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Niume
09-17-21, 11:32 AM
Knights of the Sea Depths II: Ace Edition 1.4.2
https://www.part.lt/img/c13e0b2c219ecda1e41c2f6749c12bd5727.png (https://www.part.lt/perziura/c13e0b2c219ecda1e41c2f6749c12bd5727.png)


I decided to create a new thread, because The KSD II + Wolfpack English translation has evolved substantially and decided to create a standalone installer for easier installation.

As previously stated, all the credits go to original mod authors. Which you can find them in http://brat01.mybb.im/ The "Wolfpack" campaign mod was created by Lukner.

What is KSD ?
Quote from KSD II author
Initially, the idea was simple - to take the best, in my opinion, from SH3 (GWX, NYGM) and on the basis of SH4 U-Boat Missions (mission for the Germans) to expand the range of combat operations all the way to the Atlantic and from 1939, including additional types of boats and main combat fleets participating in the hostilities in the Atlantic Theater. The idea is not new, at one time it was worked out and is still being worked out in the Operation Monsun fashion.
Features
Types of playable u-boats
Type IIB, IIC, IID, VIIA, VIIB, VIIC, VIIC/41, IXA, IXB, IXC, IXC/40, IXD2, XXI, XIII
the main combat flotillas of boats - 1st, 2nd, 7th, 10th, 11th, 12th, 29th, 30th, 33rd
1939-1945.

PICTURES
Periscope view and interface
https://www.part.lt/img/83cb0539f1455741475963a7ae7a5f42107.png (https://www.part.lt/perziura/83cb0539f1455741475963a7ae7a5f42107.png)


https://www.part.lt/img/0cd64a65730587790a8757618c52d734605.bmp (https://www.part.lt/perziura/0cd64a65730587790a8757618c52d734605.bmp)


https://www.part.lt/img/f46f0b892c9d50cb58e5375acebc4f77353.bmp (https://www.part.lt/perziura/f46f0b892c9d50cb58e5375acebc4f77353.bmp)

https://www.part.lt/img/27a091201cb49055cc6d27ecb61b8f68892.png (https://www.part.lt/perziura/27a091201cb49055cc6d27ecb61b8f68892.png)

Due to the massive amounts of texts and files for one person. There is a great possibility of translation mistakes or missing letters. If you find them please report it in this thread. Write a date when you got the message upload a picture or just mention text which has a mistake.

Silent Hunter 4 - Good practices to ensure a stable save:
1. Never save while submerged.
2. Avoid saving around any ship/airplane within 20-50 km. - hard to determine but make sure you travel away from any sighting for a while using TC and then save
3. Never save within 50 km of a sunken ship.
4. Never save while music is playing from gramophone.
5. Never save during torpedo loading or repairs.
6. Never use Alt + TAB during a patrol.
7. Only save/exit game in NAV map or command room view.
8. Before/after attacking the convoy it is recommended to save the game in case the game crashes.


Known bugs:
NAVAL ACADEMY CRASHES THE GAME. DO NOT TRY!
UAK(training flottila) when spawning in a port submarine could get stuck in the land)
UAK(training flottila) not sure if objectives works needs more testing.
Type IXC/40 wobbly propellers.
If you want to put in new torpedoes in your boat you cant put them directly into the reserves
you have to put them into the tubes and then drag them to the reserves.
Friendly ports can cause game crashes it's recommended to save before entering base.

BASE SH4 is not required everything is included
DOWNLOAD:
KSD II Ace Edition 1.4.2v
https://drive.google.com/file/d/1qk3NtVZKhEjAY2AgmSVeZ-y7pdSJJsDL/view?usp=sharing

START NEW CAMPAIGN!
Change-log:
Allied airbases slight rework
Fixed translation mistakes
Uboats now behave more realistically in storms
US coast should now have less merchants.
The word "length" has been translated. Thanks to Mork_417!
The depth charge explosion does not cut off anymore. Thanks to Vickers03!
Campaign tweaks
Volumetric clouds added credits guess to Vickers.


Optional mods
Modeled full interiors of Type II and Type VII submarine. Very high performance demanding, and greatly increase possibility of the game crashing

https://www.mediafire.com/file/lm1v5ly08efhe9g/II_and_VII_Full_Interior_for_KSD_II_%252B_Wolfpack _2.3_mod.zip/file

Searching for testers and modders.
Discord server
https://discord.gg/wCQvVe3Bt8


Hello everyone, sorry for not reporting back far earlier. Got tangled up in personal things ( Ukraine war, new job, new car).
For some of you it was already obvious, but currently KSD II Ace Edition project is stopped until further notice. Personally I was just fed up with the AI. I have never managed to make it good enough. Hard coded bugs and random crashes also were annoying. Perhaps someone else would like to take over this project. I would support you in every possible way.

But I must confess that it was fun and engaging having a small community who was interested in this modpack. I started this modpack from just translating few lines to English. And then just started to dig deeper and deeper of ways to improve. It was really great feeling especially for not having any prior experience in modding . I want to thank all of you for the support. This type of engagement made me think about game development perhaps in the future I will truly contribute to a new game of some sorts.
Special thanks to HUNTER who helped me greatly during this small adventure.

If someone want to chat and etc. I will leave discord server open.

Good luck everyone!

Niume
09-20-21, 11:19 AM
Reserved

SnipersHunter
09-20-21, 01:12 PM
:Kaleun_Applaud:

Kal_Maximus_U669
09-20-21, 05:20 PM
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

:Kaleun_Wink: good :yep:

Kal_Maximus_U669
09-21-21, 03:07 PM
good evening Niume
Could you quickly describe to me what you have integrated into your "Ace" version
compared to your previous version ... thank you because your work is really impressive besides I do not understand that we do not have more feedback here .. good continuation in your projects and thank you again Greetings & Respect KM_U669

derstosstrupp
09-21-21, 08:42 PM
Great work Niume and SnipersHunter! Downloading now!

:Kaleun_Salute:

Mad Mardigan
09-21-21, 11:34 PM
Ahoy, :Kaleun_Cheers:

Have it downloaded & finalizing garnering space to test this out.

M. M.

:Kaleun_Salute:

Niume
09-21-21, 11:55 PM
good evening Niume
Could you quickly describe to me what you have integrated into your "Ace" version
compared to your previous version ... thank you because your work is really impressive besides I do not understand that we do not have more feedback here .. good continuation in your projects and thank you again Greetings & Respect KM_U669

This is the same mod but with all the patches included to make the installation easier. Also it has new patch 1.3

dcb
09-22-21, 06:15 AM
Great news Niume, thanks alot!:salute:
Just noticed the thread and downloading now.


:Kaleun_Cheers:

Kal_Maximus_U669
09-22-21, 06:52 AM
This is the same mod but with all the patches included to make the installation easier. Also it has new patch 1.3

Well that's what I said to myself ... Why did you remove the interiors..
I guess it's for stability .. you should make it optional for those with a powerful machine and fine tuning ...
Greetings & Respect KM_U669

Niume
09-22-21, 10:59 AM
Will do :Kaleun_Salute:

SnipersHunter
09-22-21, 11:44 AM
This should get pinned like Dark Waters :Kaleun_Cheers:

Rrannett
09-22-21, 01:17 PM
Hello, Niume


Many thanks for this work! We shall, once again, enjoy the hard work of another group of modders who are adding their view of history. Who says life is dull??!!:Kaleun_Salute: Many thanks, again, for the hard work and dedication from all concerned!

lederhosen
09-23-21, 12:55 PM
Ha, too many users downloading at this time


will have to wait then

shoiga
09-25-21, 02:19 AM
This meter is strange

shoiga
09-25-21, 02:20 AM
How to measure target range?

SnipersHunter
09-25-21, 02:25 AM
How to measure target range?

You could use the RAOBF or eyeball it.

shoiga
09-25-21, 02:33 AM
You could use the RAOBF or eyeball it.

OK

How to use RAOFB to measure range?
I know how to get target speed and AOB, but I am not sure target range.

Niume
09-25-21, 02:46 AM
OK

How to use RAOFB to measure range?
I know how to get target speed and AOB, but I am not sure target range.
In game press F1 and go to RAOBF section there is a guide in it.

derstosstrupp
09-25-21, 06:16 AM
This meter is strange

That’s meant to resemble the actual gyro dial that showed increments of 10. What makes it look odd is those sliding bars on the left-hand side of the dial that reveal the red background. The purpose of that was to tell the operator whether any part of the spread would fall outside of the permissible gyro angle limits of the torpedoes, which for most of the war was 90° left or right. The real device had a line along the 270/90 axis of the dial, and if any part of that line fell in the red area, some of the spread would fall outside of the limits.

That part of the dial is not functional here, so you just use the dial to read off the tens place for gyro angle, with the other dial allowing you the ones place.

shoiga
09-25-21, 06:45 AM
Thank you pal!
I am looking forward to updating this great mod!

shoiga
09-25-21, 07:24 AM
Is there any correct installation guide?

Should we set windows compatibility?
Where should we install this?
How to install?
We need steam sh4?

Because I have CTD every loading time! So I think we need correct guide.

SnipersHunter
09-25-21, 08:21 AM
Is there any correct installation guide?

Should we set windows compatibility?
Where should we install this?
How to install?
We need steam sh4?

Because I have CTD every loading time! So I think we need correct guide.

You can just install it into any directory and just run the sh4.exe. It will also create a shortcut that you can use.

SH4 is already included and not needed.

shoiga
09-25-21, 08:46 AM
You can just install it into any directory and just run the sh4.exe. It will also create a shortcut that you can use.

SH4 is already included and not needed.

Any way to avoid CTD?

Niume
09-25-21, 09:28 AM
Any way to avoid CTD?
what are your computer specifications?

shoiga
09-25-21, 10:31 AM
what are your computer specifications?

Surface Pro 7
Intel(R) Core(TM) i5-1035G4 CPU @ 1.10GHz 1.50 GHz
RAM 8.00 GB
Win10 Home

shoiga
09-25-21, 11:44 PM
How can I do time compression?

shoiga
09-26-21, 12:09 AM
And can we use this distance table?

Niume
09-26-21, 01:05 AM
How can I do time compression?

Like in any other silent hunter game. Press + to increase time compression press - to decrease time compression

shoiga
09-26-21, 04:20 AM
Like in any other silent hunter game. Press + to increase time compression press - to decrease time compression

I use laptop... So I don't have these keys

So I'm looking for something other way to use time comp.

Dani
10-02-21, 02:04 PM
Can't make it start with windows 10. I tried every possible solution mentioned here on subsim..and nothing.
Anybody have a solution?

Niume
10-03-21, 10:58 AM
Question for everyone, Do you frequently encounter dud torpedoes in early war 1939- late 1940?

dex
10-06-21, 02:47 PM
Greetings Niume ,,excellent work I didn t try yet to instal but I will...
Question:we don t need sh4 original game dvd to play this Sh4 Ksd mod

Niume
10-07-21, 10:29 AM
Greetings Niume ,,excellent work I didn t try yet to instal but I will...
Question:we don t need sh4 original game dvd to play this Sh4 Ksd mod
yes

dex
10-08-21, 10:42 AM
yes
Great job Niume... I start your mod really good graphics,I was try single mission sink Illustrus carier...greet you

John Pancoast
10-12-21, 07:16 AM
Just stumbled upon this thread (and it's original). Little confused though; this is a single player version, correct ?
Is a brief overview of it possible ? I.e., is there a campaign function, ai wolfpack subs ?
Anyone have opinions on the escort/aircraft ai ?
Downloading now, looking forward to trying it out. Thanks very much for all the hard work !

Mad Mardigan
10-12-21, 03:22 PM
Just stumbled upon this thread (and it's original). Little confused though; this is a single player version, correct ?
Is a brief overview of it possible ? I.e., is there a campaign function, ai wolfpack subs ?
Anyone have opinions on the escort/aircraft ai ?
Downloading now, looking forward to trying it out. Thanks very much for all the hard work !

Ahoy, John Pancoast...

:Kaleun_Cheers:

KSD II : Ace edition, is solo career mode... with reworking being done to adjust for english... through & through... career orders, rec man, the works... as for the AI wolfpack, that.. I am not 100% sure of... it may be worked into the guts here, to sim wolfpacking.. or not, on that.. I can't say with any certainty.

where as the original KSD II, is geared towards multi...

Hope this helps... :shucks:

:Kaleun_Salute:

M. M.

John Pancoast
10-12-21, 07:23 PM
Ahoy, John Pancoast...

:Kaleun_Cheers:

KSD II : Ace edition, is solo career mode... with reworking being done to adjust for english... through & through... career orders, rec man, the works... as for the AI wolfpack, that.. I am not 100% sure of... it may be worked into the guts here, to sim wolfpacking.. or not, on that.. I can't say with any certainty.

where as the original KSD II, is geared towards multi...

Hope this helps... :shucks:

:Kaleun_Salute:

M. M.


Your reply is very helpful as usual MM, thanks !

Niume
10-21-21, 01:02 PM
Patch 1.1
https://www.mediafire.com/file/h1bsm...h_1.1.rar/file (https://www.mediafire.com/file/h1bsmsuflk0jbjx/Patch_1.1.rar/file)

Changelog
Increased convoy variety now you should see less duplicate ships in convoys
Optional mod for disabling U-boat radio antenna poles. This is purely visual mod
New intro
New menu music *Silent Hunter II OST"
New torpedeo launching sound
New tanker type "Large Fleet oiler"
Decreased torpedo reliability,Do not trust torpdoes before 1940 April. By my observations torpedoes were way too reliable especially in early war I am trying to reach historical reliability
Brest harbour friendy u-boat spawn changed
1943 allied air base reduction.
Aircraft guns deal more damage.

attwater
10-22-21, 06:56 AM
Great job Niume.
Few questions however :

Why keep Japanese ships? It takes gigabit for nothing.

And those who don't have the numeric keypad for the time compression.


Are there historical realities in the game, like Operation Cerberus and others ?


Just Gneisenau was battlecruiser and no a battleship.
Thanks!!!

John Pancoast
10-22-21, 09:48 AM
What does "1943 allied air base reduction" mean ?

Niume
10-22-21, 10:05 AM
What does "1943 allied air base reduction" mean ?

Slightly reduced amount of airbases near the bay of biscay because it was just too much. Needs further testing

Niume
10-22-21, 10:13 AM
Great job Niume.
Few questions however :

Why keep Japanese ships? It takes gigabit for nothing.

And those who don't have the numeric keypad for the time compression.


Are there historical realities in the game, like Operation Cerberus and others ?


Just Gneisenau was battlecruiser and no a battleship.
Thanks!!!
1. It's for Monsoon campaign
2. Try this https://www.subsim.com/radioroom/downloads.php?do=file&id=4715
3. Some of them are modeled

John Pancoast
10-22-21, 10:16 AM
Slightly reduced amount of airbases near the bay of biscay because it was just too much. Needs further testing


Thanks !

dex
10-23-21, 03:16 PM
Best regards Niume and all of you great sailors...
I can't finish my objective ...I patrol almost 3 days around,100km distance and nothing
https://i.ibb.co/0KZMSqD/SH4-Img-2021-10-23-22-09-32-479.png

Niume
10-23-21, 03:46 PM
Best regards Niume and all of you great sailors...
I can't finish my objective ...I patrol almost 3 days around,100km distance and nothing
https://i.ibb.co/0KZMSqD/SH4-Img-2021-10-23-22-09-32-479.png
You need to sink some tonnage to get new area.

dex
10-24-21, 01:52 AM
You need to sink some tonnage to get new area.
ahaa..that is trick....

dex
10-24-21, 03:03 AM
Hi Niume again...I try your advice but only secondary objective is finished
https://i.ibb.co/XzHrtZv/SH4-Img-2021-10-24-09-57-46-033.png
https://i.ibb.co/nCH73xq/SH4-Img-2021-10-24-09-57-22-463.png

Niume
10-24-21, 04:55 AM
Hi Niume again...I try your advice but only secondary objective is finished
https://i.ibb.co/XzHrtZv/SH4-Img-2021-10-24-09-57-46-033.png
https://i.ibb.co/nCH73xq/SH4-Img-2021-10-24-09-57-22-463.png
How much tonnage have you sunked? What flotilla are you playing?

dex
10-24-21, 01:52 PM
How much tonnage have you sunked? What flotilla are you playing?
Greet you Niume,sorry for bothering you..
https://i.ibb.co/0hD4YVx/SH4-Img-2021-10-24-20-31-39-091.png
https://i.ibb.co/GtTw06F/SH4-Img-2021-10-24-20-36-50-322.png
My base is Kiel,2nd flotilla
I have going back to Kiel via English channel,I have no patience
Submerged at day surface at night,full speed ahead,it is relly dangerous(French destroyers is very hard for fighting but I managed,some torpedo plain kill me twice already,must reload save)...Very big diference from Sh3mod Onealex

Niume
10-25-21, 08:17 AM
Greet you Niume,sorry for bothering you..
https://i.ibb.co/0hD4YVx/SH4-Img-2021-10-24-20-31-39-091.png
https://i.ibb.co/GtTw06F/SH4-Img-2021-10-24-20-36-50-322.png
My base is Kiel,2nd flotilla
I have going back to Kiel via English channel,I have no patience
Submerged at day surface at night,full speed ahead,it is relly dangerous(French destroyers is very hard for fighting but I managed,some torpedo plain kill me twice already,must reload save)...Very big diference from Sh3mod Onealex
You are not bothering me. The more people ask/complain the better the modpack will be. The patrol objective probably requires 5k or 10k tonnage of merchant shipping. I will look into the patrol objectives files.

dex
10-25-21, 09:38 AM
You are not bothering me. The more people ask/complain the better the modpack will be. The patrol objective probably requires 5k or 10k tonnage of merchant shipping. I will look into the patrol objectives files.
Thanks Niume:Kaleun_Salute:

SnipersHunter
10-25-21, 12:10 PM
I think this topic should be pinned like Dark Waters. :salute:

dex
10-26-21, 03:02 AM
https://i.ibb.co/2WJ9gv4/SH4-Img-2021-10-25-22-11-29-622.png
greet you Niume,I found this ship near Temsa estuary small merchant and sunk it but this is strange,crew is on bridge while ship is sinking
And one more thing,second patrol, West Africa is it to early for mission like this... strange mission,I wonder is it historically correct
https://i.ibb.co/Kz2nw9D/SH4-Img-2021-10-26-09-05-35-343.png
https://i.ibb.co/6JK2sxX/SH4-Img-2021-10-26-09-05-22-683.png

Niume
10-26-21, 08:12 AM
https://i.ibb.co/2WJ9gv4/SH4-Img-2021-10-25-22-11-29-622.png
greet you Niume,I found this ship near Temsa estuary small merchant and sunk it but this is strange,crew is on bridge while ship is sinking
And one more thing,second patrol, West Africa is it to early for mission like this... strange mission,I wonder is it historically correct
https://i.ibb.co/Kz2nw9D/SH4-Img-2021-10-26-09-05-35-343.png
https://i.ibb.co/6JK2sxX/SH4-Img-2021-10-26-09-05-22-683.png
U-37( Type IX type) patrolled near Gibraltar at this time. So I believe this is historically accurate. Also in November U-26 and U-53 patrolled near Gibraltar.



About the crew on the ship. The model is probably ported from Sh3 so the crew is stationary and cannot be manipulated.

dex
10-26-21, 01:44 PM
U-37( Type IX type) patrolled near Gibraltar at this time. So I believe this is historically accurate. Also in November U-26 and U-53 patrolled near Gibraltar.



About the crew on the ship. The model is probably ported from Sh3 so the crew is stationary and cannot be manipulated.
:Kaleun_Salute:

U-190
10-28-21, 03:57 AM
:Kaleun_Thumbs_Up::Kaleun_Salute:

lederhosen
10-28-21, 09:50 AM
Salute


I have two questions


I keep failing to download. It almost finishes but never does.


And, do you know if both versions (yours & org mod) actually have/use air combat requests like if DW?


danke

Niume
10-28-21, 10:16 AM
Salute


I have two questions


I keep failing to download. It almost finishes but never does.


And, do you know if both versions (yours & org mod) actually have/use air combat requests like if DW?


danke
1. Now try downloading the installer it should be faster because of google drive.



2. What do you mean air combat request? Are you asking if luftwaffe attack convoys if you report them via radio?

Mad Mardigan
10-28-21, 01:46 PM
1. Now try downloading the installer it should be faster because of google drive.



2. What do you mean air combat request? Are you asking if luftwaffe attack convoys if you report them via radio?

On # 2., if not mistaken... in DW's... it is possible to request an air patrol out ahead... they may see enemies ahead of your transit path... or they may not.

The skill level of the (simulated air crew) is what makes it dependent on the report capabilities from such a flight.

Not sure is requesting an air strike is a capability, though... has been a bit, since I last went out on patrol in OM: DW's...

Hope this info helps... :shucks: :yep:

:Kaleun_Salute:

M. M.

Niume
10-28-21, 02:16 PM
On # 2., if not mistaken... in DW's... it is possible to request an air patrol out ahead... they may see enemies ahead of your transit path... or they may not.

The skill level of the (simulated air crew) is what makes it dependent on the report capabilities from such a flight.

Not sure is requesting an air strike is a capability, though... has been a bit, since I last went out on patrol in OM: DW's...

Hope this info helps... :shucks: :yep:

:Kaleun_Salute:

M. M.
The author of the "Wolfpack" mod believes this is unrealistic.

SnipersHunter
10-28-21, 06:16 PM
The author of the "Wolfpack" mod believes this is unrealistic.

I have to agree a Uboat commander wasnt able to simply direct airplanes at his disposal.

John Pancoast
10-28-21, 10:38 PM
I have to agree a Uboat commander wasnt able to simply direct airplanes at his disposal.


No, but BdU did at times, though not as often as they wished since Doenitz/Goering hated each other and the Condor crews were never very good at the job.
Sometimes a game/mod function can be used to represent something that occurred in reality, but isn't in the game. So the function is meant to represent something vs a literal interpretation.
I tend to think this function fits well into that catagory vs. representing the act of a u-boat commander doing it.

SnipersHunter
10-29-21, 02:20 AM
No, but BdU did at times, though not as often as they wished since Doenitz/Goering hated each other and the Condor crews were never very good at the job.
Sometimes a game/mod function can be used to represent something that occurred in reality, but isn't in the game. So the function is meant to represent something vs a literal interpretation.
I tend to think this function fits well into that catagory vs. representing the act of a u-boat commander doing it.

You are right even though it would be nice to have it limited a bit. Dönitz touched that topic really nicely in his memoirs. There were a few instances of Condors and Uboats operating together but the position call outs of the Condors often proved to be unreliable as you already stated.

lederhosen
10-29-21, 02:27 AM
download complete...danke

Niume
10-29-21, 01:06 PM
Maybe in the future I will add it.

Kongo Otto
11-01-21, 05:36 PM
KSD 1.1

Training mission Artillery school

When I take over the gun and fire at the target ship, everytime when the target ship explodes the game crashes, forcing me to hard restart my pc.

Niume
11-02-21, 04:44 AM
KSD 1.1

Training mission Artillery school

When I take over the gun and fire at the target ship, everytime when the target ship explodes the game crashes, forcing me to hard restart my pc.
Thank you.

Kongo Otto
11-02-21, 08:50 AM
I just checked out the Torpedo shooting mission in the submarine school section and it's the same as with the deck gun mission there. The first torpedo hits the ship just fine and the ship starts flooding, but when I fired a second one the ships explodes and the game crashes again.

SnipersHunter
11-02-21, 10:15 AM
The submarine school missions seem to have issues in general and should be revised. I recommend to avoid them for now.

Niume
11-02-21, 10:36 AM
Will look into it. Perhaps I will recreate SH3 naval academy missions.

propbeanie
11-02-21, 10:50 AM
Look at the ship Type= and Class= lines for mis-matches with the mod's Roster.

Kongo Otto
11-02-21, 11:04 AM
Maybe it is important, the ship used in both the torpedo and the deckgun mission is a paddle steamer, I couldn't find that ship in the recognition manual tho.

SnipersHunter
11-02-21, 01:32 PM
Yeah I am pretty sure that propbeanie is right. We will check it :Kaleun_Salute:

propbeanie
11-02-21, 08:19 PM
Kongo Otto, if you had a previous mod activated, and did not clear your Save folder after activating the new mod, you can also end up with that situation.

Kongo Otto
11-03-21, 01:52 AM
Kongo Otto, if you had a previous mod activated, and did not clear your Save folder after activating the new mod, you can also end up with that situation.

I have a new install and there was nothing in the Save folder.

I have started a U-Boat campaign and already sunk 8500 something tons Palmira tanker inside my designated patrol quadrant and it exploded nicely.
The game didn't crash, albeit it was a huge explosion.


From: U-35
To: BdU

1 Tanker 8500tons, chasing fast single merchant, 9 torpedos left, 170 rounds Deckgun. AL6152, U-35 Haeder



:Kaleun_Salute:

dcb
11-03-21, 06:25 AM
The submarine school missions seem to have issues in general and should be revised. I recommend to avoid them for now.


I confirm this. These days i had some time to fire up this supermod. Naturally, I began with the sub school, which allowed me to notice a few things that need improvement.
- First, the freeze mentioned here. It's caused by the animation of the secondary explosion with fireball. I added several types of ships to the sub school mission, loaded them with various types of cargo and watched the effects. Regular explosions with just a water column are alright, but when it comes to ammo ships or tankers that generate fireballs, the game freezes and the only thing to do is a hard reset.
- Second, I tried the convoy mission. Maybe i've lost my hand at it during the 7-8 years that i stayed away from subsimming, but the destroyer found me instantly and rammed me at a depth of 13m. And here comes the odd part:
Although my uboat got rammed at full speed, with the destroyer's bow being pushed out of the water, the sub had absolutely no damage, neither from the impact, nor from the swarm of depth charges that exploded practically on top of it.
To press things on, I surfaced and the destroyer circled me, firing at me only with his MG's, no guns. Although the guns were trained on me, he did not fire them and attacked me only with MG's and by ramming a 2nd time. Only this 2nd ramming (when i was surfaced) managed to damage my sub and eventually i got sunk.
Anyway, I feel that both the damage model and the destroyer behavior have room for improvement.
- Finally, as a side note, personally I feel that bringing back in game the WP commands about identifying a target, calculating range etc. would be a great bonus.


Anyway, thanks a lot for the work with this mod Niume and keep up the good work
:Kaleun_Salute:

Niume
11-03-21, 09:37 AM
I confirm this. These days i had some time to fire up this supermod. Naturally, I began with the sub school, which allowed me to notice a few things that need improvement.
- First, the freeze mentioned here. It's caused by the animation of the secondary explosion with fireball. I added several types of ships to the sub school mission, loaded them with various types of cargo and watched the effects. Regular explosions with just a water column are alright, but when it comes to ammo ships or tankers that generate fireballs, the game freezes and the only thing to do is a hard reset.
- Second, I tried the convoy mission. Maybe i've lost my hand at it during the 7-8 years that i stayed away from subsimming, but the destroyer found me instantly and rammed me at a depth of 13m. And here comes the odd part:
Although my uboat got rammed at full speed, with the destroyer's bow being pushed out of the water, the sub had absolutely no damage, neither from the impact, nor from the swarm of depth charges that exploded practically on top of it.
To press things on, I surfaced and the destroyer circled me, firing at me only with his MG's, no guns. Although the guns were trained on me, he did not fire them and attacked me only with MG's and by ramming a 2nd time. Only this 2nd ramming (when i was surfaced) managed to damage my sub and eventually i got sunk.
Anyway, I feel that both the damage model and the destroyer behavior have room for improvement.
- Finally, as a side note, personally I feel that bringing back in game the WP commands about identifying a target, calculating range etc. would be a great bonus.


Anyway, thanks a lot for the work with this mod Niume and keep up the good work
:Kaleun_Salute:
It seems that explosions only in Submarine school causes game to crash. I am amazed why it happens. Because I haven't touched any of the parameters in the training academy besides translating the text to English language. And at least from my testing in campaign i do not crash when big explosion happens.


You can already ask WP to identify ships. You need to lock the ship and press SHIFT+I. I do not believe that it is possible to ask for range, aob, speed reading without disabling manual targeting all together.


Also do not forget to join discord server. You can report bugs there and see upcoming features.



https://discord.gg/x5KPChjs

dcb
11-03-21, 12:58 PM
Hi again Niume, thanks a lot for the answer.


Okay, i got the message about explosions, I'll wait to see how they behave during missions.


Regarding the WP commands, they are present in the Commands.cfg file, the section that lists the WP commands. I remember they were useful in SH3, as a middle option between full manual targeting and automatic targeting (some sort of mild cheat when playing manual targeting, without activating the auto targeting). I also remember it had the respective buttons in the SH3 interface, but not 100% sure about that, as i haven't played SH3 in ages.



[Cmd344]
Name=WP_Solution_to_target
Ctxt=1
MnID=0x3F130003
Str=1074

[Cmd345]
Name=WP_Fire_torpedo
Ctxt=1
MnID=0x3F130004

[Cmd346]
Name=WP_Compute_solution
Ctxt=1
Str=1076



As for the sub damage model, do you think something can be done regarding the underwater collisions I mentioned earlier? Just indicate me the file to edit and i'll try to do it myself, don't want to bother you with this if you don't feel like it.


Thanks again, pal, and all the best :Kaleun_Cheers:

SnipersHunter
11-03-21, 03:17 PM
I have a new install and there was nothing in the Save folder.

I have started a U-Boat campaign and already sunk 8500 something tons Palmira tanker inside my designated patrol quadrant and it exploded nicely.
The game didn't crash, albeit it was a huge explosion.


From: U-35
To: BdU

1 Tanker 8500tons, chasing fast single merchant, 9 torpedos left, 170 rounds Deckgun. AL6152, U-35 Haeder



:Kaleun_Salute:

Are you Georg Haeder on YouTube? Love your videos! :Kaleun_Applaud:

Kongo Otto
11-04-21, 07:36 AM
Are you Georg Haeder on YouTube? Love your videos! :Kaleun_Applaud:

Yes, that's me and thanks for watching my stuff.

:Kaleun_Salute: :Kaleun_Cheers:

SnipersHunter
11-06-21, 02:12 AM
The reason for the crash in submarine school was the target ship. When exchanging it there is no crash. Will be fixed with the next patch :Kaleun_Salute:

attwater
11-08-21, 03:55 AM
Hi Niume
If i can help :03:



For the next patch :
During the game with the XXIII:

- Game crash when the submarine is hit by a plane bomb ???

- Propeller texture to change to put it in bronze

- U-2322 begins its mission in Stavanger on February 4, when in reality the submarine left Horten on February 6.

- Mark-14 torpedoes instead of German torpedoes. :hmmm:

- 1 torpedo in reserve whereas in reality the type XXIII only carried 2 torpedoes already installed in the tubes.
- Where is damage control team ???




During the game with a VIIC:
- The mines explode, but the submarine has no damage, you surprise me, the .zon file is empty :wah:
- Damage control team which stands on the Deck watch at a depth of 100 meters ???? It's crazy.


Attwater

Niume
11-08-21, 07:11 AM
Hi Niume
If i can help :03:



For the next patch :
During the game with the XXIII:

- Game crash when the submarine is hit by a plane bomb ???

- Propeller texture to change to put it in bronze

- U-2322 begins its mission in Stavanger on February 4, when in reality the submarine left Horten on February 6.

- Mark-14 torpedoes instead of German torpedoes. :hmmm:

- 1 torpedo in reserve whereas in reality the type XXIII only carried 2 torpedoes already installed in the tubes.
- Where is damage control team ???




During the game with a VIIC:
- The mines explode, but the submarine has no damage, you surprise me, the .zon file is empty :wah:
- Damage control team which stands on the Deck watch at a depth of 100 meters ???? It's crazy.


Attwater
Damage control team is the men at the compartment.
I am not sure if it's realistic.

I get damaged by depth charges in type VIIC.

attwater
11-08-21, 09:10 AM
No depth charges, but Naval mine, in Data Library, the file .ZON is empty.


Damage control team don't exist for type XXIII.

dex
11-14-21, 06:58 AM
best regards Niume...probably the best option and very interesting is air cover like in Dark Waters....I think in Dw mod exist and warship cover...I didn t play Dw for a long time...Please bring back something of that in future update...
All the best Niume

Niume
11-15-21, 10:20 AM
Hi again Niume, thanks a lot for the answer.


Okay, i got the message about explosions, I'll wait to see how they behave during missions.


Regarding the WP commands, they are present in the Commands.cfg file, the section that lists the WP commands. I remember they were useful in SH3, as a middle option between full manual targeting and automatic targeting (some sort of mild cheat when playing manual targeting, without activating the auto targeting). I also remember it had the respective buttons in the SH3 interface, but not 100% sure about that, as i haven't played SH3 in ages.



[Cmd344]
Name=WP_Solution_to_target
Ctxt=1
MnID=0x3F130003
Str=1074

[Cmd345]
Name=WP_Fire_torpedo
Ctxt=1
MnID=0x3F130004

[Cmd346]
Name=WP_Compute_solution
Ctxt=1
Str=1076



As for the sub damage model, do you think something can be done regarding the underwater collisions I mentioned earlier? Just indicate me the file to edit and i'll try to do it myself, don't want to bother you with this if you don't feel like it.


Thanks again, pal, and all the best :Kaleun_Cheers:
I gave the mentioned commands hotkeys it doesn't work. Atleast from my testing the collision works fine.

Niume
11-18-21, 02:58 PM
If everything goes to according to plan patch 1.2 should be released this weekend or Monday.:Kaleun_Salute:


Changelog
Reworked mission order flags
Reworked early war torpedo dud rates
More randomized ship routes
Bold decoys now appear earlier in the war, the twin flak gun will appear much later according to historical information 1942-10-01
Resupply ships and resupply uboats now are displayed on the map.
Changes to allied air bases
Snorkel smoke effect for non rwr snorkels(maybe in the future the RWR will be also included)
Improved blow ballast sound and crash dive
Wilhelmshaven port optimization
Tweaked airbases
Renamed VII to VIIA
bases in which flotillas are based in are showed in Campaign start screen

Niume
11-25-21, 03:23 PM
The full game download link has been updated. It has all the latest patches.

marcospanik
12-27-21, 04:55 PM
Hello, I have similar problem that DEX had...I am in 7th Flotilla, Kiel, U-13 type IIB first patrol in aug/sept 1939...I am in operation area for few days and cannot complete the objective, I sunk one ship and I cannot sink more, because I spent all my torpedoes (2 were hits, 2 were duds, last one was miss or dud)...thank you for advice in forward.

Mad Mardigan
12-28-21, 12:34 AM
Just dropped a download on the new version & have to say...

Mein Gott...

she is a beaut...

Just a few queries & I'll hope you'll not take them as criticisms... but, rather suggestions for just a bit of tweaking & improving the... experience.

For starters...

U boat diving, In SH3... when your sub begins its plunge beneath the water... is more... fluid &... natural feel & look.

Bow digs in deep & the stern is last to slip beneath/ It stays that way until it nears the ordered dive depth, where it dips a meter or so, deeper then levels & slowly on an even keel rises to level off at that depth.

If possible, see of some tweaking in that to do that... I would but have no idea where to even begin. Just a suggested improvement. Cam view (Interior, control room cam, that is... :yep:), would also bene, from a bit of adjustment to follow the dive movement, as well.

Watched the whole dive while in the sub school: nav training... so wasn't able to observe doing a crash dive, but... probably wouldn't hurt to see if that, as well, couldn't be tweaked a bit, too. :hmmm: :shucks:

Was used to the f9 taking 1, to the sonar/radio area on board the boat... but... when I tried that key out... instead of taking Me there, it slammed Me to being at the attack scope.

Any possible insight into, how to go about changing it to where you go to the sonar/radio instead... :hmmm:

Clicking on the area that led into the conning tower, used to take you into that area... yet won't now. As with the sonar/radio above... any insights into making it where you can again, there as well. :hmmm:

Did a new... intro (well, more of copy/dropping, really... :yep:) the 1 from 1Alex's GWX mod set, a copy/drop of the back1 from GWX's das boot menu & the music master menu loop, into a jsgme ready folder & giving it a das boot feel with the menu. That jsgme ready mod folder, also includes the DBSM & fix set for SH4... with a few tweaks that I worked out, carefully combing through various sound mods & gene splicing til I was satisfied...

Still, have some others that I need to go through & see of if they are worth adding into the mix.

But, that parts for later on. Everything to do with the last, is for giving a "in depth, feel as though you're there" in Das Boot...

With the tweaks I did for the intro, back1 vid & master menu loop... loving the look & sound of it. :yep:

If any would like a more... in depth mapping of what I did for that part, will be glad to answer any questions on that aspect. :shucks:

End query.

:Kaleun_Salute:

M. M.

SnipersHunter
12-28-21, 04:02 AM
Hello, I have similar problem that DEX had...I am in 7th Flotilla, Kiel, U-13 type IIB first patrol in aug/sept 1939...I am in operation area for few days and cannot complete the objective, I sunk one ship and I cannot sink more, because I spent all my torpedoes (2 were hits, 2 were duds, last one was miss or dud)...thank you for advice in forward.


You can RTB, there should be no reprimands for not having passed the objective.

marcospanik
12-28-21, 05:34 AM
You can RTB, there should be no reprimands for not having passed the objective.


thank you, will try that :up:

Niume
12-29-21, 10:31 AM
Just dropped a download on the new version & have to say...

Mein Gott...

she is a beaut...

Just a few queries & I'll hope you'll not take them as criticisms... but, rather suggestions for just a bit of tweaking & improving the... experience.

For starters...

U boat diving, In SH3... when your sub begins its plunge beneath the water... is more... fluid &... natural feel & look.

Bow digs in deep & the stern is last to slip beneath/ It stays that way until it nears the ordered dive depth, where it dips a meter or so, deeper then levels & slowly on an even keel rises to level off at that depth.

If possible, see of some tweaking in that to do that... I would but have no idea where to even begin. Just a suggested improvement. Cam view (Interior, control room cam, that is... :yep:), would also bene, from a bit of adjustment to follow the dive movement, as well.

Watched the whole dive while in the sub school: nav training... so wasn't able to observe doing a crash dive, but... probably wouldn't hurt to see if that, as well, couldn't be tweaked a bit, too. :hmmm: :shucks:

Was used to the f9 taking 1, to the sonar/radio area on board the boat... but... when I tried that key out... instead of taking Me there, it slammed Me to being at the attack scope.

Any possible insight into, how to go about changing it to where you go to the sonar/radio instead... :hmmm:

Clicking on the area that led into the conning tower, used to take you into that area... yet won't now. As with the sonar/radio above... any insights into making it where you can again, there as well. :hmmm:

Did a new... intro (well, more of copy/dropping, really... :yep:) the 1 from 1Alex's GWX mod set, a copy/drop of the back1 from GWX's das boot menu & the music master menu loop, into a jsgme ready folder & giving it a das boot feel with the menu. That jsgme ready mod folder, also includes the DBSM & fix set for SH4... with a few tweaks that I worked out, carefully combing through various sound mods & gene splicing til I was satisfied...

Still, have some others that I need to go through & see of if they are worth adding into the mix.

But, that parts for later on. Everything to do with the last, is for giving a "in depth, feel as though you're there" in Das Boot...

With the tweaks I did for the intro, back1 vid & master menu loop... loving the look & sound of it. :yep:

If any would like a more... in depth mapping of what I did for that part, will be glad to answer any questions on that aspect. :shucks:

End query.

:Kaleun_Salute:

M. M.
Thank you for your insights. Could you share your sound mod? Maybe I will integrate some of them.

Mad Mardigan
12-29-21, 01:43 PM
Thank you for your insights. Could you share your sound mod? Maybe I will integrate some of them.

By that, am thinking that you're asking about the menu reconfig that gives it a Das Boot feel, as well as the DBSM mod... with the tweaking I did to the original mod set.

Yeah, no problem... will see of pulling those jsgme ready modules, together then zip them. Afterwards, will drop the file into a share, either Mega or Mediafire... & send you the link for it.

:Kaleun_Salute:

M. M

Find below, the link for the jsgme ready mods that I pulled together... that I mentioned of... for a Das Boot feel to KSD II: Ace.

Enjoy. :Kaleun_Cheers:

https://www.mediafire.com/file/crdk3irmr7dm49x/KSD+II+-+Ace.7z/file

Niume
01-09-22, 05:21 AM
1.3 version has been released. It is recommended to start new career



Changelog for Patch 1.3
Campaign fixes

Deck gun damage has been increased by around 25%
Type IIB detection bug has been fixed.
Fixed some unhistorical destroyer appeareance dates
Uboat sim values are bring backed to KSDII_New_TTС_Submarine_KELLERMANN 1.2.1 values
Changes to allied airbases
Sim.cfg file tweaks taken from OM Dark Waters
Time compression settings tweak now max tc is 4028, and near land is 128.
Added an option for disabling u mark (edited)
Periscope detection values has been reduced to standard values

pauluss67
01-09-22, 11:39 AM
i downloaded ksd II ace and all 2 patches but when i launch the game i crash in desktop

Mad Mardigan
01-09-22, 11:59 AM
i downloaded ksd II ace and all 2 patches but when i launch the game i crash in desktop

To what folder location are you setting KSD II: Ace edition up in, pray tell...

Please for the love of all that's holy... don't tell Me you went with either of Window's rabid pit-bull guard dawg's (namely UAC) locations of \Program files or... \Program files (x86)... also, is best to use a 4 Gig RAM assigner... be that either the 4GB patch kit (if that has not been applied pre-release of KSDII, no idea if it has... not calling that info up in the ol' databanks.. aka the ol' rusty, dusty, beat up hard drive otherwise known of as the brain...) or using Large Address Aware or LAA for short. LAA, to Me, is far simpler to use... 3 steps & done and it also has the added bene of using it to tell win to lock step (brute force) assigning your games/sims, auto access to being assigned 4 GB's of RAM. Don't mean they'll use all 4 of it, just that they are granted unrestricted access to it.

& 2ndly... there has been an updated version just released, by the way. Just so you know... :yep: :shucks:

:Kaleun_Salute:

M. M.

pauluss67
01-09-22, 01:14 PM
To what folder location are you setting KSD II: Ace edition up in, pray tell...

Please for the love of all that's holy... don't tell Me you went with either of Window's rabid pit-bull guard dawg's (namely UAC) locations of \Program files or... \Program files (x86)... also, is best to use a 4 Gig RAM assigner... be that either the 4GB patch kit (if that has not been applied pre-release of KSDII, no idea if it has... not calling that info up in the ol' databanks.. aka the ol' rusty, dusty, beat up hard drive otherwise known of as the brain...) or using Large Address Aware or LAA for short. LAA, to Me, is far simpler to use... 3 steps & done and it also has the added bene of using it to tell win to lock step (brute force) assigning your games/sims, auto access to being assigned 4 GB's of RAM. Don't mean they'll use all 4 of it, just that they are granted unrestricted access to it.

& 2ndly... there has been an updated version just released, by the way. Just so you know... :yep: :shucks:

:Kaleun_Salute:

M. M.
I downloaded a few minutes ago and installed the ksd II 1.3 version ... it's an .exe file ... I installed it in the default folder it creates
i just launch sh4.exe but nothing happens :(

Mad Mardigan
01-09-22, 01:38 PM
I downloaded a few minutes ago and installed the ksd II 1.3 version ... it's an .exe file ... I installed it in the default folder it creates
i just launch sh4.exe but nothing happens :(

:nope: :nope: :nope:

Never... ever... go with the default locality... EVER.

UAC, is called by Me... as Win's rabid pitbull, for a reason.

UAC, does NOT like any tampering or attempted tampering with files & such, in it's Darth Vader, Vulcan, King Kong iron fisted death grip... & mods & such that alter files & such inside of SH4... (much less any other game/sim, for that matter... :yep:) is by it's hard lined view... doing just that... tampering. In it's front yard.
\Program files (both the standard file location & it's other one, (x86) are UAC's personal fife dom.

Not only does that apply to standard games... (meaning those that do NOT rely on a games launcher, or it's follow on aka "library" (where any & all games you get from say... Steam, just to name 1 such critter... :shucks:) that you either get for free or can download & play, for free... hmph :hmmm:) applies.. as does Steam & any other like them... as well.

Best way to avoid UAC... is to NEVER install in those locations... at all. In My opinion.

Is far better, if you are blessed enough to have a rig that allows for 2 internal HD's, or barring that... 1 internal & (whatever # of externals, you care to run with, inserted here...) at minimum, 1 external hard drive.

If it's solo games that require no launcher & those launchers that have a library... put them on a drive that has no connection to Windows... for the launchers, should you have access to them... as am sure most do... make sure to install the launchers well outside of UAC's territory.

Hope that info helps.

As for installing... before running the .exe for that 1st time... right click on it, on the "General" tab, which is the default menu tab that opens... ensure that the .exe is NOT "read-only" enabled. If it is, simply uncheck mark the box & click "accept. After that, go into the "Compatibility" tab, look down the page to "Settings" & check the box tagged... "Run this program, as an admin"... click accept & then Ok.

That should be all that's needed to be done, there.

After that, you should be free & clear, to then activate the add in mods, just making sure to activate them after making sure that the base part of KSD II works as it should.

Think I mentioned of using either a 4GB patch, or LAA... before... that of course, should also be done to avoid some of the root causes for CTD's... caused when the RAM faces not having enough space to run... which can happen... as let's face it... SH4, is a well-seasoned & older game/sim...

Again, hope this info helps... :shucks: :yep: :up:

:Kaleun_Salute:

M. M.

pauluss67
01-09-22, 02:13 PM
:nope: :nope: :nope:

Never... ever... go with the default locality... EVER.

UAC, is called by Me... as Win's rabid pitbull, for a reason.

UAC, does NOT like any tampering or attempted tampering with files & such, in it's Darth Vader, Vulcan, King Kong iron fisted death grip... & mods & such that alter files & such inside of SH4... (much less any other game/sim, for that matter... :yep:) is by it's hard lined view... doing just that... tampering. In it's front yard.
\Program files (both the standard file location & it's other one, (x86) are UAC's personal fife dom.

Not only does that apply to standard games... (meaning those that do NOT rely on a games launcher, or it's follow on aka "library" (where any & all games you get from say... Steam, just to name 1 such critter... :shucks:) that you either get for free or can download & play, for free... hmph :hmmm:) applies.. as does Steam & any other like them... as well.

Best way to avoid UAC... is to NEVER install in those locations... at all. In My opinion.

Is far better, if you are blessed enough to have a rig that allows for 2 internal HD's, or barring that... 1 internal & (whatever # of externals, you care to run with, inserted here...) at minimum, 1 external hard drive.

If it's solo games that require no launcher & those launchers that have a library... put them on a drive that has no connection to Windows... for the launchers, should you have access to them... as am sure most do... make sure to install the launchers well outside of UAC's territory.

Hope that info helps.

As for installing... before running the .exe for that 1st time... right click on it, on the "General" tab, which is the default menu tab that opens... ensure that the .exe is NOT "read-only" enabled. If it is, simply uncheck mark the box & click "accept. After that, go into the "Compatibility" tab, look down the page to "Settings" & check the box tagged... "Run this program, as an admin"... click accept & then Ok.

That should be all that's needed to be done, there.

After that, you should be free & clear, to then activate the add in mods, just making sure to activate them after making sure that the base part of KSD II works as it should.

Think I mentioned of using either a 4GB patch, or LAA... before... that of course, should also be done to avoid some of the root causes for CTD's... caused when the RAM faces not having enough space to run... which can happen... as let's face it... SH4, is a well-seasoned & older game/sim...

Again, hope this info helps... :shucks: :yep: :up:

:Kaleun_Salute:

M. M.

sorry if I disturb you but maybe I have not explained myself well ... when I launch the file "InstallKSDII_Ace_Edition.exe" it tells me that the installation puts it in this folder "KSDII_Ace_Edition" inside it installs all the game plus the mods ... .. I have not installed it in the hard disk where there is windows but in another hard disk
what are those acronyms you say? "UAC

sorry but i am using google translate

Mad Mardigan
01-09-22, 03:10 PM
sorry if I disturb you but maybe I have not explained myself well ... when I launch the file "InstallKSDII_Ace_Edition.exe" it tells me that the installation puts it in this folder "KSDII_Ace_Edition" inside it installs all the game plus the mods ... .. I have not installed it in the hard disk where there is windows but in another hard disk
what are those acronyms you say? "UAC

sorry but i am using google translate

:shucks: Not disturbing Me... so no worries...

Ok, when you run the .exe installer... what is the base (meaning... very 1st, folder location, to where it is to install. Just finished this morning, of running it Myself & the default 1st folder location it listed was C:\

The very next folder, was in fact, defaulted to \Program files

Which as I mentioned... is where you never want to install anything, game/s related... ever. That, includes newer ones, as not all of them, are designed right, to work inside of UAC's fife dom. UAC breaks down to something of User Account Control... if I have that right. Yep... I did.

From Microsoft's own explanation of it:

User Account Control (UAC) is a security feature that helps prevent unauthorized changes to your Windows 10 computer or device. These unauthorized changes can be initiated by users, apps, viruses, or other types of malware. UAC ensures that these changes are made only with the administrator’s approval.

Problem is... most, if not all changes approved by the user... or if you're the only 1 using said computer... as admin... does UAC listen to being told something's approved of.

It'll undertake, under its "own" authority... to override any changes you make, including but most definitely not limited to... games/sims, such as... SH4.

Even to including newer games designed with now a day computer.

What I did was... (& note, that this is with My having 2 internal HD's & 1 external... :shucks:) was to set up Steam launcher, into the 2nd internal HD which is not used by Windows to run the computer. Then, to set up Steam's SH4 v1.5 copy, into the library for the launcher to pull from, into My external HD. Thereby... bypassing UAC, altogether.

The 2nd is hot listed as A:\

Windows is on C:\ & the external holds all My games & libraries for Arc, Origin, Steam & Ubisoft... all on E:\ drive.

If you don't use Steam, or Ubisoft for that matter & have a cd/dvd copy of SH4... then is a simple matter to just create (even on C:\ if you only have 1 hard drive... :yep:) a folder & name it \Games & can then just install there the KSD II set up.

Just make sure to NOT create that \Games folder inside of \Program files or \Program files (x86)

example:
http://snipboard.io/6N9Csl.jpg

Note, that "Games" (circled in "red" to highlight it...:yep:) folder is not residing in any of UAC's folders in it's control.

It still, is in the C drive directory, but C:\

however... is not under UAC's iron fisted dictatorship... & thus, is safe to install any game into \Games.

Hope that helps... clarify this... better for you. :shucks: :yep: :up:

:Kaleun_Salute:

M. M.

pauluss67
01-09-22, 03:52 PM
:shucks: Not disturbing Me... so no worries...

Ok, when you run the .exe installer... what is the base (meaning... very 1st, folder location, to where it is to install. Just finished this morning, of running it Myself & the default 1st folder location it listed was C:\

The very next folder, was in fact, defaulted to \Program files

Which as I mentioned... is where you never want to install anything, game/s related... ever. That, includes newer ones, as not all of them, are designed right, to work inside of UAC's fife dom. UAC breaks down to something of User Account Control... if I have that right. Yep... I did.

From Microsoft's own explanation of it:

User Account Control (UAC) is a security feature that helps prevent unauthorized changes to your Windows 10 computer or device. These unauthorized changes can be initiated by users, apps, viruses, or other types of malware. UAC ensures that these changes are made only with the administrator’s approval.

Problem is... most, if not all changes approved by the user... or if you're the only 1 using said computer... as admin... does UAC listen to being told something's approved of.

It'll undertake, under its "own" authority... to override any changes you make, including but most definitely not limited to... games/sims, such as... SH4.

Even to including newer games designed with now a day computer.

What I did was... (& note, that this is with My having 2 internal HD's & 1 external... :shucks:) was to set up Steam launcher, into the 2nd internal HD which is not used by Windows to run the computer. Then, to set up Steam's SH4 v1.5 copy, into the library for the launcher to pull from, into My external HD. Thereby... bypassing UAC, altogether.

The 2nd is hot listed as A:\

Windows is on C:\ & the external holds all My games & libraries for Arc, Origin, Steam & Ubisoft... all on E:\ drive.

If you don't use Steam, or Ubisoft for that matter & have a cd/dvd copy of SH4... then is a simple matter to just create (even on C:\ if you only have 1 hard drive... :yep:) a folder & name it \Games & can then just install there the KSD II set up.

Just make sure to NOT create that \Games folder inside of \Program files or \Program files (x86)

example:
http://snipboard.io/6N9Csl.jpg

Note, that "Games" (circled in "red" to highlight it...:yep:) folder is not residing in any of UAC's folders in it's control.

It still, is in the C drive directory, but C:\

however... is not under UAC's iron fisted dictatorship... & thus, is safe to install any game into \Games.

Hope that helps... clarify this... better for you. :shucks: :yep: :up:

:Kaleun_Salute:

M. M.
nothing to do I tried as you said but ..... it doesn't work ... unfortunately I give up
thank you for your help

Aktungbby
01-09-22, 04:42 PM
Pauluss67!:Kaleun_Salute:

nazaka
02-05-22, 07:52 AM
Hi,

I have just installed the mod and started a game.

Small question, what is this pink rectangle and the grey lines that cross it?

https://i.postimg.cc/tnJyL89V/KSD2-map.png (https://postimg.cc/tnJyL89V)

https://i.postimg.cc/7GDZQBCg/KSD2-map-2.png (https://postimg.cc/7GDZQBCg)

thank you

Niume
02-05-22, 08:14 AM
Hi,

I have just installed the mod and started a game.

Small question, what is this pink rectangle and the grey lines that cross it?

https://i.postimg.cc/tnJyL89V/KSD2-map.png (https://postimg.cc/tnJyL89V)

https://i.postimg.cc/7GDZQBCg/KSD2-map-2.png (https://postimg.cc/7GDZQBCg)

thank you
The pink line shows minefield locations. The grey dashed lines show safe passage through them. So If you want to cross the minefield safely follow the dashed lines. These dashed lines are only for friendly minefields.

nazaka
02-05-22, 08:29 AM
ok, thanks


I imagine that other mine areas will be added as the war goes on


I love it:Kaleun_Applaud:

Niume
02-05-22, 09:07 AM
ok, thanks


I imagine that other mine areas will be added as the war goes on


I love it:Kaleun_Applaud:
Yes.
If you are interested you can join discord server. I will soon launch a BETA patch for people to test out new features of the patch.


Discord link
https://discord.gg/8KDHFjGC

Tinman
02-08-22, 07:42 AM
Hello, Niume!
Just stumbled across this mod, downloaded and installed. I got into SH4 only recently so I'm a bit lost as to why the game would not start, at all. Tried some compatibility options but no success...
I'd be grateuful for any help and sorry if this has been asked before...
Regards, Jure

Niume
02-08-22, 11:40 AM
Hello, Niume!
Just stumbled across this mod, downloaded and installed. I got into SH4 only recently so I'm a bit lost as to why the game would not start, at all. Tried some compatibility options but no success...
I'd be grateuful for any help and sorry if this has been asked before...
Regards, Jure
Hi, did you installed the mod into separate folder from your existing SH4 folder? The modpack doesn't need base game. It has everything included. So just point the installer where you want it to be for example

D:\KSDII_Ace_Edition

Tinman
02-08-22, 12:51 PM
Hello, thanks for a quick reply.
Yes, I installed into c:\KSD... to avoid program files folder.
I also ran large adress aware and patched sh4.exe, also gave admin permissions as one knowlegeable member suggested a couple posts back..
Klicking on sh4.exe should start the game, but nothing happens. Can't even say I have a CTD as :wah:the game doesn't start at all.
Any help would be appreciated :)
Regards, Jure

Dieselglock
02-08-22, 01:03 PM
Hello, thanks for a quick reply.
Yes, I installed into c:\KSD... to avoid program files folder.
I also ran large adress aware and patched sh4.exe, also gave admin permissions as one knowlegeable member suggested a couple posts back..
Klicking on sh4.exe should start the game, but nothing happens. Can't even say I have a CTD as :wah:the game doesn't start at all.
Any help would be appreciated :)
Regards, Jure


Hello,


Just installed this mod a couple of days ago and all is fine. Did you delete or rename your SH4 documents folder using MultiSh4 depending if you are running this mod stand alone or more than one SH4 install.

Niume
02-08-22, 01:28 PM
Hello, thanks for a quick reply.
Yes, I installed into c:\KSD... to avoid program files folder.
I also ran large adress aware and patched sh4.exe, also gave admin permissions as one knowlegeable member suggested a couple posts back..
Klicking on sh4.exe should start the game, but nothing happens. Can't even say I have a CTD as :wah:the game doesn't start at all.
Any help would be appreciated :)
Regards, Jure
in Sh4.exe properties compatibility tab check the box which says Disable fullscreen optimizations

Tinman
02-08-22, 01:34 PM
@Dieselglock:
I deleted all instances of SH4 in My Documents prior to installing this mod via the installer. Now I ran Multish4 and it made a new KSD folder inside My Docs. Game still does not start...

@Niume:
Yes, did that. Also tried with compatibility (win xp SP2 & 3, Win 7) & admin priviliges. None helps.

Mad Mardigan
02-08-22, 02:05 PM
@Dieselglock:
I deleted all instances of SH4 in My Documents prior to installing this mod via the installer. Now I ran Multish4 and it made a new KSD folder inside My Docs. Game still does not start...

@Niume:
Yes, did that. Also tried with compatibility (win xp SP2 & 3, Win 7) & admin priviliges. None helps.

Possibility... that you got a bum or corrupted download... either in the installer download... or a bad breakdown install from the installer. Rare, but... it can happen.

Is obvious, something is not right, as after d/l'ing the installer, unzipping that... then telling it where to install KSD II: Ace, it should be playing... if you followed the layout, I outlined on making sure to not try & install over a virgin copy of SH4 &... of not going default install location of either of Window's "program file" locations... :hmmm:

Is the only thing that I can think of...

Only other thing I can suggest, is... to redownload the installer, then reunzip it. Followed up with running it to set up the game... & follow the outline as before.

Hopefully with this time... will not have gotten a bum download or install from the installer.

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

:Kaleun_Salute:

M. M.

Tinman
02-08-22, 02:32 PM
Only other thing I can suggest, is... to redownload the installer, then reunzip it. Followed up with running it to set up the game... & follow the outline as before.

Hopefully with this time... will not have gotten a bum download or install from the installer.

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

:Kaleun_Salute:

M. M.

Thank you for your suggestion, I'll try this right away.
Regards, Jure

Tinman
02-08-22, 04:18 PM
Hello again, here I come back from an interesting exercise.
So I tried the suggested and re-downloaded the installer and reinstalled KSD. Did the LAA patch and all the tricks you suggested yet still the exe would not start the game.
Then I remembered, that a stock SH4 would not run for me if not in the official Steam folder. I wanted to have a vanilla SH4 in Steam folder and modded SH4s in other folders. No go. So I tried to install this mod over a stock SH4, rewriting all files and - voila... Game runs. Now off to see if it runs okay past the main menu.
Thank you every one for the help and suggestions
Regards, Jure

Mad Mardigan
02-08-22, 11:56 PM
Hello again, here I come back from an interesting exercise.
So I tried the suggested and re-downloaded the installer and reinstalled KSD. Did the LAA patch and all the tricks you suggested yet still the exe would not start the game.
Then I remembered, that a stock SH4 would not run for me if not in the official Steam folder. I wanted to have a vanilla SH4 in Steam folder and modded SH4s in other folders. No go. So I tried to install this mod over a stock SH4, rewriting all files and - voila... Game runs. Now off to see if it runs okay past the main menu.
Thank you every one for the help and suggestions
Regards, Jure

It is feasible, to do just that.

1st... reinstall a fresh unmodded copy of SH4... before running, do the suggested items... in the properties of the .exe 1st.

After that is done... allow it to run, to finalize everything there... in \common folder of Steam.

After that is done, then are free & clear, to create a new folder... there in \common (naming that folder \SH-megamods) Do NOT EVER mod this copy or the 1 for SH3 & 5, if you roll with those & want to set up a modded version. This copy, will be your 'GOLD' standard virgin copy...

In that new folder, (\SH-megamods) can then create new folders... if you have access to SH3 & 5, as well then do the following: (create the following new folders... in \SH-megamods folder)

#1

\SH3-megamods (in this, place all copies of SH3, in their own named folder accordingly to the mod set you decide to roll with...)

#2

\SH4-megamods (same as with what I mentioned in the SH3 section above...)

#3

\SH5-megamods (see notes from 4, concerning this folder... as this would also apply here, as well. :yep:)

With this followed as outlined, can then copy the guts from each SH virgin copy... into the mod named folder in each mega mod folder section... thereby, keeping your virgin copy... as your 'Gold' standard copy, your "go to" copy... to copy from.

After having set up each of these, megamod folders, & in there... creating new folders based on the mod set/s you want to roll with... make sure to follow the outlines, about jsgme & the 4GB patch/LAA work up.

That also includes, working up KSDII: Ace, as well.

Though, is strange that after running the installer for it... that the game, would NOT run... as a standalone install...

Hope with all that info I put out there... that the process didn't leave you puzzled... & found to be... of help. :shucks: :up: :yep:

:Kaleun_Salute:

M. M.

Tinman
02-09-22, 10:05 AM
Thank you for a thorough explanation :salute:. For now I'm OK with my working overwriten copy of stock SH4 since it seems to be in good working order. I might however try this in future when need arises.
Regards, Jure

Mad Mardigan
02-09-22, 04:00 PM
Thank you for a thorough explanation :salute:. For now I'm OK with my working overwriten copy of stock SH4 since it seems to be in good working order. I might however try this in future when need arises.
Regards, Jure

:Kaleun_Thumbs_Up:

No problem... hopefully it shall be useful for any other Steam user... shall have to see of taking a bit of time & pull all the info I've gleaned... & format it into 1, complete, comprehensive package... :hmmm:

Any way... if you run into any issues with following that outline... don't hesitate to hit Me up. Will gladly see of getting it sorted out & back on track. :shucks: :yep: :up:

:Kaleun_Salute:

M. M.

Tinman
02-17-22, 06:13 AM
Ahoy Niume and everyone!

First to report, the install seems to be stable, no CTDs or performance issues so far. I've started a 1939 career and have just encountered my fist convoy, around 35 ships + 3 escorts, on sep 23rd 1939. I play with contact map updates.

When stalking the convoy I've noticed that the escort (an armed trawler to be exact) has a sighting range (the circle) of approx. 1300m and the merchants about 4300m, which seems wrong. My crew spotted ships at 5500-6000m, although I could see them with binoculars/UZO at 7000-8000m and even further. All in broad daylight in sunny weather mid-day, no fog reported, albeit at rough sea (waves at 15). By the time of sunset, the trawler was at one point 2300m away from my Uboat, which was surfaced and going at 9-10kn. That close it should've been fireworks, but the trawler seemed oblivious of my presence. I could see it with bare eyes...

All the distances seem way too short, particulary the warship sighting range. Is this normal KSD2Ace behaviour, something to do with wave height? Or is my install corrupt? :hmmm:

On the other hand, a non-convoy encounter with a patrolling destroyer went very differently. I tried to get out of it's way by going full ahead well out of it's vision range but he spotted me anyway from around 8-9km. Then we had a dance... :D

Any insight welcome
Regards, Jure

Niume
02-17-22, 01:09 PM
Ahoy Niume and everyone!

First to report, the install seems to be stable, no CTDs or performance issues so far. I've started a 1939 career and have just encountered my fist convoy, around 35 ships + 3 escorts, on sep 23rd 1939. I play with contact map updates.

When stalking the convoy I've noticed that the escort (an armed trawler to be exact) has a sighting range (the circle) of approx. 1300m and the merchants about 4300m, which seems wrong. My crew spotted ships at 5500-6000m, although I could see them with binoculars/UZO at 7000-8000m and even further. All in broad daylight in sunny weather mid-day, no fog reported, albeit at rough sea (waves at 15). By the time of sunset, the trawler was at one point 2300m away from my Uboat, which was surfaced and going at 9-10kn. That close it should've been fireworks, but the trawler seemed oblivious of my presence. I could see it with bare eyes...

All the distances seem way too short, particulary the warship sighting range. Is this normal KSD2Ace behaviour, something to do with wave height? Or is my install corrupt? :hmmm:

On the other hand, a non-convoy encounter with a patrolling destroyer went very differently. I tried to get out of it's way by going full ahead well out of it's vision range but he spotted me anyway from around 8-9km. Then we had a dance... :D

Any insight welcome
Regards, Jure
In high waves it is understandable that fresh escort crews have trouble spotting little u-boat and laos they probably have never seen one yet because it's so early in the war.:Kaleun_Salute:

woland595
02-21-22, 06:23 AM
Hello Everyone,

could someone give me advice what files are responsible for camera behavior?

Trully said, this mod is great, but i don't like a camera behavior.

In external view of Boat (NOT free camera) a camera is center of rotation, so you can look away from uboat, but i prefer when camera is rotation around Boat itself, so uboat is always in center. Default camera behavior is also not perfect, but for me it is better.

I tried to copy files
Cameras.dat
CameraBehavior.act
CameraManager.act
from default game, but it didnt help fully. Camera is rotating not exactly around boar, but some point at side, so when you zoom in, it shows empty place, not boat.

So, what i can to do to get default camera back?

Also, another probably camera issue. Mouse sensitive is too high for, so it is hard to adjust periscope on line of horizont, it is always higher or lower. That makes range measure a little bit difficult. Are there some config file, where i can adjust it.

Niume
02-21-22, 10:48 AM
Hello Everyone,

could someone give me advice what files are responsible for camera behavior?

Trully said, this mod is great, but i don't like a camera behavior.

In external view of Boat (NOT free camera) a camera is center of rotation, so you can look away from uboat, but i prefer when camera is rotation around Boat itself, so uboat is always in center. Default camera behavior is also not perfect, but for me it is better.

I tried to copy files
Cameras.dat
CameraBehavior.act
CameraManager.act
from default game, but it didnt help fully. Camera is rotating not exactly around boar, but some point at side, so when you zoom in, it shows empty place, not boat.

So, what i can to do to get default camera back?

Also, another probably camera issue. Mouse sensitive is too high for, so it is hard to adjust periscope on line of horizont, it is always higher or lower. That makes range measure a little bit difficult. Are there some config file, where i can adjust it.


About mouse sensitivity for being to high you can try holding CTRL while moving the periscope head it will make the periscope movement more accurate.

woland595
02-21-22, 12:49 PM
About mouse sensitivity for being to high you can try holding CTRL while moving the periscope head it will make the periscope movement more accurate.

Yes, i know about this option, but i though it is not very comfortable to hold the button all time.
Also, in KSDII Adversaries everything was ok with sensivity, so i though you change it intentionally and know how to change it back.

So you dont know?

Niume
02-22-22, 11:31 AM
Yes, i know about this option, but i though it is not very comfortable to hold the button all time.
Also, in KSDII Adversaries everything was ok with sensivity, so i though you change it intentionally and know how to change it back.

So you dont know?
For me personally and some other people they never encountered high sensitivity problems.

I am not aware of ways of changing mouse sensitivity settings in SH4. You can try reducing mouse sensitivity in windows mouse settings

Jeff-Groves
02-27-22, 09:17 AM
There is a place in sh4.exe that controls mouse speed.
There IS a fix released for SH3.exe that can be modified to work on the SH4.exe

One only needs to change the address in the files of that fix.
:03:

Mad Mardigan
02-27-22, 03:59 PM
This... is the original posting that I saw on mention of looking into mouse speed reworking... with the 2nd, I had thought it was not doable in as much in sim, or in there being a mod to rework that aspects. :hmmm:

It was My thoughts that since there was, neither... the best approach (that I was aware of, at any rate... :hmmm:) was to go & attempt to rework the mouse settings, inside of the op systems...

:Kaleun_Salute:

M. M.

CaptJulius
03-14-22, 08:13 AM
Wow Niume this mod looks good so far ! :Kaleun_Applaud:
Sadly getting lots of CTD when evading depth charges from enemy destroyers also getting stuck gauges on all equipment inside IXC like depth meter , hydrophone needle etc..

Niume
03-31-22, 12:42 PM
Wow Niume this mod looks good so far ! :Kaleun_Applaud:
Sadly getting lots of CTD when evading depth charges from enemy destroyers also getting stuck gauges on all equipment inside IXC like depth meter , hydrophone needle etc..


Can you specify at what date and location where you encountered the CTD?


Labas nemaniau ,kad čia yra lietuvių. :Kaleun_Thumbs_Up:

Niume
04-13-22, 03:15 PM
The changelog for upcoming patch 1.4. The new version should be out in the upcoming days.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:

Fixed duplicating depth orders
Atlantic campaign tweaks
Convoy rework convoys shouldn't disperse now after an attack
Destroyer appearance dates are bringed backed to historical dates
Fully destroyed eqiupment now is unrepairaible
Abdiel class minelayer listing bug fixed
New environment
Q-ships are removed because they were broken
Type IX uboat stern deck watch crewmembers were moved slightly moved back.
Now you can encounter u-boats more frequently when invasion of Norway occurs
Slight changes to Med Air bases
Lorient port traffic has been reduced in order to avoid crashes
New sensor values
Aircraft now should be detected at further distances
Aircraft now shouldn't appear in very high altidudes
Campaign and other tweaks made by s7rikeback (Big thanks to you!)
Underwater clarity has now been reduced to more realistic levels
20 new ships added from SH5 and World of Warships big thanks to Alex.B
1942 convoys have been redone. Overall ship count in convoys has been slightly reduced in order to increase stability of the game.
Tweaks to minefields (thanks to Salty Dodger for reporting it)

Kal_Maximus_U669
04-13-22, 05:04 PM
The changelog for upcoming patch 1.4. The new version should be out in the upcoming days.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:

Fixed duplicating depth orders
Atlantic campaign tweaks
Convoy rework convoys shouldn't disperse now after an attack
Destroyer appearance dates are bringed backed to historical dates
Fully destroyed eqiupment now is unrepairaible
Abdiel class minelayer listing bug fixed
New environment
Q-ships are removed because they were broken
Type IX uboat stern deck watch crewmembers were moved slightly moved back.
Now you can encounter u-boats more frequently when invasion of Norway occurs
Slight changes to Med Air bases
Lorient port traffic has been reduced in order to avoid crashes
New sensor values
Aircraft now should be detected at further distances
Aircraft now shouldn't appear in very high altidudes
Campaign and other tweaks made by s7rikeback (Big thanks to you!)
Underwater clarity has now been reduced to more realistic levels
20 new ships added from SH5 and World of Warships big thanks to Alex.B
1942 convoys have been redone. Overall ship count in convoys has been slightly reduced in order to increase stability of the game.
Tweaks to minefields (thanks to Salty Dodger for reporting it)

Good evening Niume...
super I will not fail to try it .... I can't wait to see the progress you have made ...
see you soon ... :Kaleun_Cheers: :salute: GLOIRE A L'UKRAINE

CaptJulius
04-13-22, 06:25 PM
Can you specify at what date and location where you encountered the CTD?


Labas nemaniau ,kad čia yra lietuvių. :Kaleun_Thumbs_Up:
So it was end of 1941 in IXC near Canary Islands when a lone Royal Navy DD appeared and i got picked up by ASDIC after couple hours of depth charge attacks i got random CTD , after reloading last save it was fine CTD free , il let you know if i get any random ones.


Labas , vienas kitas gal ir yra istoriniu subu entuziastu , bet taip retenybe sutikti Lietuviu SUBSIMe , aciu uz nuostabu moda :up:

Niume
04-15-22, 02:20 AM
New version has been released. All info on the page 1

Bubblehead1980
04-15-22, 07:18 AM
The changelog for upcoming patch 1.4. The new version should be out in the upcoming days.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:

Fixed duplicating depth orders
Atlantic campaign tweaks
Convoy rework convoys shouldn't disperse now after an attack
Destroyer appearance dates are bringed backed to historical dates
Fully destroyed eqiupment now is unrepairaible
Abdiel class minelayer listing bug fixed
New environment
Q-ships are removed because they were broken
Type IX uboat stern deck watch crewmembers were moved slightly moved back.
Now you can encounter u-boats more frequently when invasion of Norway occurs
Slight changes to Med Air bases
Lorient port traffic has been reduced in order to avoid crashes
New sensor values
Aircraft now should be detected at further distances
Aircraft now shouldn't appear in very high altidudes
Campaign and other tweaks made by s7rikeback (Big thanks to you!)
Underwater clarity has now been reduced to more realistic levels
20 new ships added from SH5 and World of Warships big thanks to Alex.B
1942 convoys have been redone. Overall ship count in convoys has been slightly reduced in order to increase stability of the game.
Tweaks to minefields (thanks to Salty Dodger for reporting it)


Interesting. After release of my next update for TMO and a some patrols. I plan to to go the ATO for a while, look forward to trying this out.


"Convoy rework convoys shouldn't disperse now after an attack"

Curious, would you mind sharing how you accomplished this? I hate how convoys disperse when attacked.

Niume
04-15-22, 11:35 AM
Interesting. After release of my next update for TMO and a some patrols. I plan to to go the ATO for a while, look forward to trying this out.


"Convoy rework convoys shouldn't disperse now after an attack"

Curious, would you mind sharing how you accomplished this? I hate how convoys disperse when attacked.
I increased convoy formation spacing to 800 or 900.

Kal_Maximus_U669
04-15-22, 03:23 PM
why did you use Large Address Aware personally, it "null" this thing..!!! there is nothing better for the "CtD"
I have just started I immediately have smoke problems on the buildings already present in the other version...
https://image.noelshack.com/fichiers/2022/15/5/1650054070-sh4img-2022-04-15-21-41-15-031.png
at the start all immediately the feeling that there is something that is no longer there .. indeed several "ctd" we start I suspected it ... with this LA .. of Mdr
now something else the n navigation is the same the foam train etc..
I find that this race to the bottom totally distorts Luckner's work with wolfpack3.2 at the time..
the atmosphere has clearly regressed under the water too blurry the water is too dark on the surface ... the sound also we are far from what was done .. good is something else again but I'm going to stop there ..
I will not continue trying because we are no longer in the same mod...
for me it's the translation done which is good...
I prefer the original work of Luckner I do not criticize your work but it does not correspond to me anymore...
since we are leveling down.. I would not have put this one..
https://image.noelshack.com/fichiers/2022/15/5/1650054074-sh4img-2022-04-15-21-41-32-707.png
:salute::salute:

Niume
04-16-22, 07:44 AM
Are you saying that Large Adress Aware causes CTD? I didn't added this rusty ship model.

Kal_Maximus_U669
04-16-22, 09:04 AM
Are you saying that Large Adress Aware causes CTD?
Yes you understood correctly... I have used this software several times as well as other versions in the past... it gives me too many CtDs...
with the 4go patch never any problem at least for me... :D
it does not have the same stability 4 go patch and much more reliable...
even for Fotrs or even RFB or TMO Enhanced I only use the 4go patch
why dismantle a work that was working very well...
delete all the best .... there were certainly some corrections to be made ... but not demolish the original mod ...:arrgh!::arrgh!:
I find it regrettable that this mod takes this wrong path now it only engages me and fortunately I have the original Ksd base... :D:D
as I told you, I am not criticizing your work, but it happens to take a direction that does not suit me at all... :yep:
translation is really your best job... :up::up:
I wish you good luck in your business for the future.
kind regards Kal Maximus U669 :salute::salute::salute: GLORY TO UKRAINE!

Niume
04-16-22, 12:54 PM
Where did you encountered crashes? I have noticed that submarine pens are eating up the performance. So I have reduced harbor traffic to reduce chances of ctd.

U-190
04-17-22, 04:41 AM
https://otvet.imgsmail.ru/download/260851036_e3b91c814fb667702464617179957370_800.jpg

Niume
04-17-22, 07:47 AM
https://otvet.imgsmail.ru/download/260851036_e3b91c814fb667702464617179957370_800.jpg
How do you upload such big photos?

Niume
04-17-22, 07:59 AM
Small patch 1.4.1
Fixed CLAbdiel.cfg file error
Added optional mod for increased underwater visibility
https://drive.google.com/file/d/1TyHct6A_S4UjZ6Up_ARwziANf7fpOGIM/view?usp=sharing

Jean Led
04-17-22, 08:38 PM
Great mod despite quite a few ctd.



I have a question about objectives. for example currently I have to patrol

AM 4, but on the map the patrol sticker is on AM 5.

Before that I had to patrol in a 30 km zone near the sticker. I did it for 72 hours without completion.
For this new mission I patrolled both AM 4 and AM 5 for 48 hours each respectively each. No completion.

I had it complete after engaging a convoy nearby and sinking a ship sometime after. But my game crashed and the save wouldnt load.
Now I cant get it completed anymore and low on fuel and no more torpedoes so heading to base anyways.


Any insight on how to complete patrol objectives?


Thank you :)

Jean Led
04-17-22, 09:58 PM
update**


So everytime after I attack this convoy all my saves get corrupted. Second time it happed. I have 3 hours of game time with 4 saves, in safe save location ( away from ships and wreckage and planes and on surfaces) and none of them will load. Only the one before I attack a convoy.

Second times it happens and its weird. Also game always crashes when I try to make it back to wilhelmshaven

Niume
04-18-22, 03:59 AM
Great mod despite quite a few ctd.



I have a question about objectives. for example currently I have to patrol

AM 4, but on the map the patrol sticker is on AM 5.

Before that I had to patrol in a 30 km zone near the sticker. I did it for 72 hours without completion.
For this new mission I patrolled both AM 4 and AM 5 for 48 hours each respectively each. No completion.

I had it complete after engaging a convoy nearby and sinking a ship sometime after. But my game crashed and the save wouldnt load.
Now I cant get it completed anymore and low on fuel and no more torpedoes so heading to base anyways.


Any insight on how to complete patrol objectives?


Thank you :)
About the objectives, trust the arrow which points in what place to patrol instead of the mission text. It is misaligned . Most of the time patrol objectives completes when you sink 7000 tonnage or 10000. I would like to rework the missions a bit but sadly I don't have much time now for over 1000 patrol objectives. About the crashes. Install the hotfix patch 1.4.1 after you return to base. Maybe it will fix the CTD issues. When nearing port reduce your time compression to 128 or 64. And I reccomend doing a save around 150 km from the port when returning from patrol. I am investigating why ports crashes the game I suspect it's the sub pens. They eat up computer resources.

Jean Led
04-18-22, 10:23 AM
About the objectives, trust the arrow which points in what place to patrol instead of the mission text. It is misaligned . Most of the time patrol objectives completes when you sink 7000 tonnage or 10000. I would like to rework the missions a bit but sadly I don't have much time now for over 1000 patrol objectives. About the crashes. Install the hotfix patch 1.4.1 after you return to base. Maybe it will fix the CTD issues. When nearing port reduce your time compression to 128 or 64. And I reccomend doing a save around 150 km from the port when returning from patrol. I am investigating why ports crashes the game I suspect it's the sub pens. They eat up computer resources.


Thanks for the help! Any idea why my game saves keep getting corrupted after I attack that convoy/ finish my patrol grid? And I figure there are no ways to get a save that crashes to not crash anymore? :(

Niume
04-18-22, 11:55 AM
Thanks for the help! Any idea why my game saves keep getting corrupted after I attack that convoy/ finish my patrol grid? And I figure there are no ways to get a save that crashes to not crash anymore? :(
This problem is weird to me. I don't think I have ever encountered corrupt save files in KSD II. Do you save the game while the ship is surfaced? Do you use gramophone or radio during patrol or when saving? Do you use ALT+TAB keybind to switch between sh4 and other applications? Also did you installed/disabled mods while being on patrol? For example. you save the game when your uboat is at let's say AM grid. You close the game, disable or enable any mods.

Jean Led
04-18-22, 06:50 PM
This problem is weird to me. I don't think I have ever encountered corrupt save files in KSD II. Do you save the game while the ship is surfaced? Do you use gramophone or radio during patrol or when saving? Do you use ALT+TAB keybind to switch between sh4 and other applications? Also did you installed/disabled mods while being on patrol? For example. you save the game when your uboat is at let's say AM grid. You close the game, disable or enable any mods.


I havent done any of that beside possibly alt tabing. I am not sure. But its odd it happend in the same scenarios, like saves before encountering a convoy works fine, and afterwards I cannot load them.

I will try it again tomorow and let you know.

In anycase i will be more careful on time compression near ports.

Jean Led
04-19-22, 02:18 AM
I tried again. My save that was working kept crashing as soon as I neared the convoy. I loaded a previous save from 1 hour in game time before. Was working fine until I went to intercept the convoy again. I approached at 40 meters in low time compression, when I went to periscope depth and started getting a firing solution it crashed again.


Its in the AM grid in november 1939 i believe. There is a convoy with a Nelson class battleship.


In my first attempt I could attack it without crashes, but all the saves afterwards were corrupted.



Im thinking of deleting the main folder and the folder in documents and retrying a new campaign and see if Im plagued with those crashes still.

I really really like the interface and the attack periscope.


I also run dark waters with no crashes fyi. But I had that issue previous to getting dark waters.

But maybe the fact I put them in that arrangement below caused it to be more instable?

OS (C: )/ SH4 ATO/ and here the two separate folders)

Mad Mardigan
04-19-22, 06:23 AM
I tried again. My save that was working kept crashing as soon as I neared the convoy. I loaded a previous save from 1 hour in game time before. Was working fine until I went to intercept the convoy again. I approached at 40 meters in low time compression, when I went to periscope depth and started getting a firing solution it crashed again.


Its in the AM grid in november 1939 i believe. There is a convoy with a Nelson class battleship.


In my first attempt I could attack it without crashes, but all the saves afterwards were corrupted.



Im thinking of deleting the main folder and the folder in documents and retrying a new campaign and see if Im plagued with those crashes still.

I really really like the interface and the attack periscope.


I also run dark waters with no crashes fyi. But I had that issue previous to getting dark waters.

But maybe the fact I put them in that arrangement below caused it to be more instable?

OS (C: )/ SH4 ATO/ and here the two separate folders)


Just... outta curiosity... :hmmm:

You are, using multiSH4... with your different SH4 mod sets there (namely KSD II: Ace & Oper. Monsun: Dark)... I pray, Yes...???

If not, then that can & could well, cause issues... if they are trying to share the same save folder.




:Kaleun_Salute:


M. M.

Jean Led
04-19-22, 07:30 PM
Just... outta curiosity... :hmmm:

You are, using multiSH4... with your different SH4 mod sets there (namely KSD II: Ace & Oper. Monsun: Dark)... I pray, Yes...???

If not, then that can & could well, cause issues... if they are trying to share the same save folder.




:Kaleun_Salute:
M. M.


I- I dont.


Issue was prior and ksd as its own save file in documents. I put them far away from each other now :up:
But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs

Mad Mardigan
04-19-22, 10:05 PM
I- I dont.


Issue was prior and ksd as its own save file in documents. I put them far away from each other now :up:
But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs

:Kaleun_Thumbs_Up:

Welcome.




:Kaleun_Salute:


M. M.

Jean Led
04-20-22, 02:53 PM
update with the save bug I had.


It seem that whenever I tried to approach the convoy in a certain area the game would ctd no matter what.


I tried went further on its predicted path and intercepted 100 km further away, and no bug, I could make my attack. ( had 3 torps left, first was a dud and other two missed because they had time to hit the break as I didnt time them properly)


I kept making saves along the way, reached my port without a crash :arrgh!::yeah:


I think if the weather is demanding ( fog and rain probably) + large convoy there is a very high chance of ctd.

Fritz Klum
05-27-22, 02:08 PM
this mod looks interesting. I'll give it a try.


On another note, how would you say it compares to Dark Waters? I've been using Dark waters for SH4 ato for a while now.

Kapitän
05-29-22, 12:20 PM
Hello Fellow Kaleuns,

I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod.

As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available.

1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)?

2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru?

3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour?

4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience?

5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace?

Many thanks!

Bubblehead1980
05-29-22, 02:39 PM
Are realistic/historically accurate night surface attacks possible in this mod?


Including getting inside the convoy on the surface?


I am coming over from US side of things, I made this possible in TMO, wondering if possible in this mod since was a huge part of U boat operations. Hoping it is, I'm tired of modding lol.

SnipersHunter
05-30-22, 01:44 PM
In General I would unfortunately say no, usually you get spotted. You can’t get as close as they did in real life.

Bubblehead1980
05-30-22, 02:19 PM
In General I would unfortunately say no, usually you get spotted. You can’t get as close as they did in real life.

Guess that is something I will have to make happen.

SnipersHunter
05-30-22, 02:24 PM
Guess that is something I will have to make happen.

That would be amazing :salute:

Bubblehead1980
05-31-22, 04:23 AM
That would be amazing :salute:

I agree. Really has added a whole new life to SH 4 in TMO, on the US side of things, to be able to pull off night surface attacks as the did at realistic ranges.

Hopefully can do so on U Boat side. Main things is nights will have to be made darker, since they are way too light in SH and every mod ive seen (havent tried dark waters yet but assuming so, I recall OM was light) and then a matter of adjusting visual sensors to interact properly with the darker night.

Took a couple months of tweaking and testing to get it right in TMO lol but since have the knowledge now, prop wont take as long if its possible. Will get started soon.

SnipersHunter
05-31-22, 11:05 AM
I agree. Really has added a whole new life to SH 4 in TMO, on the US side of things, to be able to pull off night surface attacks as the did at realistic ranges.

Hopefully can do so on U Boat side. Main things is nights will have to be made darker, since they are way too light in SH and every mod ive seen (havent tried dark waters yet but assuming so, I recall OM was light) and then a matter of adjusting visual sensors to interact properly with the darker night.

Took a couple months of tweaking and testing to get it right in TMO lol but since have the knowledge now, prop wont take as long if its possible. Will get started soon.

I am pretty sure that Niume would appreciate this as much as I do. Since TMO and KSD are both using SH4 it might be easier for you when you already have the things you did for TMO at hand :Kaleun_Salute:

Bubblehead1980
05-31-22, 12:47 PM
I am pretty sure that Niume would appreciate this as much as I do. Since TMO and KSD are both using SH4 it might be easier for you when you already have the things you did for TMO at hand :Kaleun_Salute:



Yes, I believe it will be less of a hassle since have a knowledge base on how to do it, not learning as I go as before. Does involved a lot of testing and tweaking though.

SnipersHunter
05-31-22, 01:10 PM
Yes, I believe it will be less of a hassle since have a knowledge base on how to do it, not learning as I go as before. Does involved a lot of testing and tweaking though.

You could join the KSD discord there are always people willing to help and test

Niume
06-01-22, 02:06 AM
Hello Fellow Kaleuns,

I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod.

As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available.

1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)?

2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru?

3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour?

4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience?

5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace?

Many thanks!
1. This is left over feature from the stock. In the stock game you could call in Japanese warship.
2.This is not normal behavior. It works fine for me.
3. The battery charging is set to historical values. How long does it take for you to charge the battery from 50% to 100%?
4. At least for me I do not encounter this problem. What version of the modpack are you using?
5. Sadly, no SH4 does not have option for Weapons officer to calculate the torpedo solution like in Sh3. Either you choose manual torpedo targeting or automatic.


It seems that your install is corrupted. When installing modpack did you selected a fresh new folder? Remember this installer has everything included even the "base game". You just need to select where you want it to be installed on your computer

John Pancoast
06-01-22, 06:07 AM
Are realistic/historically accurate night surface attacks possible in this mod?


Including getting inside the convoy on the surface?




Fwiw, this was not a common tactic. A very, very few did it (only two I can think of).......sometimes, not even always. In terms of "realism" of the mod, the lack of wolfpack attacks is a far greater issue than this.
But that is because of the game's structure, not the mod maker(s), who have done an outstanding job with what they have available.

Bubblehead1980
06-01-22, 06:42 AM
Fwiw, this was not a common tactic. A very, very few did it (only two I can think of).......sometimes, not even always. In terms of "realism" of the mod, the lack of wolfpack attacks is a far greater issue than this.
But that is because of the game's structure, not the mod maker(s), who have done an outstanding job with what they have available.



Night surface attacks were not common?


I thought, much as it later did with US (who were copying the Germans to that degree) in the pacific, night surface attack became the preferred method for U Boats, especially before Allied radar advanced.


Or did you you mean getting inside convoy was not common ? If so, I figured that, but since it was done, believe should be possible in the sim and up to player. I made it possible in TMO with certain convoys in 1944/45 when they are larger, somewhat resembling Allied convoys(never as many ships though. A lot depends on the moonlight and sea state though. Really a lot of "fun" brings a new level to the sim and quite effective in attacks, can see it being same on U boat side.


I agree on the wolfpack issue, yet another huge oversight by UBI.


In TMO I have US wolfpacks operating on a limited basis in latest TMO update. I placed AI torpedo firing subs...submerged and surfaced in players area, along convoy routes at appropriate times and dates.

They will attack independently and if within certain radius, they will respond to players contact reports on convoys by searching for the convoy Of course there is no coordination nor communication outside of scripted messages I placed in the campaign, but especially during night surface attack when ships start blowing up before you fire, but it gives player the feeling of operating with other subs. They will torpedo enemy ships, provide distraction that assists players.

Plays out much as US wolfpacks operated, which was of course different than German operations.



I could see a way to make it happen with U Boats, of course would be a much large scale etc and would need AI uboats that fire torpedoes, but could be done. I have them in TMO, but the AI U boats need some tweaking, we've had issues.



In TMO Update I recently released, I have a SUBRON 50 campaign, US subs operating in Atlantic 1942-1943. One mission (as some were assigned) is to patrol for U-Boats in North Atlantic. I added a wolfpack of U Boats in a patrol line. I placed them, used text editing to set their spacing beyond what the mission editor allows in mission file, spaced about 50 miles apart along the general line of atlantic convoys.


One night in March 1943, I made SJ contact on a convoy in North Atlantic and then noticed fires burning in the distance, explosions. Wolfpack was attacking the convoy. Difficult to ascertain exact number but at least 8 U Boats attacked the convoy. I managed to get visual on one U boat and sunk it with torpedoes.


One key is the surfaced models while appear as subs, as classified in game as the Elite Destroyer Escorts, so they behave aggressively. They fire torpedoes, The submerged subs are of course submarines, they are not as aggressive but will attack and are affectively.

John Pancoast
06-01-22, 06:58 AM
Night surface attacks were not common?


I thought, much as it later did with US (who were copying the Germans to that degree) in the pacific, night surface attack became the preferred method for U Boats, especially before Allied radar advanced.


Or did you you mean getting inside convoy was not common ? If so, I figured that, but since it was done, believe should be possible in the sim and up to player. I made it possible in TMO with certain convoys in 1944/45 when they are larger, somewhat resembling Allied convoys(never as many ships though. A lot depends on the moonlight and sea state though. Really a lot of "fun" brings a new level to the sim and quite effective in attacks, can see it being same on U boat side.


I agree on the wolfpack issue, yet another huge oversight by UBI.


In TMO I have US wolfpacks operating on a limited basis in latest TMO update. I placed AI torpedo firing subs...submerged and surfaced in players area, along convoy routes at appropriate times and dates.

They will attack independently and if within certain radius, they will respond to players contact reports on convoys by searching for the convoy Of course there is no coordination nor communication outside of scripted messages I placed in the campaign, but especially during night surface attack when ships start blowing up before you fire, but it gives player the feeling of operating with other subs. They will torpedo enemy ships, provide distraction that assists players.

Plays out much as US wolfpacks operated, which was of course different than German operations.



I could see a way to make it happen with U Boats, of course would be a much large scale etc and would need AI uboats that fire torpedoes, but could be done. I have them in TMO, but the AI U boats need some tweaking, we've had issues.



In TMO Update I recently released, I have a SUBRON 50 campaign, US subs operating in Atlantic 1942-1943. One mission (as some were assigned) is to patrol for U-Boats in North Atlantic. I added a wolfpack of U Boats in a patrol line. I placed them, used text editing to set their spacing beyond what the mission editor allows in mission file, spaced about 50 miles apart along the general line of atlantic convoys.


One night in March 1943, I made SJ contact on a convoy in North Atlantic and then noticed fires burning in the distance, explosions. Wolfpack was attacking the convoy. Difficult to ascertain exact number but at least 8 U Boats attacked the convoy. I managed to get visual on one U boat and sunk it with torpedoes.


One key is the surfaced models while appear as subs, as classified in game as the Elite Destroyer Escorts, so they behave aggressively. They fire torpedoes, The submerged subs are of course submarines, they are not as aggressive but will attack and are affectively.


My post was in reference to inside the convoy attacks. But I'd rather have the ability to do these vs. the game(s) allowing ahistorical night periscope attacks to be possible.
Fwiw, inside the convoy attacks in the Atlantic would also only be possible very early war, before the advent of Allied ship borne radar (March, 41)

Bubblehead1980
06-01-22, 07:05 AM
My post was in reference to inside the convoy attacks. But I'd rather have the ability to do these vs. the game(s) allowing ahistorical night periscope attacks to be possible.


Thought so, just checking.

Yes same, here. Well, I think to balance it as I did in the pacific side of things is the key. Make it possible to get inside and attack as some did, but not possibly every time with every convoy. Players can choose to risk it or attack from outside or on a full moon, conduct a periscope attack.


Germans did make periscope attacks at night in certain conditions correct?

John Pancoast
06-01-22, 07:19 AM
Thought so, just checking.

Yes same, here. Well, I think to balance it as I did in the pacific side of things is the key. Make it possible to get inside and attack as some did, but not possibly every time with every convoy. Players can choose to risk it or attack from outside or on a full moon, conduct a periscope attack.


Germans did make periscope attacks at night in certain conditions correct?


:up:



Only even considered on the brightest of full moon nights. Periscope attacks in general were discouraged due to limiting the ability of the boat to maintain contact with the convoy and the ability of the boat to escape.

I.e., generally, woe to the skipper who called in a daylight convoy contact and then did a scope attack vs. shadowing it until night.

Bubblehead1980
06-01-22, 07:32 AM
:up:



Only even considered on the brightest of full moon nights. Periscope attacks in general were discouraged due to limiting the ability of the boat to maintain contact with the convoy and the ability of the boat to escape.

I.e., generally, woe to the skipper who called in a daylight convoy contact and then did a scope attack vs. shadowing it until night.


Interesting.


The amount of micromanagement of U Boats has always amazed me. Quite sad also, as was a huge part of their downfall (and loss of many lives).

Niume
06-01-22, 08:09 AM
I also believe that sensors need a rework from ground up. Sadly I don't have time for it.

Bubblehead1980
06-01-22, 08:20 AM
I also believe that sensors need a rework from ground up. Sadly I don't have time for it.



Well, its something I will have to look at anyways, to make the night attacks possible.

PurpleCow
06-01-22, 11:53 AM
Can someone confirm that the original Silent Hunter IV is NOT required to play this mod? If this is the case how is this possible? Has the Silent Hunter IV codebase gone "public domain"? I ask because I had always held off on Silent Hunter IV as I thought the copy protections scheme was a huge mess.

Mad Mardigan
06-01-22, 03:06 PM
Can someone confirm that the original Silent Hunter IV is NOT required to play this mod? If this is the case how is this possible? Has the Silent Hunter IV codebase gone "public domain"? I ask because I had always held off on Silent Hunter IV as I thought the copy protections scheme was a huge mess.

I have access to both v1.4 & v1.5 of SH4, through Steam... so I assume this is where your query comes from, yes...?

As is, I used v1.4 once... until I wanted to roll with FotRS some time back. I dumped v1.4 & found that yes... it can be bought separately from Steam & ran, WITHOUT having to buy v1.4 SH4... as both are listed as separate purchase points.

Every modded version of SH4 I have is... Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5


Note:

With KSD II: Ace, this comes with everything preset up, (aside from some additional add in's... you can add in that are not included in the preset up, BUT... be warned, that some of those NOT added in, can... cause issues... you have been warned.)


This is, predicated on the basis, that you already have access to SH4, paid for.





:Kaleun_Salute:


M. M.


As for the 'code base', having gone public domain... nope... :nope:


That is still in Ubi's grip, as is 3 & 5... though, I strongly suspect, that 3... will join its brethren 1 & 2, soon... & given a couple of more years afterwards, that 4 will join them... though, this is just My own thoughts on that... so take it with a convoy of 35 C2 Cargo ships... loaded down with sea salt... for what it's worth.

propbeanie
06-01-22, 09:26 PM
SH2 for certain is not "public domain"

Ubisoft US Store SH2 for sale (https://store.ubi.com/us/silent-hunter--2/58aeb5d66b54a461248b4567.html?lang=en_US)


Near as I know, Silent Hunter (the original) is NOT public domain either, though it is not for sale on the Ubisoft site. However, you can buy a used copy on Amazon for $50US, and the one page is still linked to the Ubisoft Amazon store - for what that's worth...

Noting the "the copy protections scheme was a huge mess" comment, I have owned the game since pre-release, a v1.0.x (whatever) DVD. I also purchased a v1.3 disk, and a v1.5 U-Boat Missions Add-On, as well as several copies of the "Gold Edition" in various formats. I never had an issue with DRM with any of them at all. You did have to keep the disk inserted in the drive for the early versions, but that went away with v1.3 in 2007. I also had SH3 with "StarFarce" (StarForce) DRM. Now, that was a weird one, but SH4 has never had issues like that. The biggest thing with SH4, and it is the same with any other DirectX v9.0c Windows XP and earlier games, is that Windows Vista and later added "protection" to the OS. If you install the game outside of the Program Files and other "protected" folders, no problemo. Never accept the default install path - but you must also install DirectX v9.0c and its codecs for those old game to function on the 'modern' computer.. The game has been "on sale" recently for as little as $3 US through Steam and Ubisoft both. It shouldn't be long and one or the other (or all of them) will price it there again...

Mad Mardigan
06-02-22, 11:18 AM
Huh... :doh: :06: :o

coulda swore, I saw something on SH (original or otherwise known of as SH1 :hmmm:) being considered... 'abandonware'... as well as SH2.


Did see SH1, being hot listed on an abandonware site, though... when I went to do a search on info about it.




On that note... unless any one else has info showing that 1 & 2, are indeed abandoned... guess I'll have to... stand corrected. :yep: :shucks:




On copyright, am in agreement with purplecow, that it is a huge, convoluted mess... outright... & needs being , revamped... majorly.





:Kaleun_Salute:


M. M.

Kal_Maximus_U669
06-02-22, 01:37 PM
Good evening friends :salute:
Mr Beanie how are you...? are you on the road to recovery? or maybe you just take it..one way or another good luck...and wish you the best possible recovery... :up::D
Now to get back to what you were talking about selling or pseudo selling...
at this rate.. States want to have their cake and eat it. :timeout:
we french say it like this
they want the butter.. the money for the butter and then we pay the boss.. :har::har:

Kal_Maximus_U669
06-03-22, 04:20 AM
My dear Hey Bubblehead1980..greeting..
I see that you left on the Uboats for our greatest pleasure. Finally things will probably go in the right direction thanks to your talent as a modder as well as your experience with the game engine..
I saw that you asked for information on the KSD mod
I don't know if you were able to obtain satisfaction..?
that's why suggest you have a look here
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2752052&postcount=8
if you need anything I am at your disposal
wolfpack is a work of comrade Luckner..that you know..:salute:

pauluss67
06-06-22, 06:17 PM
I have a question ... what are the 2 icons at the top center of the attack periscope just above the degree compass? ... how do they activate?

Niume
06-07-22, 09:57 AM
I have a question ... what are the 2 icons at the top center of the attack periscope just above the degree compass? ... how do they activate?
These do buttons only work when you have automated torpedo targeting turned OFF. The button on the left is used for opening the AOBF ring, the right button turns on night time filter for the scope which makes seeing targets a bit easier

AMZ
06-10-22, 12:07 PM
Hello Niume,

Lets introduce myself, I am a "Noob" who discovers this Mod KSD.
And I apologize for my poor English language.

First,
Congratulations for this remarkable work! I know how to recognize personal investment. You deserve all our thanks and encouragement.

:up:

Secondly,
I understand, that you have collected several parts of existing Mods,
- you have modified them to make a coherent whole,
- you rewrote and act according to your perception of things,
and that and more or less criticized.
But one thing is for sure: it's a good job.

Naturally, there will always be someone who finds it too blue, too dark, too difficult... not realistic enough... Too... not enough...
Personally, I like to see what is happening underwater, in order to detect what is happening... but it is for a technical reason.

Thirdly,
This is the reason for my message: KSD II ACE Edition 1.4 (or 1.4.1)
- To discover your Mod, I do what is most basic, like a pianist does it's scale
- I embark on a SingleMission: SP 24 Scapa flow
- I enter the bay, I explore up and down … Nothing; Rien; Nichts; nada; Walou; Niente; нічого ... Nieko?
Except land elements on the coast and a merchant arriving at the port
But not units that made G. Prien famous.

- So I am investigating the folder:
\Data\Campaigns\CampaignGE\CampaignData File: UK_HarborTraffic.mis – date 06 11 2016 – size: 663 KB As is the file causes a C.T.D. when it opens in the mission editor.

Remark : With or without the Partch which only corrects CL Abdiel
- The part at the beginning does not correspond to this section: Group (for ground units)
- From unit 1 - By deleting everything and trying one by one I found that the PL Conte_Verde is problematic

[Unit 46]
Name=UK Harbor Traffic Liner #1
Class=PLConteVerde
Type=103
Origin=British
Side=0
... Etc ...

I think the problem comes from a bad export of the Euro-Liner from a Mod SH III
because the files: Data / Sea /NPL_Conte_Verde shows confusion with Euroliner and Conte_Verde from SH4.
By analyzing the Euroliner.dat file (S3ditor) the SH III standard does not take into account the textures following SH4
(Euroliner_T01.dds; Euroliner_N01.dds; Euroliner_O01.dds or Texture T02; N02; O02).

Currently I have not finished this investigation, but a similar problem is also found in:
Africa_HarborTraffic.mis dated 13 04 2015 15:26 size: 183 KB



Good luck Niunme
:03:

propbeanie
06-10-22, 06:43 PM
The stock SH4 game is like that from day one:

https://i.imgur.com/KVKKUP1.jpg


Of more importance to that ship is the UnitType=109 lines in the Roster cfg file (left) and the Sea folder (right), as compared to what the Type= lines are in the mis files for it:

https://i.imgur.com/eycPz5a.jpg

Again, that is the stock game with the UnitType=109, whereas it looks like KSDII has it set at UnitType=103.

There are several other ships in the Stock game like that, including the player submarine Porpoise. Not confusing at all to see all of the different file names in a folder, now is it?... lol :arrgh!:

Kapitän
06-11-22, 04:11 AM
1. This is left over feature from the stock. In the stock game you could call in Japanese warship.
2.This is not normal behavior. It works fine for me.
3. The battery charging is set to historical values. How long does it take for you to charge the battery from 50% to 100%?
4. At least for me I do not encounter this problem. What version of the modpack are you using?
5. Sadly, no SH4 does not have option for Weapons officer to calculate the torpedo solution like in Sh3. Either you choose manual torpedo targeting or automatic.


It seems that your install is corrupted. When installing modpack did you selected a fresh new folder? Remember this installer has everything included even the "base game". You just need to select where you want it to be installed on your computer


Hi Niume,

Thanks for your response! Yes, I did a fresh/first install of KSDII, downloaded the zip-folder from a download link provided here, unpacked and installed the game in a brand new folder. I suppose, something still could have gone wrong ...

About the points:
I'm now in Campaign mode with a IXD2 boat in 10.42, leaving Bordeaux and headed toward Brazil.

1. Okay, so calling on combat support units doesn't work in KSDII, correct?

2. Torpedo reloading: Seems to work now ... I guess, I just hadn't figured out how to do it yet.

3. Battery reacharging: Didn't have to recharge from 50% yet, only from about 95% and that went pretty quickly. Only thing is, I'm not sure how to read the gauges correctly: The pull out gauge shows max 350, while the one in the C/R shows 450. How do you do the battery capacitiy reading?

4. So, also here, I just experienced that ASW vessels that were already searching for me and I was tracking them from periscope depth, started firing at my position from about 1500m out, the periscope was just about at sea level, waves washing over it, clear sunny day, wind 5sm. Modpack version is 1.4.1.

5. Okay, clear, thanks!

I have a couple new observations:

6. I noticed something else, if I may: In the map view (F5) one can see the sensor fields of the ships. What I noticed is, that these seem to be much less than let's say in Sh3. For example, just now, the ASWs were showing a field of view of about 6000m, which seems very short. As one would expect, they spotted me at about 8000m, which led to the situation described in point 5. above. Can you confirm this as well?

7. When setting depth 20m from let's see 100m, the boat doesn't level out at 20m but continues to rise to periscope depth or more, even breaching the surface at times and I have to set for 20m at least twice to make the boat respond. Also, diving from being surfaced is super slow when diving normally (i.e., not crash diving). Is this behaviour perhaps, due to the fact that it is a big IXD2 boat?

8. Fuel gauge: Fuel consumption seems to be very low. Right now, I'm at about 10cbm in 24h, even at Half Ahead or Full Ahead. Doesn't seem very realistic ...

Just a general note: I'm in campaign mode now and making frequent game saves (about every 12 hours), which I then overwrite. Always worked fine with Sh3. Could this be a potential source of any adverse effects?

Thanks again for your help!

Mad Mardigan
06-11-22, 08:02 AM
Hi Niume,

Thanks for your response! Yes, I did a fresh/first install of KSDII, downloaded the zip-folder from a download link provided here, unpacked and installed the game in a brand new folder. I suppose, something still could have gone wrong ...

About the points:
I'm now in Campaign mode with a IXD2 boat in 10.42, leaving Bordeaux and headed toward Brazil.

1. Okay, so calling on combat support units doesn't work in KSDII, correct?

2. Torpedo reloading: Seems to work now ... I guess, I just hadn't figured out how to do it yet.

3. Battery reacharging: Didn't have to recharge from 50% yet, only from about 95% and that went pretty quickly. Only thing is, I'm not sure how to read the gauges correctly: The pull out gauge shows max 350, while the one in the C/R shows 450. How do you do the battery capacitiy reading?

4. So, also here, I just experienced that ASW vessels that were already searching for me and I was tracking them from periscope depth, started firing at my position from about 1500m out, the periscope was just about at sea level, waves washing over it, clear sunny day, wind 5sm. Modpack version is 1.4.1.

5. Okay, clear, thanks!

I have a couple new observations:

6. I noticed something else, if I may: In the map view (F5) one can see the sensor fields of the ships. What I noticed is, that these seem to be much less than let's say in Sh3. For example, just now, the ASWs were showing a field of view of about 6000m, which seems very short. As one would expect, they spotted me at about 8000m, which led to the situation described in point 5. above. Can you confirm this as well?

7. When setting depth 20m from let's see 100m, the boat doesn't level out at 20m but continues to rise to periscope depth or more, even breaching the surface at times and I have to set for 20m at least twice to make the boat respond. Also, diving from being surfaced is super slow when diving normally (i.e., not crash diving). Is this behaviour perhaps, due to the fact that it is a big IXD2 boat?

8. Fuel gauge: Fuel consumption seems to be very low. Right now, I'm at about 10cbm in 24h, even at Half Ahead or Full Ahead. Doesn't seem very realistic ...

Just a general note: I'm in campaign mode now and making frequent game saves (about every 12 hours), which I then overwrite. Always worked fine with Sh3. Could this be a potential source of any adverse effects?

Thanks again for your help!

With regards to #7...

Type II, is the fastest diving uboat.... the Type VII, is just behind that by a couple of seconds. After that, is the tail wagging the dog, per se... the Type IX... think it is like 5 or so seconds longer to dive, than the Type VII.


:doh: :o

:nope: :nope: :nope:



On saves.... NEVER... EVER... overwrite any saves... always do fresh ones... & that should NEVER be done in SH3, either.

Overwriting, has the potential to cause save corruption...





:Kaleun_Salute:


M. M.

Niume
06-11-22, 02:17 PM
Hi Niume,

Thanks for your response! Yes, I did a fresh/first install of KSDII, downloaded the zip-folder from a download link provided here, unpacked and installed the game in a brand new folder. I suppose, something still could have gone wrong ...

About the points:
I'm now in Campaign mode with a IXD2 boat in 10.42, leaving Bordeaux and headed toward Brazil.

1. Okay, so calling on combat support units doesn't work in KSDII, correct?

2. Torpedo reloading: Seems to work now ... I guess, I just hadn't figured out how to do it yet.

3. Battery reacharging: Didn't have to recharge from 50% yet, only from about 95% and that went pretty quickly. Only thing is, I'm not sure how to read the gauges correctly: The pull out gauge shows max 350, while the one in the C/R shows 450. How do you do the battery capacitiy reading?

4. So, also here, I just experienced that ASW vessels that were already searching for me and I was tracking them from periscope depth, started firing at my position from about 1500m out, the periscope was just about at sea level, waves washing over it, clear sunny day, wind 5sm. Modpack version is 1.4.1.

5. Okay, clear, thanks!

I have a couple new observations:

6. I noticed something else, if I may: In the map view (F5) one can see the sensor fields of the ships. What I noticed is, that these seem to be much less than let's say in Sh3. For example, just now, the ASWs were showing a field of view of about 6000m, which seems very short. As one would expect, they spotted me at about 8000m, which led to the situation described in point 5. above. Can you confirm this as well?

7. When setting depth 20m from let's see 100m, the boat doesn't level out at 20m but continues to rise to periscope depth or more, even breaching the surface at times and I have to set for 20m at least twice to make the boat respond. Also, diving from being surfaced is super slow when diving normally (i.e., not crash diving). Is this behaviour perhaps, due to the fact that it is a big IXD2 boat?

8. Fuel gauge: Fuel consumption seems to be very low. Right now, I'm at about 10cbm in 24h, even at Half Ahead or Full Ahead. Doesn't seem very realistic ...

Just a general note: I'm in campaign mode now and making frequent game saves (about every 12 hours), which I then overwrite. Always worked fine with Sh3. Could this be a potential source of any adverse effects?

Thanks again for your help!
1. Yes because U-boat captains practically never called in Cruisers or any other combat vessels.
3. I would advise looking at the gauges for battery levels https://www.part.lt/img/1801f3182b5ed2f412607aa85f95b1b7561.bmp (https://www.part.lt/perziura/1801f3182b5ed2f412607aa85f95b1b7561.bmp)
4. I will take a look into the periscope detection values.
6. I don't know how to change them. Don't rely on them
7. This is a modpack's feature not implemented by me. It tries to simulate inercia. Raising from the depths firstly you should order a depth of 25m. After you reach the depth and the boat stabilizes order periscope depth
8. Look at these gauges. https://www.part.lt/img/1801f3182b5ed2f412607aa85f95b1b7561.bmp (https://www.part.lt/perziura/1801f3182b5ed2f412607aa85f95b1b7561.bmp)

Kapitän
06-12-22, 10:35 AM
@Mad Mardigan and @Niume:Thanks to you both!

Okay, I summarize:

Points 3. and 8. Use the pull-out gauges for Fuel, Battery and CO2 levels. Just wondering about the fuel consumption being relativly low ... Also, does this mod simulate the diesels taking damage when operated at A.K. for too long?

Point 4: Thanks for checking on that ...

Point 7: Okay, so it's because of the buoyancy and diving behaviour of the big IXD2 boat. Thanks!

Also, "NEVER, EVER, overwrite any saves ... always do fresh ones!" Got it! :salute:

AMZ
06-12-22, 12:17 PM
The stock SH4 game is like that from day one:

... / ...


Of more importance to that ship is the UnitType=109 lines in the Roster cfg file (left) and the Sea folder (right), as compared to what the Type= lines are in the mis files for it:

https://i.imgur.com/eycPz5a.jpg

Again, that is the stock game with the UnitType=109, whereas it looks like KSDII has it set at UnitType=103.

There are several other ships in the Stock game like that, including the player submarine Porpoise. Not confusing at all to see all of the different file names in a folder, now is it?... lol :arrgh!:


Thanks Propbeanie for your response.

Yes, you are right about the mismatch of the Roster's _.cfg File Types and NPL_Conte_Verde.cfg.

About the different names of the ship EuroLiner – Conte Verde I already knew about it from the beginning.
But I apologize for expressing myself badly about the textures.
Admit that looking for the disruptive element(s) in the UK_HarborTrafic.mis file is very tiring to the point of not noticing the most frequent errors...
Ok I'm old!

And there Propbeanie, I am also addressing Niume.

I think that these errors which cancel the UK_HarborTrafic.mis file, then lose the reason for the Scapa Flow mission in particular and part of the elements in the career mode campaign !!!
I am aware of this KSD II ACE Edition Mod only now at version 1.4, so I do not have its history.
I'm surprised that so far no one has noticed this issue.

Well, I'm not just a critic, I bring my little contribution if it interests you.

So I said that the textures could not be taken into account from the orders of the _.cfg of the Roster, Because in the file /Sea/NPL_Conte_Verde/EuroLiner.dat the textures were ordered according to the SH III format


Clic below Thumbnail N°1


I was really tired, because really these are only for the Platform added to the front. But why have the EuroLiner.dat file been weighed down by a series of SH III format textures, when textures already exist. Just assign the Platform the texture T01 to Platform.obj and O01 to Platform-uv2.obj like below...


Clic below Thumbnail Capture T01 ... O01 ... 01bis

P.S. :I am not responsible for the choice of artillery

Niume
06-12-22, 12:49 PM
@Mad Mardigan and @Niume:Thanks to you both!

Okay, I summarize:

Points 3. and 8. Use the pull-out gauges for Fuel, Battery and CO2 levels. Just wondering about the fuel consumption being relativly low ... Also, does this mod simulate the diesels taking damage when operated at A.K. for too long?

Point 4: Thanks for checking on that ...

Point 7: Okay, so it's because of the buoyancy and diving behaviour of the big IXD2 boat. Thanks!

Also, "NEVER, EVER, overwrite any saves ... always do fresh ones!" Got it! :salute:
3. The fuel consumption is more or less realistic. For example, Type VIIC in real life the range at 10 knots would be 13700km. In the game it is 18 000 km. The range is bigger because in Silent Hunter the world is not round but flat. For example from Brest port (France) to Canada shores in our planet is around 3500 km while in the game it is 5700 km. You probably experience very low fuel consumption because you command Type IXD2 which had very big range. Which has 38141 km of range at 12 knots. If you want more information about uboat types please visit this website it has great information. https://uboat.net/types/. The feature of diesels taking damage is sadly not possible because there are no hsie patch like for Sh3.
7. It's relevant for all of the boats.

Kapitän
06-12-22, 04:02 PM
3. The fuel consumption is more or less realistic. For example, Type VIIC in real life the range at 10 knots would be 13700km. In the game it is 18 000 km. The range is bigger because in Silent Hunter the world is not round but flat. For example from Brest port (France) to Canada shores in our planet is around 3500 km while in the game it is 5700 km. You probably experience very low fuel consumption because you command Type IXD2 which had very big range. Which has 38141 km of range at 12 knots. If you want more information about uboat types please visit this website it has great information. https://uboat.net/types/. The feature of diesels taking damage is sadly not possible because there are no hsie patch like for Sh3.
7. It's relevant for all of the boats.

Okay, noted. Thanks!

About the ASW sensor fields: I think, I figured out how that works:
While in the Nav map view (F5) the sensor fields for ASDIC, Listening and Radar ranges are shown, it is not shown for the field of view. Probably, because it changes depending on weather and sea state. So, makes it more interesting ...

Tool Helper: I figured that one out as well. Only thing is, that the items it provides, compass etc., are all upside down, i.e., South/180° is on top ...

Radio News: I found the radio but it doesn't seem to work, i.e., pushing the ON button doesn't make any news to come on; the grammophon works just fine ...

Mad Mardigan
06-12-22, 04:15 PM
Okay, noted. Thanks!

About the ASW sensor fields: I think, I figured out how that works:
While in the Nav map view (F5) the sensor fields for ASDIC, Listening and Radar ranges are shown, it is not shown for the field of view. Probably, because it changes depending on weather and sea state. So, makes it more interesting ...

Tool Helper: I figured that one out as well. Only thing is, that the items it provides, compass etc., are all upside down, i.e., South/180° is on top ...

Radio News: I found the radio but it doesn't seem to work, i.e., pushing the ON button doesn't make any news to come on; the grammophon works just fine ...

Tool Helper: I figured that one out as well. Only thing is, that the items it provides, compass etc., are all upside down, i.e., South/180° is on top ... This is, so that when you go to plot out a targets course... it matches with it's figured out or known heading...


Say target's course is ohh.... heading of 020...

click on the spot of the marker for that target ship & move the compass out ahead... then look at the lower 1/2 of the readout on it, until you see the 20 degree bearing mark... line that up & move it out as far as you need to... for the length of travel it would go in say... 8 hours... which would translate to around... 64 nm if the target's known speed is say... 8 kts. These figures here, used as a basic set of figures for explanatory purposes... :up:


Hope this brief explanation... helps understand not only the compass bearing marks, but how to use it to plat out distance a target travels x target's known speed computational figures for distance it'll travel, too. :shucks: :yep:

That same info about the upside down bearing marks on not only the compass, but other tools, applies as well... by the way. :yep:





:Kaleun_Salute:


M. M.

Kapitän
06-13-22, 04:57 AM
Tool Helper: I figured that one out as well. Only thing is, that the items it provides, compass etc., are all upside down, i.e., South/180° is on top ... This is, so that when you go to plot out a targets course... it matches with it's figured out or known heading...


Say target's course is ohh.... heading of 020...

click on the spot of the marker for that target ship & move the compass out ahead... then look at the lower 1/2 of the readout on it, until you see the 20 degree bearing mark... line that up & move it out as far as you need to... for the length of travel it would go in say... 8 hours... which would translate to around... 64 nm if the target's known speed is say... 8 kts. These figures here, used as a basic set of figures for explanatory purposes... :up:


Hope this brief explanation... helps understand not only the compass bearing marks, but how to use it to plat out distance a target travels x target's known speed computational figures for distance it'll travel, too. :shucks: :yep:

That same info about the upside down bearing marks on not only the compass, but other tools, applies as well... by the way. :yep:





:Kaleun_Salute:


M. M.

Okay, thanks ... I'll give that a try ...

zeus
06-13-22, 11:34 AM
hola
no encuentro el estadimetro en este megamod.
¿Alguien sabe dónde está y cómo usarlo?

Niume
06-13-22, 01:02 PM
hola
no encuentro el estadimetro en este megamod.
¿Alguien sabe dónde está y cómo usarlo?
Historically u-boats in WW2 didn't had stadimeters. Use RAOBF

AMZ
06-13-22, 01:10 PM
Hi Niume,


1 - I draw your attention to the fact that the SingleMission Scapa Flow does not allow you to find the units to sink such as the BB_RoyalOak, in order to relive the mission of G Prien.

This reveals that the mission UK_HarborTraffic.mis (CampaingnData) is not declared on CampaignGE.cfg .
Thus we have the disappearance of the elements which characterize certain historical pages.
It is the same with the following missions, from the CampaingnData folder:

Africa_HarborTraffic.mis
Allies_CoastalBattery.mis
Allies_NavalBases.mis
ALL-TaskForce.mis
Arctic_42.mis … et Arctic_44.mis
Axis_AirBases.mis
Axis_CoastalTraffic.mis
Axis_Minefields.mis
Lant_Convoys_41.mis
Lant_Convoys_42.mis
Lant_Convoys_43.mis
Med_HarborTraffic.mis
MedCoastalTraffic.mis
MedNaval.mis
Etc.

Is this a will on your part?
There is no need to load the donkey if it is removed later.
You still have to do it wisely.


2 –

... / ... 7.
This is a modpack feature that I did not implement. It tries to simulate inertia. Starting from the depths, you must first order a depth of 25 m. Once you have reached depth and the boat has stabilized, command the depth from the periscope .
.. / ...


The SH4 has its limits, it is not a submarine simulator. That's not his goal.
It trains us on the strategy of a commander of submersible in combat. That's all.

To my knowledge, Wolfpack is the only simulator (game) that comes close to the maneuvers of a submarine, with a few flaws...
So do not try to distort the behavior of the submersible, this does not represent reality.
- The commander orders an immersion
- CenterControl master adjusted buoyancy and stability
- The dive crews with the planes anticipate inertia and ensure immersion.
If the crew is unable to do so, then he is disembarked.


I Keep the hope of a consideration
:salute:

Bubblehead1980
06-13-22, 01:23 PM
Historically u-boats in WW2 didn't had stadimeters. Use RAOBF

What is RAOBF? Forgive me, new to U Boats.

Kal_Maximus_U669
06-13-22, 02:31 PM
What is RAOBF? Forgive me, new to U Boats.

Range Angle On Bow Fahrtrichtung
F1 and go to RAOBF section there is a guide in it.

it is the angle of attack of your target I am surprised that you ask this question...
as for the ship Uboat this one has an inertia it is the mod
KSDII_New_TT_Submarine_KELLERMANN_1.3
I don't play the NIUME mod because it has nothing to do with the original
but I am not criticizing his orientation this work simply does not correspond to me ... moreover this title Ace it was I who suggested it to luckner ... I offered you help for your documentation but it seems that you just don't need me..
it's been 4 years that I know this work at the time all was in Russian ....
this is why it has not been discussed too much here
Vickers made the translation possible as well as NIUME thank you had two..
colossal work.. with Dark Water by Fifi it's the best Uboat mod that you can find on SH4... Niume has eliminated a lot of things
Of course, that's all up to him...
this KSD 2 mod needed repairs at the level of the detection sensors for the destroyers is another tinkering but not to remove all that is best that's why I don't play it anymore..
greetings my dear bh

Kapitän
06-14-22, 05:25 AM
@Mad Mardigan and @Niume:Thanks to you both!

Okay, I summarize:

Points 3. and 8. Use the pull-out gauges for Fuel, Battery and CO2 levels. Just wondering about the fuel consumption being relativly low ... Also, does this mod simulate the diesels taking damage when operated at A.K. for too long?

Point 4: Thanks for checking on that ...

Point 7: Okay, so it's because of the buoyancy and diving behaviour of the big IXD2 boat. Thanks!

Also, "NEVER, EVER, overwrite any saves ... always do fresh ones!" Got it! :salute:

Hi Niume,

About point 4, periscope detection by ASW vessels:

Just happened again in the dark of night, clear sky with half moon, mind you.

My.persicope was detected from several 100 yards out and taken under fire.

Makes me wonder, if the periscope is actually not sighted but detected by the ASWs radar. That however, would seem a bit early in the war for that to be possible (10.42).

Any comments appreciated ....

derstosstrupp
06-14-22, 05:56 AM
Keeping in mind the stadimeter and RAOBF were integrated with one another in real life, and were only present on very early attack periscopes, and were left over on type VIIA, IXA, early IIs etc. The C/2 Standsehrohr (big thick attack periscope with seat and pedals) did not have stadimeter or RAOBF, and that type of scope was found on VIIB, VIIC, IXB, IXC etc. etc. in other words the absolute majority of frontgoing U-boats.

Niume
06-14-22, 08:25 AM
Range Angle On Bow Fahrtrichtung
F1 and go to RAOBF section there is a guide in it.

it is the angle of attack of your target I am surprised that you ask this question...
as for the ship Uboat this one has an inertia it is the mod
KSDII_New_TT_Submarine_KELLERMANN_1.3
I don't play the NIUME mod because it has nothing to do with the original
but I am not criticizing his orientation this work simply does not correspond to me ... moreover this title Ace it was I who suggested it to luckner ... I offered you help for your documentation but it seems that you just don't need me..
it's been 4 years that I know this work at the time all was in Russian ....
this is why it has not been discussed too much here
Vickers made the translation possible as well as NIUME thank you had two..
colossal work.. with Dark Water by Fifi it's the best Uboat mod that you can find on SH4... Niume has eliminated a lot of things
Of course, that's all up to him...
this KSD 2 mod needed repairs at the level of the detection sensors for the destroyers is another tinkering but not to remove all that is best that's why I don't play it anymore..
greetings my dear bh
Hi, What do you believe the main problems are for this modpack? I am open for critique. About the title (Ace) I thought of the name by itself, maybe it's just a coincidence. What do you mean about documentation? Can you please be more specific? :). Yes I am aware that destroyer SONAR and hydrophone settings need to be tweaked.

AMZ
06-14-22, 01:10 PM
Good evening Niume


Hi, What do you believe the main problems are for this modpack? I am open for critique.

... / ...


OK, since you are open for critique, why don't you reply to these topics :

Clic : :https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182 (https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182)

Clic : https://www-subsim-com.translate.goog/radioroom/showpost.php?p=2813562&postcount=188&_x_tr_sl=en&_x_tr_tl=fr&_x_tr_hl=fr&_x_tr_pto=sc

Clic : https://www.subsim.com/radioroom/showpost.php?p=2813726&postcount=195


it's not a negative review

Kal_Maximus_U669
06-14-22, 04:05 PM
Hi, What do you believe the main problems are for this modpack? I am open for critique. About the title (Ace) I thought of the name by itself, maybe it's just a coincidence. What do you mean about documentation? Can you please be more specific? :). Yes I am aware that destroyer SONAR and hydrophone settings need to be tweaked.

Hello NIUME :D :salute:
"for those looking for the stadimeter there is none "here we must proceed like a real commander" the creators wanted that... no Lock Target...
it's up to us now...let's agree...I told you: I'm not criticizing your work...quite the contrary if we can make things happen here...it's very good...
at first:
_ I asked you why did you modify the navigation.... Foam train behavior of the ship..etc... distance seen underwater...
_the sound of the time is no longer the same ... lots of things we change ...
_the problems that some here have with detection... I had... it's not going well at this level... but these are already known problems so it does not involve your work.. but it seems that it does not doesn't work well with yours too.
_there are texture issues...something like ships...smoke on buildings...
_there is also the fact that there is no wolfpack 3.2 that I haven't played much but it seems that Luckner had worked a lot on it... with some subtlety in the patrols... now I haven't played much this mod because it was not translated at the time I had to translate for each mission in order to know what to do so it was quite annoying...
currently I have not mounted it... neither yours... nor the original..!!
it must be 4 or 5 months...I review so many things that I don't know anymore...
I wanted to add: already carry out attacks in a convoy at night..
of course it depends on the weather conditions while BH is reassured..!!! he who likes these attacks... but it seems that the destroyers did not always behave correctly...
now these attacks were not practiced at the beginning of the conflict...(mi 1940..41.etc..) from what I now understand I am not a historian... but what I could understand...
derstosstrupp is a Uboat specialist go see his work which can bring you a lot his channel as well as these topics on the forum
he goes to the essentials, no "blabla..." a meticulous sailor...
My dear NIUME it seems you are going to push me to put all these mods back together...but it happens to be summer and I don't have too much time for that at the moment...
I wish you a good evening my best regards Kal_Maximus_U669 :Kaleun_Cheers::Kaleun_Salute:

Niume
06-17-22, 11:37 AM
Good evening Niume





OK, since you are open for critique, why don't you reply to these topics :

Clic : :https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182 (https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182)

Clic : https://www-subsim-com.translate.goog/radioroom/showpost.php?p=2813562&postcount=188&_x_tr_sl=en&_x_tr_tl=fr&_x_tr_hl=fr&_x_tr_pto=sc

Clic : https://www.subsim.com/radioroom/showpost.php?p=2813726&postcount=195


it's not a negative review
Thanks for your insights!

I don't recall removing the uk harbour files. To be honest with you I hadn't played single missions or single patrols. Currently I focus on the campaign. I am planning to recreate single missions from ground up.


7. The inertia feature is highly disputed by the community. I know. This feature was not originally made by me. In the future if I will have more time, will add an optional mod.

Niume
06-17-22, 11:48 AM
Hello NIUME :D :salute:
"for those looking for the stadimeter there is none "here we must proceed like a real commander" the creators wanted that... no Lock Target...
it's up to us now...let's agree...I told you: I'm not criticizing your work...quite the contrary if we can make things happen here...it's very good...
at first:
_ I asked you why did you modify the navigation.... Foam train behavior of the ship..etc... distance seen underwater...
_the sound of the time is no longer the same ... lots of things we change ...
_the problems that some here have with detection... I had... it's not going well at this level... but these are already known problems so it does not involve your work.. but it seems that it does not doesn't work well with yours too.
_there are texture issues...something like ships...smoke on buildings...
_there is also the fact that there is no wolfpack 3.2 that I haven't played much but it seems that Luckner had worked a lot on it... with some subtlety in the patrols... now I haven't played much this mod because it was not translated at the time I had to translate for each mission in order to know what to do so it was quite annoying...
currently I have not mounted it... neither yours... nor the original..!!
it must be 4 or 5 months...I review so many things that I don't know anymore...
I wanted to add: already carry out attacks in a convoy at night..
of course it depends on the weather conditions while BH is reassured..!!! he who likes these attacks... but it seems that the destroyers did not always behave correctly...
now these attacks were not practiced at the beginning of the conflict...(mi 1940..41.etc..) from what I now understand I am not a historian... but what I could understand...
derstosstrupp is a Uboat specialist go see his work which can bring you a lot his channel as well as these topics on the forum
he goes to the essentials, no "blabla..." a meticulous sailor...
My dear NIUME it seems you are going to push me to put all these mods back together...but it happens to be summer and I don't have too much time for that at the moment...
I wish you a good evening my best regards Kal_Maximus_U669 :Kaleun_Cheers::Kaleun_Salute:


What is wrong with wake foam? And which one? The one which is behind the u-boat or the one which is behind the merchants? Some screenshots would be nine :up:

I changed the underwater visibility settings because I believe they were not realistic. In real life u-boat captain couldn't see the front (bow) of his boat underwater through the periscope. I expected that some people would want higher visibility underwater so I have added optional mod in the jgsme folder.


Yes some sounds were changed but most people say it's good. I understand that everyone is different, and they like different things. What sounds should be changed in your opinion?

zeus
06-17-22, 07:05 PM
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps

Bubblehead1980
06-17-22, 08:05 PM
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps



There is one in TMO Dark Waters FOTRS, the individual mod is in the downloads somewhere. I would try asking in main forum and search does not turn up.


I find it more realistic than captain skipping through manual as we have it in SH 4. On US side, the tracking party had men who identified ships based on captains descriptions and their own observations, Im sure Germans had some similar system. Captain was doing more critical tasks than flipping through a manual.

Niume
06-18-22, 08:15 AM
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button

https://www.part.lt/img/thumb/c2bd40c452294965b12e3b399ff30281523.jpg (https://www.part.lt/perziura/c2bd40c452294965b12e3b399ff30281523.jpg)

Kapitän
06-20-22, 05:27 AM
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button

https://www.part.lt/img/thumb/c2bd40c452294965b12e3b399ff30281523.jpg (https://www.part.lt/perziura/c2bd40c452294965b12e3b399ff30281523.jpg)


Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?

Kal_Maximus_U669
06-20-22, 07:38 AM
Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?
:salute:
Yes this one and a mod that allows that... :D

KSDII_New_interface 1.4.1 Viscontact under the periscope :yep:

Kapitän
06-20-22, 10:04 AM
:salute:
Yes this one and a mod that allows that... :D

KSDII_New_interface 1.4.1 Viscontact under the periscope :yep:


Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?

Kapitän
06-20-22, 10:17 AM
On the TDC (F6) view, it seems that the only Torpedo Tool bar showing per default is the Torpedo Firing panel in the top left corner, with the individual tubes showing which toprdeoes are in it below that.

All other TDC panels (3) have to be added by clicking the respective tool bar on the bottom of the screen, i.e., FaT/LuT gyro; Torpedo setttings.

I'm basically fine with that ... only downside to this is, that they can't be locked in this view, which means, when one changes the view to another station and returns to the TDC view (F6), the Torpedo Tool panels are gone again.

Is this in fact the way it has been setup in the game?

Kal_Maximus_U669
06-20-22, 11:18 AM
Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?

yes it seems that Niume includes it if I understood correctly...:D

Kal_Maximus_U669
06-20-22, 11:25 AM
On the TDC (F6) view, it seems that the only Torpedo Tool bar showing per default is the Torpedo Firing panel in the top left corner, with the individual tubes showing which toprdeoes are in it below that.

All other TDC panels (3) have to be added by clicking the respective tool bar on the bottom of the screen, i.e., FaT/LuT gyro; Torpedo setttings.

I'm basically fine with that ... only downside to this is, that they can't be locked in this view, which means, when one changes the view to another station and returns to the TDC view (F6), the Torpedo Tool panels are gone again.

Is this in fact the way it has been setup in the game?

Kapitan :salute:

I can't answer you because I haven't installed the mod... so I haven't tried long enough on the version you're using...
on the other hand I prefer the original work of "Luckner" I have already said it...!!!
I didn't install.. I don't have time... to edit it for the moment... I'll see at the end of the week... :hmmm: :salute:

AMZ
06-20-22, 01:14 PM
Thank you for your reply I want to tell you that you have done a very good job. I think you have a rough diamond in your hands, it deserves to shine.



1 - missions are not deleted, but they are not declared in the Campaign.cfg. Not only do they not appear in SinglesMissions games, but they are also non-existent in Careers.



2 - Thanks, for considering inertia as an optional Mod.



3 - Some complain about the wakes on the surface, I suppose that these are ships imported directly from SH III without transcription for SH4, probably by your predecessors.



To relieve you, according to our capacities, you could ask to analyze and correct punctually and precisely specific files. you could then focus on the essentials.


As an example, I offer you a little thing mentioned here: https://www.subsim.com/radioroom/showpost.php?p=2813562&postcount=188

as an example I suggest you replace the Euroliner.dat 2545 KB file with the Euroliner - AMZ.dat 1284 KB file in the Data/Sea/NPL_Conte_Verde folder. It will be necessary to rename the latter Euroliner.dat.
The latter is less heavy and looks better, because I removed the Platform textures from SHIII, and I assigned to this 3D the existing textures for the ship. If this interests you...



Cordially ...

Kapitän
06-22-22, 09:55 AM
Kapitan :salute:

I can't answer you because I haven't installed the mod... so I haven't tried long enough on the version you're using...
on the other hand I prefer the original work of "Luckner" I have already said it...!!!
I didn't install.. I don't have time... to edit it for the moment... I'll see at the end of the week... :hmmm: :salute:

Hi Kal_Maximus_U669,

I'm not sure I follow: What is the 'original work of "Luckner"', you're refering to?

Kapitän
06-22-22, 11:55 AM
Hi All,

Observations about AA Guns and Ammo on a IXD2 boat:

1. The 3.7cm AA Gun is not installed per default, only in conjunction with "Turm-4", which is not available though, in 10.42. A bit weird, since this gun was installed historically on all type IX boats from the start.

Would any of you happen to know, what the reason for this might be?


2. I installed a 20mm C/30 Twin Gun on the Bridge. The Ammo amount shows:
- High Explosive Shells: 264 pcs.
- Armor Piercing Shells: 136 pcs.
- Total: 400 pcs.

Seems to me, that a Zero (0) is missing behind each number and the total therefore should be 4000 pcs.

Is it merely a display error and the real amounts are in fact 2640 plus 1360 (total of 4000)?

If not, in which file, could these numbers be altered?


Many thanks!

Niume
06-24-22, 04:35 AM
Hi All,

Observations about AA Guns and Ammo on a IXD2 boat:

1. The 3.7cm AA Gun is not installed per default, only in conjunction with "Turm-4", which is not available though, in 10.42. A bit weird, since this gun was installed historically on all type IX boats from the start.

Would any of you happen to know, what the reason for this might be?


2. I installed a 20mm C/30 Twin Gun on the Bridge. The Ammo amount shows:
- High Explosive Shells: 264 pcs.
- Armor Piercing Shells: 136 pcs.
- Total: 400 pcs.

Seems to me, that a Zero (0) is missing behind each number and the total therefore should be 4000 pcs.

Is it merely a display error and the real amounts are in fact 2640 plus 1360 (total of 4000)?

If not, in which file, could these numbers be altered?


Many thanks!
1. Thanks for the info. I haven't noticed it. I will look into it.



2.

I believe it's only display issue it doesn't show the last 0. After shooting the gu n for a while starts to show true number. For example the High explosive shells total count is around 2600.

rainbowjose
07-21-22, 09:44 AM
Time compressions doesnt stops of i receive convoy report. How to fix it?

Mad Mardigan
07-21-22, 11:19 AM
Time compressions doesnt stops of i receive convoy report. How to fix it?

By convoy report... Itake it you're meaning of getting notificationfrom your watch crew of ship/s sighed... yes..??? :hmmm:


If that is indeed the case here... then it is also occurring even with single ship sightings, as well... NOT just convoys of ships. So far, thankfully... this has NOT been noted by Me... to affect a/c sightings...

Thank God.



On getting it to NOT do that... (of continuing in high TC), no idea... other than:

1. Refraining from using high TC (or any TC beyond just 1:1 time)

2. Using TC, but... having to pay more attention to the message box, for when a ships sighted message pops... then going to either bridge or command room view. I'd recommend the bridge... 1st.

If the situation warrants it, can always drop to command room in a hurry, should you need to dive or crash dive. :yep:

3. Use of the Num. pad - sign key. (Provided you have a keyboard that includes the number pad, with it... :hmmm: know some laptops don't come with that feature... & some desk top keyboards, do, some don't... I for 1... flat out refuse to have 1 for My desktop pc, at all, without a num. pad. :yep:)




NOT the elegant solution, I know that you were looking for... but... hope this helps.:shucks: :yep: :up:





:Kaleun_Salute:


M. M.

rainbowjose
07-21-22, 12:02 PM
Thank you for you reply! But i mean radio reports about convoys coordinates and course.
https://i.imgur.com/Z7tFykv.png
I think this setting is not working properly.


Also second question about ships: i im in scapa flow now and theres no ships. Literally all scapa flow bay is empty! September 7 1939, Career.

Mad Mardigan
07-21-22, 01:55 PM
Thank you for you reply! But i mean radio reports about convoys coordinates and course.
https://i.imgur.com/Z7tFykv.png
I think this setting is not working properly.


Also second question about ships: i im in scapa flow now and theres no ships. Literally all scapa flow bay is empty! September 7 1939, Career.

In that instance... it may be owing to having... in options, of having no map contacts, check marked.



Which, if am NOT mistaken... would affect that part there, of "RadioReports" not working... I think.


As for Scapa Floe (Flow.??), is a hit or miss affair.


Sometimes you eat the bear... other times, Mr. Bear, eats you... :D


Means, it's a luck of the draw, if there will be ships there at anchor, trolling about, or NOT.




To quote Mr. KaluenMarco, from a post comment, in another thread (namely, this 1: https://www.subsim.com/radioroom/showpost.php?p=2819168&postcount=6)



'The behavior you describe, it is an unexpected, Ubi feature. Never forget that this is an UBI game and all illogic is in play.'... to paraphrase that post comment, here.



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





:Kaleun_Salute:


M. M.

Kapitän
07-23-22, 05:23 AM
In that instance... it may be owing to having... in options, of having no map contacts, check marked.



Which, if am NOT mistaken... would affect that part there, of "RadioReports" not working... I think.


As for Scapa Floe (Flow.??), is a hit or miss affair.


Sometimes you eat the bear... other times, Mr. Bear, eats you... :D


Means, it's a luck of the draw, if there will be ships there at anchor, trolling about, or NOT.




To quote Mr. KaluenMarco, from a post comment, in another thread (namely, this 1: https://www.subsim.com/radioroom/showpost.php?p=2819168&postcount=6)



'The behavior you describe, it is an unexpected, Ubi feature. Never forget that this is an UBI game and all illogic is in play.'... to paraphrase that post comment, here.



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





:Kaleun_Salute:


M. M.


About no ships in Scapa Flow:

Same here: 12 - 13 Nov. 1942, western coast of Morocco (Operation Torch!), from Safi via Casablanca/Fedala and Rabat to Tangier ... Nothing ... No ships, No airplanes (only 3 Spaniards in Tangier). Also, Enemy Task Force only east of Gibraltar.

Now, 17 Nov. 1942, an incoming Gibraltar convoy in Qu.9555CG, alas in heavy fog (which we had for 3 days now) ... let's see ...

rainbowjose
07-24-22, 03:35 PM
About no ships in Scapa Flow:

Same here: 12 - 13 Nov. 1942, western coast of Morocco (Operation Torch!), from Safi via Casablanca/Fedala and Rabat to Tangier ... Nothing ... No ships, No airplanes (only 3 Spaniards in Tangier). Also, Enemy Task Force only east of Gibraltar.

Now, 17 Nov. 1942, an incoming Gibraltar convoy in Qu.9555CG, alas in heavy fog (which we had for 3 days now) ... let's see ...

can a scapa flow really be that empty?

propbeanie
07-24-22, 09:18 PM
Scapa Flow and traffic there depends upon the date, and whether traffic is set to show there in the mod. In Dark Waters, this is what is "scheduled to appear in 1939:

https://i.imgur.com/62XJxvV.jpg


Now, the green square icons represent where ships show, but they do not all appear at the same time on the same date, or do they stay there the whole year, for some of them. The yellow squares are "RGG" Random Generated Groups that spawn near the squares, and then travel away, following waypoints. The little green diamonds are the "anchor points" of minefields, which are the bigger little circle thingies, while other green diamonds are the anchor points of the anti-subnets, which have the tiny circle thingies. Anything and everything in there can move for the next year, and this is just two of the possible files that can generate traffic in the game, though there are not too many more for this area. Just to say though, all date dependent ~AND~ if you get in too close with your submarine, it will prevent ships and convoys from generating, so if you get there too early, expecting a King George V Class BB to spawn in front of you, it won't. You have to be outside the "spawn range", which is generally 24-50+nm away, dependent. :salute:

Kapitän
08-01-22, 07:10 AM
About no ships in Scapa Flow:

Same here: 12 - 13 Nov. 1942, western coast of Morocco (Operation Torch!), from Safi via Casablanca/Fedala and Rabat to Tangier ... Nothing ... No ships, No airplanes (only 3 Spaniards in Tangier). Also, Enemy Task Force only east of Gibraltar.

Now, 17 Nov. 1942, an incoming Gibraltar convoy in Qu.9555CG, alas in heavy fog (which we had for 3 days now) ... let's see ...


Okay, found myself submerged right inside the convoy of about 24 ships ... made blind straight torpedo shots with all 6 tubes just relying on sound contact reports ... all six missed ... Oh, well ...

Kapitän
08-01-22, 07:37 AM
So, made it back to Bordeaux, 18 Nov. 1942 (new campaign date is 19 Nov.1942):

Again, Zero airplanes in the Bay of Biscay, which might be because of the prevailing fog and unchanged weather we've had for 6 days, ever since passing the Canary Islands.

Note: I did receive a radio message from B.d.U. on 15 Nov., that apparently the big allied air offensive by the British in the Bay of Biscay, was completely halted in Oct.42 by the Germans, with the introduction of the "Fu.M.V. Station" ... maybe, that's why there are no enemy airplanes in the Bay of Biscay (?)

Mooring Crew: Yes, placing crew members in that station, will place as many (up to 6), on the forward upper deck.

Options for RTB: Just before arriving at base, a window pops up with the option to either, "Refit", "End patrol", or "Postpone".

I suppose, one can just refit/reload/refuel and go straight back out to sea, without loosing the "Dry Dock Time" at base (next patrol appears to be about 1 month later, i.e., 23 Dec.1942 (?)

Cmdr. received for 60,773ts sunk: E.K.I, Promotion to Ob.Ltnt.z.S., and 1720 Renown. Can't gauge, if this a lot or very little ...

The crew only received 1 E.K.I, which I awarded to the I.W.O.

Crew Qualification: Also, it seems, crew members without any qualification can not be given any, except by changing out the crew member. Is this so?

Note: A Midshipman (Fähnrich.z.S.), "costs" 100 Renown (with Watch-going qualification).

For Transfers: The only available flotilla seems to be the "Flying Dutchman Flotilla" (?) Does anyone know what this is about?

Niume
08-02-22, 11:56 AM
"For Transfers: The only available flotilla seems to be the "Flying Dutchman Flotilla" (?) Does anyone know what this is about?"


Can you post a screenshot? I have never heard or seen in the files "Flying Dutchman flotilla"

Kapitän
08-02-22, 12:10 PM
"For Transfers: The only available flotilla seems to be the "Flying Dutchman Flotilla" (?) Does anyone know what this is about?"


Can you post a screenshot? I have never heard or seen in the files "Flying Dutchman flotilla"


Mhm, I'm back at sea again ... not sure if I can load the "In-Base"-save, without loosing the game saves of the new patrol ...


Anyway, when klicking the telephone for transfer, the only option that is listed for transfer is "FD Flotilla" and in german, "Fliegender Holländer" ...

Jeff-Groves
08-02-22, 01:04 PM
Any Mods? I searched all the KSD files and that does not appear.

Kapitän
08-02-22, 01:10 PM
Any Mods? I searched all the KSD files and that does not appear.


No special mods. Only what comes with the game pack:


- Real Patch 1.4 Full
- Patch 1.4.1
- KSDII_New Interface 1.4.1 - Salvo type label ...
- Convoy radio report ON
- English objective names
- No radio antenna poles

Jeff-Groves
08-02-22, 01:49 PM
Someone would have to explain things like this.

FlotillaBriefingText=30-à ôëîòèëè áûëà ñôîðìèðîâàíà â îêòáðå 1942 ãîäà ïîä êîìàíäîâàíèåì êàïèòàí-ëåéòåíàíòà Ãåëüìóòà Ðîçåíáàóìà. Ëîäêè ôëîòèëèè äåéñòâîâàëè â ×åðíîì ìîðå.


:o

Niume
08-03-22, 09:19 AM
Someone would have to explain things like this.

FlotillaBriefingText=30-à ôëîòèëè áûëà ñôîðìèðîâàíà â îêòáðå 1942 ãîäà ïîä êîìàíäîâàíèåì êàïèòàí-ëåéòåíàíòà Ãåëüìóòà Ðîçåíáàóìà. Ëîäêè ôëîòèëèè äåéñòâîâàëè â ×åðíîì ìîðå.


:o
Found it !.
FlotillaBriefingText=The 30th Flotilla was formed in October 1942 under the command of Lieutenant Commander Helmut Rosenbaum. The boats of the flotilla operated in the Black Sea.


This has been translated in the upcoming version.

Kapitän
08-06-22, 11:47 AM
Found it !.
FlotillaBriefingText=The 30th Flotilla was formed in October 1942 under the command of Lieutenant Commander Helmut Rosenbaum. The boats of the flotilla operated in the Black Sea.


This has been translated in the upcoming version.


When do you expect the "upcoming version" to be released?

Kapitän
08-06-22, 11:48 AM
"For Transfers: The only available flotilla seems to be the "Flying Dutchman Flotilla" (?) Does anyone know what this is about?"


Can you post a screenshot? I have never heard or seen in the files "Flying Dutchman flotilla"


Is it possible to upload a pic straight from the PC?

Kapitän
08-06-22, 11:57 AM
So, made it back to Bordeaux, 18 Nov. 1942 (new campaign date is 19 Nov.1942):

Again, Zero airplanes in the Bay of Biscay, which might be because of the prevailing fog and unchanged weather we've had for 6 days, ever since passing the Canary Islands.

Note: I did receive a radio message from B.d.U. on 15 Nov., that apparently the big allied air offensive by the British in the Bay of Biscay, was completely halted in Oct.42 by the Germans, with the introduction of the "Fu.M.V. Station" ... maybe, that's why there are no enemy airplanes in the Bay of Biscay (?)

Mooring Crew: Yes, placing crew members in that station, will place as many (up to 6), on the forward upper deck.

Options for RTB: Just before arriving at base, a window pops up with the option to either, "Refit", "End patrol", or "Postpone".

I suppose, one can just refit/reload/refuel and go straight back out to sea, without loosing the "Dry Dock Time" at base (next patrol appears to be about 1 month later, i.e., 23 Dec.1942 (?)

Cmdr. received for 60,773ts sunk: E.K.I, Promotion to Ob.Ltnt.z.S., and 1720 Renown. Can't gauge, if this a lot or very little ...

The crew only received 1 E.K.I, which I awarded to the I.W.O.

Crew Qualification: Also, it seems, crew members without any qualification can not be given any, except by changing out the crew member. Is this so?

Note: A Midshipman (Fähnrich.z.S.), "costs" 100 Renown (with Watch-going qualification).

For Transfers: The only available flotilla seems to be the "Flying Dutchman Flotilla" (?) Does anyone know what this is about?


Couple more points I noticed:

- Availability of Turms: Turm2 is needed for installation of FuMO30 and Turm4 is needed for installation of 3,7cm Flak gun SK C/30U. The 3,7cm SK C/30 should be avilable on all IX-type boat as of 1941 and the FuMO30 should be available as of Q1/42 ... BUT as of when are the two Turms available?

- Oxygen level in boat: From my observation, the Co2 level in a IX-type boat is about 3.4% after about 10 hours - definately time to surface and ventilating the boat. Is there any option to add O2 to the breating air in the boat, to extend the 10h time period?

Many thanks!

Kapitän
08-06-22, 12:00 PM
Is there a tutorial available for manual torpedo targeting in KSDIIAce?

Niume
08-06-22, 12:06 PM
When do you expect the "upcoming version" to be released?
There is no exact date but probably I will release the patch at the end of the august or september.

"Is there a tutorial available for manual torpedo targeting in KSDIIAce?"
Not yet. But the procedure is very similar to like any other manual tdc with RAOBF wheel

Kapitän
08-06-22, 12:09 PM
There is no exact date but probably I will release the patch at the end of the august or september.

Okay, Great! And will one be able.to install it via JSGME?

Niume
08-06-22, 12:23 PM
Okay, Great! And will one be able.to install it via JSGME?

The patch will be installed through JGSME or the patch will be integrated into the installer. It will depend on the changes. Because when editing files it could be hard to make it JGSME compatible. Downloading the installer which has the patch included is a more reliable way, because it eliminates user installation error and it is more simple for user in general and etc. The only downside of it is, that some people don't have good internet so they would have to wait for a long time to finish downloading.

But I believe this patch will be JGSME compatible.

If you are interested in testing new changes for the upcoming patch. You can join discord channel ( it's easier to communicate) or just write in here:Kaleun_Wink:. Constructive feedback and critics is always welcomed.

Also have you encountered any game crashes?

Thank you for your feedback! It really helps :Kaleun_Thumbs_Up:

Kapitän
08-06-22, 12:38 PM
The patch will be installed through JGSME or the patch will be integrated into the installer. It will depend on the changes. Because when editing files it could be hard to make it JGSME compatible. Downloading the installer which has the patch included is a more reliable way, because it eliminates user installation error and it is more simple for user in general and etc. The only downside of it is, that some people don't have good internet so they would have to wait for a long time to finish downloading.

But I believe this patch will be JGSME compatible.

If you are interested in testing new changes for the upcoming patch. You can join discord channel ( it's easier to communicate) or just write in here:Kaleun_Wink:. Constructive feedback and critics is always welcomed.

Also have you encountered any game crashes?

Thank you for your feedback! It really helps :Kaleun_Thumbs_Up:

Okay, many thanks! Let me see how much time I will have for testing the new Update...

The only game crashes I have experienced thus far is when inside a convoy and watching the action in the external view (F12 and ./,) ...

Niume
08-17-22, 11:25 AM
Couple more points I noticed:

- Availability of Turms: Turm2 is needed for installation of FuMO30 and Turm4 is needed for installation of 3,7cm Flak gun SK C/30U. The 3,7cm SK C/30 should be avilable on all IX-type boat as of 1941 and the FuMO30 should be available as of Q1/42 ... BUT as of when are the two Turms available?

- Oxygen level in boat: From my observation, the Co2 level in a IX-type boat is about 3.4% after about 10 hours - definately time to surface and ventilating the boat. Is there any option to add O2 to the breating air in the boat, to extend the 10h time period?

Many thanks!
Oxygen levels are hardcoded sadly it is not possible to change them from stock values.



Turm4 is not needed to get a 3,7cm flak for type IX. The text is meant for Type VII. You should have 3,7cm flak already installed on your type IX

pauluss67
08-19-22, 06:42 PM
why does the game crash when I load the saves?
I also read the instructions on when to save
but crash anyway

Zinmar
08-20-22, 02:25 PM
Is there a way to remove that? I don't like having it there. I know it doesn't impact the game but I'd like to get rid of it.

Niume
08-21-22, 04:29 AM
Is there a way to remove that? I don't like having it there. I know it doesn't impact the game but I'd like to get rid of it.
When you open JGSME you should see a mod called No UMARK. Activate it. :Kaleun_Wink:

Zinmar
08-21-22, 03:29 PM
When you open JGSME you should see a mod called No UMARK. Activate it. :Kaleun_Wink:
Thanks so much!! I didn't realize that is what it was for.

Kapitän
08-22-22, 05:49 AM
why does the game crash when I load the saves?
I also read the instructions on when to save
but crash anyway


Did you overwrite the game saves? If yes, that might be the cause ...

Kapitän
08-22-22, 06:00 AM
Oxygen levels are hardcoded sadly it is not possible to change them from stock values.

Turm4 is not needed to get a 3,7cm flak for type IX. The text is meant for Type VII. You should have 3,7cm flak already installed on your type IX

Okay, clear on the O2 levels (too bad) ... will manage :up:

I'm not sure, we are talking about the same 3.7cm Flak gun though: I'm referring to the 3,7cm gun SK C/30U, which became standard on type IX boats as of 1941 onward, and was mounted on the aft upper deck (behind the Conning Tower).

Since I am in Oct. 1942, it should be mounted on the IXD2 boat I have, but it is not. To improvise, I selected the 2cm/C30-Gun on the Conning Tower in the twin version.

Perhaps, the note is referring to the 3.7cm automatic M42 (also, for type VII boats), which was available with the Turmumbau IV, as of 1944?

frostedflaker
08-24-22, 11:12 AM
I was just discussing my 3.7cm FlaK woes in the Dark Waters thread.

If I understand, both IXA and IXB should mount the single shot gun initially? The mount for the IXA is missing in DW but present here. I don't know enough to say about models, but I am interested and following your conversation as I become more and more attached to the Type IX.

Also, what does the spotlight do? I can "fire" it, and it seems to be a flickering light. I'm not sure how I'm supposed to use it? To ask single merchants to stop, Neutrals to be inspected? Signal to other KM elements? It doesn't work great for illumination, which would be handy in the first winter of the war.

Would it be possible to have the deck gun fire projectiles with tracer? I realize it may not be historical but it's the convention for other mods and with the resolution of SH4 and graphic fidelity, it's often the only way to see if my shots are going where intended. Just something to consider. Related, perhaps the 105mm gun is less effective than in other mods? I'm finding sinking even small vessels with hits below the waterline difficult, and one of the advantages of the Type IX is access to quiet waters with lone merchants where the deck gun can flourish.

Is there a way to scale up the added UI elements? I can barely make out the new fuel gauges and so on, even though they are very immersive. Also, would it be possible to have mouseover text translating German elements to English and displaying numerical values?

Finally, patrol objectives. Compared to DW/OM/FOTRSU I get the impression that patrolling around an objective is not enough to complete it. Is there also a tonnage requirement, and if so, can this be reconsidered? Many times I will be given a grid that sees hardly any traffic, especially in 1939, 40.

Kapitän
08-25-22, 03:22 AM
I was just discussing my 3.7cm FlaK woes in the Dark Waters thread.

If I understand, both IXA and IXB should mount the single shot gun initially? The mount for the IXA is missing in DW but present here. I don't know enough to say about models, but I am interested and following your conversation as I become more and more attached to the Type IX.

Also, what does the spotlight do? I can "fire" it, and it seems to be a flickering light. I'm not sure how I'm supposed to use it? To ask single merchants to stop, Neutrals to be inspected? Signal to other KM elements? It doesn't work great for illumination, which would be handy in the first winter of the war.

Would it be possible to have the deck gun fire projectiles with tracer? I realize it may not be historical but it's the convention for other mods and with the resolution of SH4 and graphic fidelity, it's often the only way to see if my shots are going where intended. Just something to consider. Related, perhaps the 105mm gun is less effective than in other mods? I'm finding sinking even small vessels with hits below the waterline difficult, and one of the advantages of the Type IX is access to quiet waters with lone merchants where the deck gun can flourish.

Is there a way to scale up the added UI elements? I can barely make out the new fuel gauges and so on, even though they are very immersive. Also, would it be possible to have mouseover text translating German elements to English and displaying numerical values?

Finally, patrol objectives. Compared to DW/OM/FOTRSU I get the impression that patrolling around an objective is not enough to complete it. Is there also a tonnage requirement, and if so, can this be reconsidered? Many times I will be given a grid that sees hardly any traffic, especially in 1939, 40.


Hi,

I'm just learing the game myself, KSDII that is ... haven't tried DW/OM, yet.

Spot Light: I could never figure out how to operate the spotlight in KSDII. From what I gather, there are quite a view game options in there, that are left over from the original SH4 and just haven't been adapted to KSDII, i.e., they simply don't work ... and I believe the spotlight is one of those ...

Deck gun: I find that ships sink much slower in general in KSDII, e.g., if compared to Sh3. For me, firing the deck gun manually, always works better, i.e., the fire is more accurate compared to letting the crew handle it. Historically, it did take some boats, sometimes up to 70 or more rounds of the deck gun, to finish off a already torpedoed steamer.

UI Elements: I also find myself using a magnifying glass in front of the PC screen at times, in order to make out certain parts of that. For me, it is still manageable ... there are other parts to the game that for me need some "cleaing up", which I already touched on in some other posts in this thread ...

Op.Orders: I also noticed, that in KSDII, one might receive a new primary or secondary patrol objective during the course of a patrol. From what I noticed just having completed one patrol to date, there also is no RTB option at any point during the patrol ... so, one has to actually RTB in order to finish the patrol ... upon arrival in base, the achievements of the patrol are tallied up and translated into renown etc.

Kapitän
08-25-22, 04:06 AM
The patch will be installed through JGSME or the patch will be integrated into the installer. It will depend on the changes. Because when editing files it could be hard to make it JGSME compatible. Downloading the installer which has the patch included is a more reliable way, because it eliminates user installation error and it is more simple for user in general and etc. The only downside of it is, that some people don't have good internet so they would have to wait for a long time to finish downloading.

But I believe this patch will be JGSME compatible.

If you are interested in testing new changes for the upcoming patch. You can join discord channel ( it's easier to communicate) or just write in here:Kaleun_Wink:. Constructive feedback and critics is always welcomed.

Also have you encountered any game crashes?

Thank you for your feedback! It really helps :Kaleun_Thumbs_Up:
Hi Niume,

As I don't use Discord, let's communicate here, also, by PM if you like.

Just to summarize some of the points already covered, perhaps to be looked at for the upcoming version:
- 3.7cm Single Shot Flak for IX boat (Turm 4)
- FuMO30 for IX boat (Turm 2)
- Spotlight functionality

On my second shake down cruise, leaving Bordeaux in a IXD2 boat, the end of Dec. 1942, I noticed the following:

- Hotkey "R" does not take you to the radio station. Does it only take you to the radio station if a radar is actually installed?

- Radio News channel doesn't seem to be working; The radio pops up, but nothing is heard when clicking the "On" button ...

- The TVR/TDC always disappears again, when changing views, e.g., from UZO to F6. Can this somehow be locked?

- When locking a target with hotkey "L" on the UZO, the Binocular view on F4 is now also locked on the target, i.e., one can't look in another direction with the binoculars ...

- Fishing enemy pilots out of the water doesn't work. In the F1 captains manual is says, that this function is in fact for picking up enemy pilots and that one receives renown for this upon RTB ...

- Vertical Sync doesn't seem to work with FPS30, works fine with no FPS limitation, e.g., at FPS200+ ...

- Ran across a Portuguese steamer again in the Bay of Biscay: Sank her with manual targeting, however, not using any of the tools, just by simple speed and distance measuring (hit midships from 550m submerged). However, the ship is a "Buchanan" type cargo, which doesn't exist in the Ship ID book ... closest typ to it, is a "Hilton" type cargo ...

- And than again, still ZERO airplanes in the Bay of Biscay (even when applying the mod you sent) => To me, the biggest single point to be fixed ...