
https://i.ibb.co/kX3dhMC/SH4-Img-2021-07-31-12-08-36-088.png

here is the tactical situation. notice the merchant at approx 023-025 and 4000 yds distant. There is also a DD at approx 060 and it also has an audible sound at the hydrophone station but is not identified.
https://i.ibb.co/RYMN2T9/SH4-Img-2021-07-31-12-08-53-586.png

Webster
08-01-21, 12:15 PM
discovered this today...
Hydrophone will not display a contact that is within 4000 yds despite the fact that there is audible sound at the sonar station.

im thinking thats part of the sound issues related to my maneuvering mod

hopefully that should be fixed when i remove my maneuvering mod from GFO

KaleunMarco
08-06-21, 06:36 PM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you don't like about it and what doesn't work or has issues as well as what you would like to see added to it

i'm trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the game rather then change the difficulty, game play, or customizing the game

another item for the list:
in Flotillas, there are bad dates. 1 - 2/29, 1 - 11/31, and six 6/31


my first career started with a S42 in Brisbane. i accepted the offered upgrade to a Salmon. the next upgrade was to a Gato which means that the code skipped Tambor/Gar.

enemy ships that we hit, sink so fast that we cannot surface in time to watch them.

KaleunMarco
08-09-21, 10:10 AM
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the gae rather then change the dificulty, game play, or customizing the game

webs,

not sure if you can remedy this but you asked.....:D

conning tower upgrades are not implemented...at all.
here is an example of a Gato, June 1943. She should be configured with a Late War conning tower but she still has an Early War conning tower.
NOTE: Ignore the periodic extra spaces within the UPC data below. Those are blips in the Forum GUI and are NOT present in the UPC file.

From CareerTrack.upc
CurrentDate=1943-06-01 00:22:02

From ActiveUserPlayerUnits.upc (and, of course, NSS_Gato.upc)
[UserPlayerUnit 1.UnitPartSlot 1]
ID=GatoConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=GatoConningTower
ExternalNodeName3D=Z01
IDLinkUnitPartIntervalDefault1=19000101,19420931,G atoConningEarlyWar
IDLinkUnitPartIntervalDefault2=19421001,19430331,G atoConningMedWar
IDLinkUnitPartIntervalDefault3=19430401,19441031,G atoConningLateWar
IDLinkUnitPartIntervalDefault4=19441101,19991231,G atoConningElite
IDLinkUnitPartLoaded=GatoConningEarlyWar

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart]
ID=GatoConningEarlyWar
NameDisplayable=Start of war Conning Tower
UnitPartInterval=1900-01-01, 1942-12-01
Type=GatoConningTower
ExternalLinkName3D=data/objects/Conning_Gato_01
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride=NULL
MenuSilhouetteTextureNameOverride=Gato_Class_01.tg a

Webster
08-09-21, 02:40 PM
webs,

not sure if you can remedy this but you asked.....:D



yes i did ask, but keep in mind im no computer code guy or very understanding of how things work in the game vs whats broken.

if i cant do it with S3D or text file or texture edits then i cant do it

but yes keep it coming, maybe someone has the answers for it

my goal is fixing the game, thats all i care about, i dont care if its my mods or someone else that fixes it as long as it gets fixed.

for me its not getting credit for fixing stuff or being a great modder, its about making the game more enjoyable for everyone

KaleunMarco
08-09-21, 05:15 PM
yes i did ask, but keep in mind im no computer code guy or very understanding of how things work in the game vs whats broken.

if i cant do it with S3D or text file or texture edits then i cant do it

but yes keep it coming, maybe someone has the answers for it

my goal is fixing the game, thats all i care about, i dont care if its my mods or someone else that fixes it as long as it gets fixed.

for me its not getting credit for fixing stuff or being a great modder, its about making the game more enjoyable for everyone

how does one match up a piece of equipment to the equipment file (eqp) or an entry in Sensors_sub_US_sim?

for example, we were just upgraded to a Balao class boat.
the hydrophone is NSS_Hydrophone_Ball_02.
where would i find that in the Sensors_sub_US.sim file?
using my genius-level intellect :har: i have narrowed it down to one of three entries. but which one? door #47, 49, or 53?
https://i.ibb.co/swzshW6/Picture0086.jpg

propbeanie
08-09-21, 06:57 PM
another item for the list:
in Flotillas, there are bad dates. 1 - 2/29, 1 - 11/31, and six 6/31

my first career started with a S42 in Brisbane. i accepted the offered upgrade to a Salmon. the next upgrade was to a Gato which means that the code skipped Tambor/Gar.

enemy ships that we hit, sink so fast that we cannot surface in time to watch them.
The dates are like that throughout Stock. I cannot remember if that is in the files we have for Webster... :hmmm: - Don't forget that your "upgrade" to a new command is based upon renown points awarded, so if you did too well, you can indeed bypass a boat level and go to the head of the class(es). Sorry, bad pun. :roll: ~AND~ there are a limited number of UpgradeClass settings in Stock, having UpgradeClass=0 for the S-Boats, =1 for the Porpoise, Salmon, Sargo, Gar and Tambor, =2 for the Gato, and =3 for the Balao, which is probably the main reason you "skipped" so many boats.

webs,

not sure if you can remedy this but you asked.....:D

conning tower upgrades are not implemented...at all.
here is an example of a Gato, June 1943. She should be configured with a Late War conning tower but she still has an Early War conning tower...
...
Remember that the conns only come if you have enough points for a New Command, but only when there is not a new boat available for a New Command - and the same patrol restrictions apply as with the boats. The conns might be "dated", but they are like several other aspects of the game, where the game does what it wants with the dates...

how does one match up a piece of equipment to the equipment file (eqp) or an entry in Sensors_sub_US_sim?

for example, we were just upgraded to a Balao class boat.
the hydrophone is NSS_Hydrophone_Ball_02.
where would i find that in the Sensors_sub_US.sim file?
using my genius-level intellect :har: i have narrowed it down to one of three entries. but which one? door #47, 49, or 53?
https://i.ibb.co/swzshW6/Picture0086.jpg
There is a "Slot" the equipment or weapon sits in on the boat in the SubName.upc file or the UnitParts#SubName.upc file, depending upon where it is supposed to reside. The ID for that slot used will link to the UpgradePackSlot below, which will have a link to the UpgradePacks.upc file, which has links to the Equipment and / or Weapons upc file(s), which is where you will find the "link" to the actual 3D asset - if there is one... It is def not easy to trace through that "spider web", as ETR3(SS) calls it... since you're asking for a specific item in the Sensors_sub.dat file, looking in the Equipment.upc for that particular "call" yields Equipment 22, Sonar Head Hoist, which links to UpgradePack31, UpackWCASonar, where it is invoked twice, along with the SonarWCAStack. After that, it is used in most of the SubName.upc files for an UpgradePackSlot to populate the Slot in the subs (Compartment 5. EquipmentSlot 6 in the Balao)... So there it is, frontwards and backwards, and I still don't understand it... :roll:

Rrannett
08-09-21, 07:50 PM
I joined SubSim in 2009. I have downloaded several mods over the years, that have given me immense pleasure! I hang my head, because I did not extend my thanks as often as I should have. Please accept my heartfelt thanks, and my respect for your dedication to making an interesting game into something that is truly entertaining and almost educational. Many thanks to the dedicated modders and the critiquers.

KaleunMarco
08-14-21, 02:33 PM
im thinking thats part of the sound issues related to my maneuvering mod

hopefully that should be fixed when i remove my maneuvering mod from GFO

what do you mean by maneuvering mod?
do you mean this one:
Webster's Ship Manuvering Fix for v1.4 and v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=942&act=down)

is it compatible with GFO?

Webster
08-14-21, 03:22 PM
what do you mean by maneuvering mod?
do you mean this one:
Webster's Ship Manuvering Fix for v1.4 and v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=942&act=down)

is it compatible with GFO?

everything should be compatible with GFO, thats the way i made it. they might be a few conflicts that break a fix or two from GFO if some mods are added, but they will still work

and yes, unless im getting senile, im pretty sure i added the maneuvering mod into the latest version of GFO the last time i updated it but its been so long i could be mistaken since i was working on both at the same time

swdw
08-31-21, 09:40 PM
i been around a long time so i dont care much about credits and whatnot, i do what i do to share with the community, and for my own use naturally.

im just a bit out of adjustment at how the interest in the game has fallen off, but its a pretty old game now so it cant stay popular forever

You'd be surprised. A group patched European Air War so it would work under Win10 and it's had a decent number of downloads. 12 years ago forums were the hotbed for communication, now it's FB, twitter and others.

I'd say go for it. You won't have the problem with updating GFO that doing RFB would have. After I turned it over to Luke he made so many changes with no documentation that even other experienced modders couldn't figure out how to get around them when bugs popped up. Sadly, updating RFB is not like GFO. It would take rolling it back quite a ways and redoing a bunch of it over again and I no longer have the time.

One thing you might want to do when you post an update, is play with ReShade and come up with presets people can use that improve the look of the game. Those that want to use it, can download it and do so. You'd not only fix bugs, but improve the graphics w/o having to dig into any environmental settings beyond fixes.

Webster
09-22-21, 08:44 AM
well life has given me new challenges so my plan to rework GFO is going to be on indefinite hold for at least a year now, if ever.

hurricane ida took the roof off of my house as well as my dads house so i have no time for games for a long time

we literally just got power and water restored after 3 weeks with nothing

i may revisit this at some point but its not even on my radar any more

Arlo
09-22-21, 09:00 AM
well life has given me new challenges so my plan to rework GFO is going to be on indefinite hold for at least a year now, if ever.

hurricane ida took the roof off of my house as well as my dads house so i have no time for games for a long time

we literally just got power and water restored after 3 weeks with nothing

i may revisit this at some point but its not even on my radar any more

Sorry to hear about this. It is more than understandable and I hope all becomes better soon for you and yours.

Mad Mardigan
09-22-21, 11:29 AM
well life has given me new challenges so my plan to rework GFO is going to be on indefinite hold for at least a year now, if ever.

Hurricane Ida took the roof off of my house as well as my dads house so I have no time for games for a long time

we literally just got power and water restored after 3 weeks with nothing

I may revisit this at some point but its not even on my radar any more

Sorry to hear about this. It is more than understandable and I hope all becomes better soon for you and yours.

Ahoy, Webster...:Kaleun_Cheers:

Arlo +1

I feel your pain, as I just recently... lost My entire repository. This contained info on work arounds, fix ideas, link info for stuff pertaining to merchants, warships, subs... & All things SH related... from SH3 to 5... *sighs*

Still have what I had installed but, a good majority of the mods used, I have now... no idea where I got them from... much less who created them.... & all the notes for them, as well.. that I had started compiling. :doh: :o :wah:

I know that doesn't compare what with loss of power or damages to the homestead... but, I do know all about that, having grew up in Bama. Dealing with hurricanes, ice storms... yeah, they can & do occur down south... believe it or not.

1 storm, took out power for almost a month... in the dead middle of winter. Not the best time to be without power. Especially if you live in a home that is dependent on power for... just about everything in the home except for cooking. The heater, used propane to produce heat, but was dependent on electric for the ignitor & blower...

So, I can & do understand... :shucks:

Here's to y'all getting things back to rights there, where you are Webster, chum. :up:

All the best to ya, in the mean time.

M. M.

:Kaleun_Salute: