View Full Version : [REL] Trigger Maru Overhauled Update BH
Mad Mardigan
11-30-21, 06:45 PM
Well, that is just one of those SH 4 things I believe. I typically transit at 1056x time to and from patrol area, and 512 or less when close to and in patrol area. Typically at 512 will not miss the contacts. TMO uses stock time compression. Things can happen too fast for player sub sensors to catch one another and high TC will foul up weather and eventually the time of day, sunsets, dawn etc.
Typically will slow down for enemy contacts, friendlies and neutrals not so much.
From C:/UBI/CFG/Main
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=4
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=8
RadioReport=8
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=8192
With TC, I have 2... (it may be 3, will have to roll back through the mod sets I have to definitely cross confirm this... :hmmm: :yep:) that despite rechecking them, those settings, are getting bypassed & original values are being used. Which... doesn't make any sense... as the other parts of values there... are being adhered to.
Am including the base "[TIME COMPRESSION]" settings, that I have in each & every one of My, 9 mod sets I have... would be 10, but... am going through that set to make sure everything is there, before... I go for setting that 1 up. (Soviet Waterways SH4 mod set... would be # 10 :shucks:)
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=32
Maximum=512
My issue that, I'm running into... is I go for 512 TC, am expecting it to dead stop, once 512 TC is reached, but.. it's not.. it keeps on racking up. Is to the point, I have to keep My eye on the TC indicator & stop hitting the time compression increase key ( which is either "+" or "num. key +". Weirdly enough... reducing or pausing, no issues there... decreasing TC, soon as it hits pause, it dead stops.
Issue 2, is as with gandyrail there & what they are experiencing... on coming across other ships (including air targets... :yep: regardless of IFF status... :doh:) sub, keeps chugging along when I am set to get hauled back to 1 TC. When it comes to land or radio message, however... as seen above, I get hauled out of high TC & back to 1 TC.
Am at a loss as to why it is doing that... is driving Me... insane. Ugh. :damn:
:Kaleun_Salute:
M. M.
side note:
your TMOverhauled v2.5 set, Bubblehead1980... is NOT one of those, 2 or 3 mod sets that have this issue... I am, using that same [TIME COMPRESSION] set up in it &... is working b..e..a.. utiful... in it, though. :D
gandyrail
11-30-21, 09:41 PM
Correct, the game drops to TC 1:1 when I get a radio message. It also drops to a I think 1:8 when in shallow water. I wonder if TC slows down if I encounter SH4 stock ships that have not been modded? I have not played enough yet to know ... The time chugs along no matter what compression I use I travel at 512 or in the 1000's. In the patrol area no more than 256 which does not go to 1:1 either.
KaleunMarco
11-30-21, 09:43 PM
Well, that is just one of those SH 4 things I believe. I typically transit at 1056x time to and from patrol area, and 512 or less when close to and in patrol area.
you had better make it 1024x, If you make it 1056, you risk a CTD.
Bubblehead1980
12-01-21, 05:30 AM
you had better make it 1024x, If you make it 1056, you risk a CTD.
Actually meant 1024x. Although, have had no CTD at any rate of time compression in ages.
KaleunMarco
12-05-21, 05:09 PM
ok, so, we survived until August 42 and SJ Radar was installed on our Porpoise.
https://i.ibb.co/nRmJ5TJ/SH4-Img-2021-12-05-16-04-54-817.png
we put to see and no radar.
https://i.ibb.co/9vQv9Hn/SH4-Img-2021-12-05-16-03-44-286.png
what can be amiss?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]
100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB (date and eqp fixes)
s7rikeback
12-05-21, 06:14 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]
100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB (date and eqp fixes)
Hey Marco,
Well done on that highlighted fix, glad my files and explainations got you sorted!!!
KaleunMarco
12-05-21, 07:04 PM
Hey Marco,
Well done on that highlighted fix, glad my files and explanations got you sorted!!!
YES!!!
i am getting a real feel for some of those errors. thank you for your mentorship!:D
although, some of them still throw me round the bend.
such as these, which are not only counter-intuitive but also a b!tch to figure out and resolve.
i know where to look and what to look for but i'll d@mned if i can resolve them.
--CHECK-- AirLndOrdSeaSub:
DB_ALOSS.csv Line 20:
AFB_P51_Mustang;C:\Ubisoft\TMO_BH\data\Air\AFB_P51 _Mustang\AFB_P51_Mustang.cfg;==Not Found==
ALB_PB4Y - "LBBPB4Y" - "304" (Air) ==not (or Err) in Roster==
LAB_LargeAirBaseIt - "LargeAirBaseIt" - "406" (Land) ==not (or Err) in Roster==
LAB_NormalAirBaseIt - "NormalAirBaseIt" - "406" (Land) ==not (or Err) in Roster==
LAB_SmallAirBaseIt - "SmallAirBaseIt" - "406" (Land) ==not (or Err) in Roster==
DB_ALOSS.csv Line 106:
NAGB;C:\Ubisoft\TMO_BH\data\Sea\NAGB\NAGB.cfg;==No t Found==
NSS_Darter - "SSDarter" - "17" (Sea) ==not (or Err) in Roster==
DB_ALOSS.csv Line 330:
PB10X;C:\Ubisoft\TMO_BH\data\Sea\PB10X\PB10X.cfg;= =Not Found==
DB_ALOSS.csv Line 336:
Target1;C:\Ubisoft\TMO_BH\data\Sea\Target1\Target1 .cfg;==Not Found==
DB_ALOSS.csv Line 337:
Target2;C:\Ubisoft\TMO_BH\data\Sea\Target2\Target2 .cfg;==Not Found==
AuxSubchaser;C:\Ubisoft\TMO_BH\data\Sea\AuxSubchas er\AuxSubchaser.sns;==Line:32 "[Sensor 6]" Sequential Order==
Bubblehead1980
12-05-21, 07:16 PM
ok, so, we survived until August 42 and SJ Radar was installed on our Porpoise.
https://i.ibb.co/nRmJ5TJ/SH4-Img-2021-12-05-16-04-54-817.png
we put to see and no radar.
https://i.ibb.co/9vQv9Hn/SH4-Img-2021-12-05-16-03-44-286.png
what can be amiss?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]
100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB (date and eqp fixes)
I take it you got the SJ radar and then had a conning tower upgrade, which caused you to reinstall SJ radar and while equipped, it does not work?
Old stock and TMO bug where when game upgrades player sub it fouls up the radar, which I believe is mentioned in the readme file.
I have not been able to solve outside of changing upgrade dates (not in the version you are running, have done this in the WIP version I am currently tweaking) a "manual refit" , which involves editing a few files, seems complicated when first do it but actually fairly simple. which I am working on instructions for.
Best solution at this time, if want to salvage your career....is ( I presume you save and keep saves throughout career, for situations such as this) go back to previous IN PORT save, before you added SJ radar and I presume before the upgrade. If I recall the Porpoise upgrade date for conning tower is 6-26-42 or after, and SJ radar is available 6-1-1942. You will need to go back, and redo the patrol WITHOUT SJ radar and let the game upgrade the conning tower after the patrol, once the CT is upgraded, can add the SJ and will be fine...next CT upgrade is not until 1-26-43 so no worried until get close to that date. I will write up instructions on how to do the manual upgrade BEFORE the game upgrades it, how to change the dates, etc.
astvitaliy1982
12-06-21, 05:16 AM
https://www.subsim.com/radioroom/dow...o=file&id=5964
привет, не работает ссылка ( Ship Pack for TMO (Required) )
propbeanie
12-06-21, 10:22 AM
Oh wow... that is broke... I wonder if Bubblehead1980 is updating things?... I get the "upset wife with the baseball bat swinging at the oblivious husband"...
Bubblehead1980
12-06-21, 11:03 AM
https://www.subsim.com/radioroom/dow...o=file&id=5964
привет, не работает ссылка ( Ship Pack for TMO (Required) )
Okay need more information. When you click the download link here at subsim it takes you to this? Very strange if so.
Nisgeis
12-06-21, 11:26 AM
https://www.subsim.com/radioroom/dow...o=file&id=5964
привет, не работает ссылка ( Ship Pack for TMO (Required) )
Click this: https://www.subsim.com/radioroom/downloads.php?do=file&id=5964
Do not copy and paste!
The link from the front page is fine, but the link has been copied and truncated. The link quoted has 'radioroom/dow...o=file&id=5964' in it, instead of the embedded link 'radioroom/downloads.php?do=file&id=5964'
Bubblehead1980
12-06-21, 11:55 AM
Click this: https://www.subsim.com/radioroom/downloads.php?do=file&id=5964
Do not copy and paste!
The link from the front page is fine, but the link has been copied and truncated. The link quoted has 'radioroom/dow...o=file&id=5964' in it, instead of the embedded link 'radioroom/downloads.php?do=file&id=5964'
Thanks! Was difficult to catch this on my phone. :Kaleun_Salute:
KaleunMarco
12-06-21, 03:51 PM
I take it you got the SJ radar and then had a conning tower upgrade, which caused you to reinstall SJ radar and while equipped, it does not work?
Old stock and TMO bug where when game upgrades player sub it fouls up the radar, which I believe is mentioned in the readme file.
I have not been able to solve outside of changing upgrade dates (not in the version you are running, have done this in the WIP version I am currently tweaking) a "manual refit" , which involves editing a few files, seems complicated when first do it but actually fairly simple. which I am working on instructions for.
Best solution at this time, if want to salvage your career....is ( I presume you save and keep saves throughout career, for situations such as this) go back to previous IN PORT save, before you added SJ radar and I presume before the upgrade. If I recall the Porpoise upgrade date for conning tower is 6-26-42 or after, and SJ radar is available 6-1-1942. You will need to go back, and redo the patrol WITHOUT SJ radar and let the game upgrade the conning tower after the patrol, once the CT is upgraded, can add the SJ and will be fine...next CT upgrade is not until 1-26-43 so no worried until get close to that date. I will write up instructions on how to do the manual upgrade BEFORE the game upgrades it, how to change the dates, etc.
ok, thanks for the fix.
unfortunately, i cannot go back as that save file has been deleted.
i wonder if i can unload the SJ, save, exit, re-enter, reload, and then upgrade. do you think: a. can it be done? and b. will it fix the problem?
Bubblehead1980
12-06-21, 04:02 PM
ok, thanks for the fix.
unfortunately, i cannot go back as that save file has been deleted.
i wonder if i can unload the SJ, save, exit, re-enter, reload, and then upgrade. do you think: a. can it be done? and b. will it fix the problem?
Ah. Exactly why I keep all my in port saves just prior to departing patrol throughout my career, never know if need to go back since SH 4 is so touchy sometimes. Learned this after losing a great career due to this same bug and another in Tambor due to gun positions not showing up properly after upgrade.
Well there is no way I know of to remove the SJ radar when sim is running (always thought it was silly you can only add equipment to the slots, not remove) but perhaps could try to edit it from the ActivePlayerUnit, if you are familiar with editing those files. That is how I was able to refit my Salmon class after conning tower upgrade in 1943 did not give me the gun slots.
Would also need to return the conning tower to the previous version. Save, reload, end patrol, save again. Then exit go back to the activeplayerunit, add the new conning tower, save. Start SH 4 back up, then add the SJ radar and start a patrol to see if it works.
KaleunMarco
12-06-21, 05:12 PM
Ah. Exactly why I keep all my in port saves just prior to departing patrol throughout my career, never know if need to go back since SH 4 is so touchy sometimes. Learned this after losing a great career due to this same bug and another in Tambor due to gun positions not showing up properly after upgrade.
Well there is no way I know of to remove the SJ radar when sim is running (always thought it was silly you can only add equipment to the slots, not remove) but perhaps could try to edit it from the ActivePlayerUnit, if you are familiar with editing those files. That is how I was able to refit my Salmon class after conning tower upgrade in 1943 did not give me the gun slots.
Would also need to return the conning tower to the previous version. Save, reload, end patrol, save again. Then exit go back to the activeplayerunit, add the new conning tower, save. Start SH 4 back up, then add the SJ radar and start a patrol to see if it works.
yeah, well, i am a couple of missions past the upgrade so no radar for us.
and.......you mention above that i would need to revert back to the early conning tower.
that is more complex than i can say. i've had some bad experiences trying to fix the conning tower upgrade issues in the past and one way to screw up a career is to try and revert.
however, i have a counter-counteroffer to your counteroffer. have you read the Dark Waters documentation on the automatic upgrade problem and when it hits we have to perform some fairly counterintuitive things? i wonder if that fix might not work in this situation. Start a new career in July/August 1942 with the same boat using the same base and then copy-paste my old crew into the new ActivePlayerUnit file. i think it could work. your thoughts?
astvitaliy1982
12-06-21, 05:47 PM
Большое спасибо)
Bubblehead1980
12-07-21, 05:31 PM
yeah, well, i am a couple of missions past the upgrade so no radar for us.
and.......you mention above that i would need to revert back to the early conning tower.
that is more complex than i can say. i've had some bad experiences trying to fix the conning tower upgrade issues in the past and one way to screw up a career is to try and revert.
however, i have a counter-counteroffer to your counteroffer. have you read the Dark Waters documentation on the automatic upgrade problem and when it hits we have to perform some fairly counterintuitive things? i wonder if that fix might not work in this situation. Start a new career in July/August 1942 with the same boat using the same base and then copy-paste my old crew into the new ActivePlayerUnit file. i think it could work. your thoughts?
I have not read the darkwaters guide. Your could try the copy and paste into a new career see if it works, that can get quite complicated and corrupt your file that because may not match other things in other files.
KaleunMarco
12-07-21, 06:00 PM
I have not read the darkwaters guide. Your could try the copy and paste into a new career see if it works, that can get quite complicated and corrupt your file that because may not match other things in other files.
yes, it can.
well, we learned a long time ago that discretion is the better part of valor.
so we write this episode off as new technology that breaks down a lot, which it did in 1942.:03:
maybe i wait for mission-next when i am offered an upgrade to a newer boat and i take the offer and get surface detection radar with the new boat.
:Kaleun_Salute:
Bubblehead1980
12-07-21, 06:42 PM
yes, it can.
well, we learned a long time ago that discretion is the better part of valor.
so we write this episode off as new technology that breaks down a lot, which it did in 1942.:03:
maybe i wait for mission-next when i am offered an upgrade to a newer boat and i take the offer and get surface detection radar with the new boat.
:Kaleun_Salute:
Well that can work. Necessary as radar is, especially in later half of the war with the convoys, it is sometimes more fun to not have it. Can still do pretty well in early period of war without it. Also, perhaps consider it training for having the real life discretion of US submarines, because in forthcoming version of TMO, some land based radar units and observation posts/naval bases will have radar detection as well as aircraft and a few later in war.
I do wish I could have had the work around etc ready for this release but at time of release it was not a sure thing. I have it ironed out now, not a fix, but a work around so player avoid the issues you suffered.
Bubblehead1980
12-08-21, 07:42 PM
Большое спасибо)
? Will need a response in English :Kaleun_Salute:
Mad Mardigan
12-08-21, 09:03 PM
? Will need a response in English :Kaleun_Salute:
Thank you very much)
Thanks to edge browser, having a translation matrix, built in...
:Kaleun_Salute:
M. M.
KaleunMarco
12-10-21, 04:10 PM
my apologies for duplicating topics but i cannot find the previous post-string on this.
previously, we discussed the issue of the lengthy process of slowing a boat to stop, especially when submerged.
did we come to a conclusion or, even better, a fix for this phenomenon?
i ask because i just spent 7 minutes slowing a gato-class boat from 5 kts to stop. lords only knows how much distance we covered.:hmmm:
:Kaleun_Salute:
Mad Mardigan
12-10-21, 04:36 PM
my apologies for duplicating topics but i cannot find the previous post-string on this.
previously, we discussed the issue of the lengthy process of slowing a boat to stop, especially when submerged.
did we come to a conclusion or, even better, a fix for this phenomenon?
i ask because i just spent 7 minutes slowing a gato-class boat from 5 kts to stop. lords only knows how much distance we covered.:hmmm:
:Kaleun_Salute:
Hmmm... :hmmm:
Just wonder... know that there was a mod, that dealt with seeing of correcting ship's ability to take off like they had rocket assisted jet packs, as well as their ability, to stop on a dime... then give you .09 cents change back.
My wondering is... if that mod worked as intended... would the... physics of it, that applied to surface ships, be able to then be turned around & used to work with subs submerged... based on their speed factors while submerged... taking into account, length, weight, engines... then factoring in waters effects... drag, & such.
Would think... with a 1x ratio of those coefficients with regards to surface ships... would be... hmmm... 1.5x to the ratio for the surface ships, if not even perhaps... per chance, up to 2x that ratio. Quite possibly 1.75x, even.
Hmmmm... :hmmm:
:Kaleun_Salute:
M. M.
KaleunMarco
12-10-21, 06:47 PM
Hmmm... :hmmm:
Just wonder... know that there was a mod, that dealt with seeing of correcting ship's ability to take off like they had rocket assisted jet packs, as well as their ability, to stop on a dime... then give you .09 cents change back.
My wondering is... if that mod worked as intended... would the... physics of it, that applied to surface ships, be able to then be turned around & used to work with subs submerged... based on their speed factors while submerged... taking into account, length, weight, engines... then factoring in waters effects... drag, & such.
Would think... with a 1x ratio of those coefficients with regards to surface ships... would be... hmmm... 1.5x to the ratio for the surface ships, if not even perhaps... per chance, up to 2x that ratio. Quite possibly 1.75x, even.
Hmmmm... :hmmm:
:Kaleun_Salute:
M. M.
you are starting to post like PB.:har:
i know nothing about take-offs and landings.
i am concerned with stopping in less than one degree of latitude or longitude.
DeathOrGlory
12-11-21, 12:04 AM
Hi, currently playing in December 1941 and patrolling the Marshall Islands just to the east off of Kwajalein. I've come across a task force/convoy that has remained stationary and is just sitting out in the middle of the ocean not moving for the past 3 days. Strange, escorts and merchants just sitting there. If I take a shot at one of them though, they start moving around in circles like a hornets nest.
Any ideas if this is a glitch or is somehow historical? :03:
Mad Mardigan
12-11-21, 02:14 AM
you are starting to post like PB.:har:
i know nothing about take-offs and landings.
i am concerned with stopping in less than one degree of latitude or longitude.
By taking off, as mentioned there... has nothing to do with jets taking off of a runway... smart arse... :|\\ :O: :D :shucks:
Stop thinking in terms of aircraft & think more in line with cars.. but, in this case... ships... with acceleration & stopping.
Taking off, from 6 knots to 35... in like... 0.02 seconds... that sort of takeoff... like Saturn V rockets were strapped to a ship... assisted take off... now did I make My meaning clearer... :hmmm: I hope so.
As for the comment on My sounding like propbeanie... I'll... take that, under advisement... :har:
Any who... do recall & know that there was a mod that was purported to negate that... as to if it did as was adverted... I don't know... just can't recall the name of said mod.
:Kaleun_Salute:
klemmaniac
12-13-21, 08:07 PM
Can someone let me know how to turn up the contrast or brightness? Some of the textures are just black on my screen inside the sub, even during the daytime.
propbeanie
12-14-21, 11:53 AM
Check your "Options" menu, then "Graphic Settings", and clear the tick box for "Post Process Filters". That setting cranks up the saturation and adds a "graininess" to the image, trying to make the screen look like an old movie. If that's not ticked, then perhaps move the "Gamma" slider just a pinch - not too much now - but just a pinch to the right. You might notice pixelation in the shadows if you go too far. Even just a half of the width of the slider is probably too much.
KaleunMarco
12-14-21, 10:14 PM
What does the SQUARE represent?
It appears, the Order Box announces it as a Task Force but you cannot click on it and if you close on it, it will now spawn.
i just wondered what it represents.
https://i.ibb.co/FDsJ5Tc/SH4-Img-2021-12-12-14-04-59-827.png
propbeanie
12-15-21, 03:04 AM
That looks to be an old report, either via radio (most likely) or via radar, of a large group, whether merchants or warship. If you click on it, it might tell you "Large group, heading SSW, Medium speed" or something similar, and it might have the time-of-day associated with it, if it was a radio report that came in. The radar fades out rather quickly, but the radio reports will hang around roughly 24 hours.
KaleunMarco
12-15-21, 01:24 PM
That looks to be an old report, either via radio (most likely) or via radar, of a large group, whether merchants or warship. If you click on it, it might tell you "Large group, heading SSW, Medium speed" or something similar, and it might have the time-of-day associated with it, if it was a radio report that came in.
that's the thing, clicking on the icon does not display any info, as one would expect.
propbeanie
12-15-21, 01:29 PM
I cannot remember, but it might be disabled in TMO, and hence Bubblehead's version by inheritance or purposefully... ??
Bubblehead1980
12-15-21, 04:58 PM
What does the SQUARE represent?
It appears, the Order Box announces it as a Task Force but you cannot click on it and if you close on it, it will now spawn.
i just wondered what it represents.
https://i.ibb.co/FDsJ5Tc/SH4-Img-2021-12-12-14-04-59-827.png
Not sure, have encountered that once before, different area. I will check the task force layers to see what is in that area at the time. Remember, TMO does change up map contacts, so does not provide the info of stock or other mods on map contacts.
Bubblehead1980
12-15-21, 05:00 PM
I cannot remember, but it might be disabled in TMO, and hence Bubblehead's version by inheritance or purposefully... ??
Inherited from TMO.
klemmaniac
12-15-21, 08:46 PM
Check your "Options" menu, then "Graphic Settings", and clear the tick box for "Post Process Filters". That setting cranks up the saturation and adds a "graininess" to the image, trying to make the screen look like an old movie. If that's not ticked, then perhaps move the "Gamma" slider just a pinch - not too much now - but just a pinch to the right. You might notice pixelation in the shadows if you go too far. Even just a half of the width of the slider is probably too much.
Thanks. The gamma adjustment doesn't make much of an improvement, but I'll try turning off post process filters. And also, why is subsim website text in German for me?? lol. I am hitting subsim.com from the states, so confused.
propbeanie
12-15-21, 11:37 PM
At the very bottom-left of the page are two drop-down boxes. One chooses your interface style, the other whether you see German or English. Being a computer program, if you follow a link in, or accidentally change that, the site remembers it when you visit the next time. I have gotten stuck in a Deutch cycle more than once over the years... my hi-skrul German (aka: getting old and forgetful) no longer takes me there...
KaleunMarco
12-18-21, 01:01 PM
Hiroshima Harbor Photos?
Really?
What do we have our intrepid US Air Corps for?
Why not send one of the zoomies to take some overhead photos?
Mad Mardigan
12-18-21, 01:28 PM
Hiroshima Harbor Photos?
Really?
What do we have our intrepid US Air Corps for?
Why not send one of the zoomies to take some overhead photos?
Because that'd be overhead bird's eye view... & what they want, is boots on the ground, (so to speak... :D) eyeballs on target views...
pip, pip cheerio, mate.... :D :haha:
:Kaleun_Salute:
M. M.
KaleunMarco
12-18-21, 02:57 PM
Because that'd be overhead bird's eye view... & what they want, is boots on the ground, (so to speak... :D) eyeballs on target views...
pip, pip cheerio, mate.... :D :haha:
:Kaleun_Salute:
M. M.
i'm rolling my eyes. can you see them?:Kaleun_Salute:
ReiKahn
12-19-21, 03:45 PM
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
Aktungbby
12-19-21, 03:48 PM
ReiKahn!:Kaleun_Salute:
fitzcarraldo
12-19-21, 06:12 PM
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
No. TMO BH is an all in one mod, not compatible with campaign mods and OTC.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
12-19-21, 06:21 PM
Can someone let me know how to turn up the contrast or brightness? Some of the textures are just black on my screen inside the sub, even during the daytime.
I use ReShade with SH4 and obtain great results. You have a lot of presets to use and doesn't affect the FPS.
Good luck!
Fitzcarraldo :salute:
Bubblehead1980
12-19-21, 09:12 PM
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
No, RSRD not compatible with my mod, as it will 'break' numerous changes,etc . Honestly, RSRD is not needed with the TMo update as I did a extensive rework of the campaign layers, inspired by RSRD. RSRD is a great mod but has been some time since it was updated and showing its age, plus it nerfs the AI of TMO . I have added many ships , planes etc. as well
Shipping in campaign changes based on time period...example in 1941-1942 there are not a number of convoys...a lot more single merchants and sea lanes are not as well defined. Then there are historic contacts, which spawn only once at historic/date time, take historic route to destination and arrive.
Mid 1943 convoys become more common and unescorted vessels become uncommon, and almost non existent by 1944, a few are there, esp in coastal areas. Sea lanes become more defined. In 1945, traffic thins out and what major convoys there are run in coastal areas, often stopping at night, sailing only in daytime. This reflects the real life changes Japan made, although a but too late.
The task force layers have been completely reworked. Much like RSRD, the major capital ships only move in the game at historic dates and times, so no more alliedesqueijn convoys roaming the ocean randomly. The major and some minor battles are scripted as well. I have a second update coming out in January, which further refines the mod and traffic.
Kapitain Oliver Leinkraunt
12-20-21, 06:28 AM
Hi Sir: I really like your TMO's Project, but I have one question. Are you going to add or are there any plans to add the Submarine Squadron 50, in future?
Bubblehead1980
12-20-21, 10:30 PM
Hi Sir: I really like your TMO's Project, but I have one question. Are you going to add or are there any plans to add the Submarine Squadron 50, in future?
Yes, next release in January will include SUBRON 50...USN fleetboat operations in Fall 1942-Summer of 1943 out of Scotland with operations in North Sea, Bay of Biscay, and Norwegian Sea. Will start out in New London , CT, sail across Atlantic to support Operation Torch, then end patrol in Scotland as the SUBRON 50 boats did. From there on will operate out of Scotland, then sail back to US and on to the Pacific in late summer 1943, per history.
Obviously, the campaign will not be as intense as the Pacific and had to take some historical license to keep it interesting, as in SUBRON 50 boats did not see that much action, did not sink that many ships. The traffic will reflect that, but will have more chances than would if kept it strictly historical.
A lot of special operations will be conducted....landing/recovering agents from occupied countries, photo recon of coastal installations, etc.
One fictional but interesting mission I added to campaign prior to leaving for vacation (home for the holidays) was to rendezvous with a convoy in the "Black Pit" area of the Atlantic, then patrol ahead scouting for U Boats, of course if locate them, attack. Since have AI subs firing torpedoes in TMO now, it can get interesting. Ran into a wolfpack...encountered four U Boats in one night on surface, sunk two. If torpedoes were functioning properly, would have sunk more. I had to emergency dive twice to avoid incoming torpedoes. Three ships in convoy were sunk left on fire and sinking by the AI subs, did not witness actual attacks as was involved in my own actions, but heard explosions and saw fires, used free cam to look them over later.
.
KaleunMarco
12-21-21, 05:06 PM
can't find the GD post......
i believe you posted that you had set the promotion schedule such that you did not think a player could reach the rank of Captain and to let you know if it happened.
it happened. Promotion date is Feb 12 1944. Career start was 12/8/1942.
secondly, responding to a radio message, we parked ourselves off the Wake Atoll awaiting two air raids on Feb 5 and Feb 9, 1944. We were requested to provide lifeguard service. we did not see either raid nor were there any survivors to rescue. was that radio message a legitimate tasking that should have resulted in sea-air rescue or not?
thirdly, while we were in the vicinity of Wake, we ventured nearer the island to get a better look. we found some AA guns and some shore batteries. when i zoomed in closer on the Nav Map, it displayed two errors. please refer to screen print below. i believe the missing graphics are Small Coastal Defense Guns.
:Kaleun_Salute:
https://i.ibb.co/Pzk6jh8/SH4-Img-2021-12-21-15-29-01-095.png
Bubblehead1980
12-21-21, 08:41 PM
can't find the GD post......
i believe you posted that you had set the promotion schedule such that you did not think a player could reach the rank of Captain and to let you know if it happened.
it happened. Promotion date is Feb 12 1944. Career start was 12/8/1942.
secondly, responding to a radio message, we parked ourselves off the Wake Atoll awaiting two air raids on Feb 5 and Feb 9, 1944. We were requested to provide lifeguard service. we did not see either raid nor were there any survivors to rescue. was that radio message a legitimate tasking that should have resulted in sea-air rescue or not?
thirdly, while we were in the vicinity of Wake, we ventured nearer the island to get a better look. we found some AA guns and some shore batteries. when i zoomed in closer on the Nav Map, it displayed two errors. please refer to screen print below. i believe the missing graphics are Small Coastal Defense Guns.
:Kaleun_Salute:
https://i.ibb.co/Pzk6jh8/SH4-Img-2021-12-21-15-29-01-095.png
While unlikely will be promoted to Captain, not impossible in the initial release of update, but plan to tweak it a bit more. Depends a lot on how successful each patrol is to affect players ranking. I also had the number of patrols set to 20 satisfactory patrols to achieve that rank, so that means you have twenty war patrols completed in that time frame? Did you have some short patrols Also, what realism level are you playing at ?
Yes, I apologize for the issue at Wake Island. I discovered this issue recently. Apparently, the PBY flying boat, somehow had its disappearance date in its roster.cfg file set to July 1943(!). I am not sure how or why it was set to this date. The plan is imported from RSRD and I missed it. I discovered this recently when I went to conduct lifeguard operations/observe the bombing, changed it and planes showed up no problem. This will be resolved in next update, which will feature PBY strikes on Wake on 30 Jan, 5 Feb, and 9 Feb 1944.
These strikes are based on historical missions in Jan/Feb 1944 by PB2Y Coronado flying boats, based in Hawaii, which staged through Midway to strike Wake Island in advance of an during the Marshall Islands invasion. USS Tang was assigned to the lifeguard missions on 30 Jan and 5 Feb before being released to patrol off Truk. I have created these patrol orders for Balao class in the next update as well.
I'll look into the the errors on the coastal gun. Thank you for pointing them out.
KaleunMarco
12-21-21, 09:06 PM
While unlikely will be promoted to Captain, not impossible in the initial release of update, but plan to tweak it a bit more. Depends a lot on how successful each patrol is to affect players ranking. I also had the number of patrols set to 20 satisfactory patrols to achieve that rank, so that means you have twenty war patrols completed in that time frame?
exactly 20 patrols! amazing!
Did you have some short patrols
nothing less than three weeks. is that considered short?
Also, what realism level are you playing at ?
68
Apparently, the PBY flying boat, somehow had its disappearance date in its roster.cfg file set to July 1943(!).
lol; no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.
so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!
I'll look into the the errors on the coastal gun. Thank you for pointing them out.
it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon.
Bubblehead1980
12-21-21, 10:26 PM
Twenty patrols , well that explains it. I rarely keep captain beyond six patrols or so anymore, just keep the boat by editing the file to have a a new captain. Twenty satisfactory patrols though, you earned it. I have wolfpack operations integrated into campaign next update, do wish could link promotion to Captain to ability to command a wolfpack.
No, three weeks does not sound short. Patrol lengths can vary based on factors. Just curious.
Got ya. I was curious as I believe the sim does award rating of your boats commander i.e. you based on renown earned by achieving assigned goals and each ship is worth certain amount of renown as well, combined with the difficulty level running at.
no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.
"so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!"
Well, the downed aircrews in this case and most cases come from planes that are actually shot down/crash. Sometimes there are survivors, sometimes there not. In nearly all situations, a few planes will be shot down, providing high chance to rescue downed aircrew. The downed pilots in the water spawn as well as rafts which can be rescued, simulating picking up downed crews of planes with more one person aboard. In some cases, planes may not be shot down or crash, so will be no one to rescue. In the Wake strikes of Jan Feb 1944 by the flying boats, no planes were lost so Tang did not have to rescue any aircrew. The one time I observed these strikes in game, one PBY had a engine fire but flew other and searched area, flight path, no survivors. I have carrier strikes scripted on Wake, Marcus etc, usually a few to rescue due to losses from AA fire etc.
I have also added missions to rescue stranded crew of sunken PT boat in Solomons (based on PT-109) and the Philippines, as well as to recover intelligence agents, commandos. A mission based on Nautilus's rescue of adults and children from Teop,Bougainville in late 1942 as well. The rafts spawn at certain times, usually a date and time based trigger. This method in a few cases is used to spawn downed aviators, such as a TBF pilot down in the waters off Chi Chi Jima on September 2 1944
" it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon."
Thanks, will check into it.
BarnacleBrain
12-21-21, 10:35 PM
:Kaleun_Wink:
Mad Mardigan
12-21-21, 10:48 PM
exactly 20 patrols! amazing!
nothing less than three weeks. is that considered short?
68
lol; no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.
so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!
it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon.
If memory serves Me correctly... think it was like, 40-60 days out on patrol... as fleetboats had a rudimentary refrig/freezer on board, where as their counterparts... Uboat & the IJN I class... didn't (not 100% sure about the I class subs of the IJN... but know for definite, the U-boats sure as shooting, didn't... considering the Type 2, was smaller than the S class boats the U.S. had, the Type VII's, were comparable with the S class as far as size, but not near the amenities. Considering the S class complement was 38 to the VII's 44-52. The lesser number of crew opened up the ability to include a means to keep food items cold that required it on the S class, that the VII's were lacking. 2 advantages that the VII's had, over the S class were... ablility to dive faster... & go deeper than they could.
Small comfort, when you considered that their food stock went crappy faster... & the lack of hygiene amenities. Not to mention the sardine quarters... :doh: :o
:Kaleun_Salute:
M. M.
I think, there were a couple of Fleetboats, that went past 60 days out... before hitting the docks back at base. Will have to do some... digging in & see if I can find that info on longest patrols made by Fleetboats, during WW2.
KaleunMarco
12-22-21, 04:38 PM
The re-birth of destroyed ships from a convoy has been an issue in the past but I, personally, have not experienced it in a long time. perhaps it is a TMO thing.
i am playing the rebuilt TMO.
it is happening to me on my current mission, twice actually, simultaneously.
it occurs after:
boat sinks ships.
time passes.
game is saved and SH4 exited.
SH4 is launched and the saved game is loaded.
previously sunk ships return to existence and continue their journey as if they had not been attacked.
if you sink them again, you will expend ammo but you will not be awarded any additional credit.
however, the enemy ships are just as lethal as if they had never been sunk so they can still destroy you.
did we ever establish the root cause of this phenomenon?
KaleunMarco
12-22-21, 09:14 PM
what setting would make bubbles(?) appear as boxes?
https://i.ibb.co/SsFLPn5/SH4-Img-2021-12-22-19-09-42-087.png
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]
100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB
lonehawknz
12-23-21, 06:03 AM
Hi Bubble - thanks for a great mod (again!).
I realise that having the superpower of retro-historical-foresight is very unrealistic - but thinking back to the old combo of TMOv2.5 and RSRD-TMO - both the first and second Java Sea battles were represented and I was able to position myself at 112'10 6'10 and observe the fight between the big IJN cruisers and ill-fated ABDA Eastern Strike Force - attempting to intervene if I could. This seems to have been removed in the latest update - or was it that it was there in RSRD but not in TMO?
Likewise, the equally ill-fated flight of Perth and Houston, and Exeter - were all represented - but now appear to be missing?
Or is it me!!!? (entirely possible!)
All assistance gratefully received! Thanks!
:Kaleun_Salute:
KaleunMarco
12-23-21, 06:56 PM
BH
discovered this, by accident, today.
received this error when performing a Validate Mission on Sink Yellow Sea 01 with the Mission Editor.
https://i.ibb.co/P6dGjPW/Picture0094.jpg
when i checked the Localization text, there was a message.
but the message is not supposed to be here (below).
https://i.ibb.co/R7SBJ3N/Picture0095.jpg
the message needs to be in the Event-Message box, in the lower part of this screen:
https://i.ibb.co/kJVf6ps/Picture0096.jpg
i do not think it is critical but you probably want to fix it in your next release.
:Kaleun_Salute:
Bubblehead1980
12-24-21, 12:03 AM
what setting would make bubbles(?) appear as boxes?
https://i.ibb.co/SsFLPn5/SH4-Img-2021-12-22-19-09-42-087.png
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]
100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB
Some textures for sea life were not included by mistake, I released a fix some time ago, which will be included in next release. For now, just enabled Vickers03's Sea Life Mod last, it will solve the problem.
Bubblehead1980
12-24-21, 12:04 AM
BH
discovered this, by accident, today.
received this error when performing a Validate Mission on Sink Yellow Sea 01 with the Mission Editor.
https://i.ibb.co/P6dGjPW/Picture0094.jpg
when i checked the Localization text, there was a message.
but the message is not supposed to be here (below).
https://i.ibb.co/R7SBJ3N/Picture0095.jpg
the message needs to be in the Event-Message box, in the lower part of this screen:
https://i.ibb.co/kJVf6ps/Picture0096.jpg
i do not think it is critical but you probably want to fix it in your next release.
:Kaleun_Salute:
This is not a error by my update as I did no work on the patrol objectives. However, next update will have the patrol objectives reworked.
Mad Mardigan
12-24-21, 12:38 AM
Some textures for sea life were not included by mistake, I released a fix some time ago, which will be included in next release. For now, just enabled Vickers03's Sea Life Mod last, it will solve the problem.
Make sure to note... that there is, 2 different versions in vicker03's latest version of that mod.
1 for the "Atlantic" region...
2, is for the "Pacific" region...
Just so ya know... :hmmm: :yep: :shucks: :up:
:Kaleun_Salute:
M. M.
KaleunMarco
12-24-21, 12:54 AM
Some textures for sea life were not included by mistake, I released a fix some time ago, which will be included in next release. For now, just enabled Vickers03's Sea Life Mod last, it will solve the problem.
thank you.:Kaleun_Salute:
Bubblehead1980
12-24-21, 01:08 AM
Hi Bubble - thanks for a great mod (again!).
I realise that having the superpower of retro-historical-foresight is very unrealistic - but thinking back to the old combo of TMOv2.5 and RSRD-TMO - both the first and second Java Sea battles were represented and I was able to position myself at 112'10 6'10 and observe the fight between the big IJN cruisers and ill-fated ABDA Eastern Strike Force - attempting to intervene if I could. This seems to have been removed in the latest update - or was it that it was there in RSRD but not in TMO?
Likewise, the equally ill-fated flight of Perth and Houston, and Exeter - were all represented - but now appear to be missing?
Or is it me!!!? (entirely possible!)
All assistance gratefully received! Thanks!
:Kaleun_Salute:
I would not consider historical battles being present to be unrealistic, in fact its a great part of the sim, having the major and minor battles, providing chance to participate or just observe. I included many major and minor battles and in the next version of update, have added more.
No, these battles were not scripted in default TMO, they are in RSRD version compatible with TMO. In my TMO Update, I did add the Java Sea and Sunda Strait battles (along with many others) using historical orders of battle, and should show up at historically accurate times and location. While in testing I located the forces involved twice, so can confirmed they do spawn. It is possible you just missed the forces. Make sure you are NOT running RSRD with my TMO Update, they are not compatible and will "break" the traffic i.e. prevent proper spawning etc.
I am out of town so can't look at the mod, but will double check it when return in a couple weeks. If unable to locate, can open up the 41A Jap Task Force campaign layer with the mission editor and should provide a idea.
Bubblehead1980
12-24-21, 01:56 AM
The re-birth of destroyed ships from a convoy has been an issue in the past but I, personally, have not experienced it in a long time. perhaps it is a TMO thing.
i am playing the rebuilt TMO.
it is happening to me on my current mission, twice actually, simultaneously.
it occurs after:
boat sinks ships.
time passes.
game is saved and SH4 exited.
SH4 is launched and the saved game is loaded.
previously sunk ships return to existence and continue their journey as if they had not been attacked.
if you sink them again, you will expend ammo but you will not be awarded any additional credit.
however, the enemy ships are just as lethal as if they had never been sunk so they can still destroy you.
did we ever establish the root cause of this phenomenon?
No one has explained why this happens. I have noticed, it occasionally happens in ALL versions of SH 4, all mods.
Definitely does tend to happen after sinking, saving too close to the sunken vessel and reloading the save.
Another possibility is the spawn interval on the random group was not set properly...Example...convoy is a random group and should be set to say 80 percent chance to spawn every 240 hours or ten days ...but by default when random group is created set to 24 hours 100 percent chance to spawn. So you find convoy and are somewhat close to its spawn point, wipe convoy out, but when 24 hours comes around, respawns the group. This is rare but has happened.
Primarily it is driven by sinking them and reloading saved game, especially when saved within 30 or so miles of a sunken vessel.I always say no closer than 50 miles to a sunken vessel and never when a vessel is within range on any of the sensors.
lonehawknz
12-24-21, 05:18 AM
I would not consider historical battles being present to be unrealistic, in fact its a great part of the sim, having the major and minor battles, providing chance to participate or just observe. I included many major and minor battles and in the next version of update, have added more.
No, these battles were not scripted in default TMO, they are in RSRD version compatible with TMO. In my TMO Update, I did add the Java Sea and Sunda Strait battles (along with many others) using historical orders of battle, and should show up at historically accurate times and location. While in testing I located the forces involved twice, so can confirmed they do spawn. It is possible you just missed the forces. Make sure you are NOT running RSRD with my TMO Update, they are not compatible and will "break" the traffic i.e. prevent proper spawning etc.
I am out of town so can't look at the mod, but will double check it when return in a couple weeks. If unable to locate, can open up the 41A Jap Task Force campaign layer with the mission editor and should provide a idea.
Cracking stuff Sir! It is probably just me - as you say! Thanks for the tips. Merry Christmas!
:Kaleun_Salute:
KaleunMarco
12-24-21, 12:03 PM
Primarily it is driven by sinking them and reloading saved game, especially when saved within 30 or so miles of a sunken vessel.
I always say no closer than 50 miles to a sunken vessel and never when a vessel is within range on any of the sensors.
never noticed that previously and i will pay closer attention to the geographical circumstances of my victims vs my location at save.
i am a notorious saver just after a battle and so it follows that i would experience this phenomenon because of the proximity of things.
although i have not experienced this in quite a while so i wonder what other condition(s) is/are at work. also, recently, i have not been exiting/re-entering SH4 during a mission and so i am missing the opportunity to re-load a saved file which is key to this phenomenon.
thanks for sharing.
Merry Christmas!
lonehawknz
12-27-21, 05:38 AM
Cracking stuff Sir! It is probably just me - as you say! Thanks for the tips. Merry Christmas!
:Kaleun_Salute:
It was me! The TF's for both actions are there and perform as expected. RSRD had them travelling slightly different tracks. Yours are more accurate.
In "my" Java Sea, Haguro was disabled by Exeter, who was promptly sunk herself, along with De Ruyter and Houston. Java and Perth escaped. Desdiv58 were absolute monsters and sank Harusame and Ushio as they tried to attack me! Four-pipe heroes indeed!
I delivered the coup de grace on Haguro which was pretty much dead in the water, so felt a bit cheaty - but not so different to what happened to Lexington in real life of course.
And just to clear up the earlier comment - I wasn't saying it was unrealistic to represent these battles in the sim. Of course not. Just that a sub commander of the time would of course not have had knowledge of exactly where the encounters would occur, whereas I of course do!! Crystal Ball! ;)
Doesn't alter the fact that, like you, it's the part I enjoy most - watching these battles unfold. Great work Commander!
Bubblehead1980
12-28-21, 12:36 AM
never noticed that previously and i will pay closer attention to the geographical circumstances of my victims vs my location at save.
i am a notorious saver just after a battle and so it follows that i would experience this phenomenon because of the proximity of things.
although i have not experienced this in quite a while so i wonder what other condition(s) is/are at work. also, recently, i have not been exiting/re-entering SH4 during a mission and so i am missing the opportunity to re-load a saved file which is key to this phenomenon.
thanks for sharing.
Merry Christmas!
This sim has long had issues(reload bugs) when reloading games, esp when running on newer windows systems etc, what I have noticed. I have a older PC (runs SH 4 great) that I use just for SH 4, so when on patrol, I do not reload games, just leave the sim running, to avoid the reload bugs such as respawns. I do save just in case of the rare CTD etc.
Definitely to minimize issue, as said don't save until are sure out of range and contact with enemy....to be safe I do fifty nautical miles and no contact with any vessel, I do not save near ports or land as well.
Bubblehead1980
12-28-21, 01:07 AM
It was me! The TF's for both actions are there and perform as expected. RSRD had them travelling slightly different tracks. Yours are more accurate.
In "my" Java Sea, Haguro was disabled by Exeter, who was promptly sunk herself, along with De Ruyter and Houston. Java and Perth escaped. Desdiv58 were absolute monsters and sank Harusame and Ushio as they tried to attack me! Four-pipe heroes indeed!
I delivered the coup de grace on Haguro which was pretty much dead in the water, so felt a bit cheaty - but not so different to what happened to Lexington in real life of course.
And just to clear up the earlier comment - I wasn't saying it was unrealistic to represent these battles in the sim. Of course not. Just that a sub commander of the time would of course not have had knowledge of exactly where the encounters would occur, whereas I of course do!! Crystal Ball! ;)
Doesn't alter the fact that, like you, it's the part I enjoy most - watching these battles unfold. Great work Commander!
Nice! Glad you found it. What is interesting to me is battles in SH 4 do not always turn out the same way in many cases, so keeps things interesting. Couple things coming soon. After some altering of sensors, enemy surface ships will engage each other at more realistic distances, especially in daylight, so no more point blank fights every time. In testing, I had heavy cruisers dueling with one another at 12000-15000 yards, depending on various factors. The one test I did with BB's had them firing at about same distance, little further. At night AI ships tend to fire on one another from 6000-10000 yards, possibly further if have radar, optimal visibility etc. Fun part is none of them were opening fire on player submarine from such distance, since a sub is difficult to spot. With the gunfire error angle increased, they do not have sniper like gunfire and battles last longer, some even matching with history in time and results.
I also plan to have AI destroyers and other surface ships so equipped, firing torpedoes. I will try to make the Japanese torpedoes superior in performance since they were for most of the war. Should be interesting to
Glad you noticed the more accurate route. I attempted to make the traffic in my mod, especially the battles such as this, historically accurate as possible...in both the composition of forces, the routes they take, position at certain times etc. Of course, this was time consuming and difficult at times, since the world in SH 4 is not round, so the distances and times are a bit off from reality, so had to get creative at times when scripting the movements.
Mad Mardigan
12-28-21, 01:28 AM
Nice! Glad you found it. What is interesting to me is battles in SH 4 do not always turn out the same way in many cases, so keeps things interesting. Couple things coming soon. After some altering of sensors, enemy surface ships will engage each other at more realistic distances, especially in daylight, so no more point blank fights every time. In testing, I had heavy cruisers dueling with one another at 12000-15000 yards, depending on various factors. The one test I did with BB's had them firing at about same distance, little further. At night AI ships tend to fire on one another from 6000-10000 yards, possibly further if have radar, optimal visibility etc. Fun part is none of them were opening fire on player submarine from such distance, since a sub is difficult to spot. With the gunfire error angle increased, they do not have sniper like gunfire and battles last longer, some even matching with history in time and results.
I also plan to have AI destroyers and other surface ships so equipped, firing torpedoes. I will try to make the Japanese torpedoes superior in performance since they were for most of the war. Should be interesting to
Glad you noticed the more accurate route. I attempted to make the traffic in my mod, especially the battles such as this, historically accurate as possible...in both the composition of forces, the routes they take, position at certain times etc. Of course, this was time consuming and difficult at times, since the world in SH 4 is not round, so the distances and times are a bit off from reality, so had to get creative at times when scripting the movements.
Am very much, looking forward to the new update release with bated breath, Bubblehead1980, My subsim chum. :shucks:
:Kaleun_Salute:
M. M.
lonehawknz
12-28-21, 04:05 AM
Nice! Glad you found it. What is interesting to me is battles in SH 4 do not always turn out the same way in many cases, so keeps things interesting. Couple things coming soon. After some altering of sensors, enemy surface ships will engage each other at more realistic distances, especially in daylight, so no more point blank fights every time. In testing, I had heavy cruisers dueling with one another at 12000-15000 yards, depending on various factors. The one test I did with BB's had them firing at about same distance, little further. At night AI ships tend to fire on one another from 6000-10000 yards, possibly further if have radar, optimal visibility etc. Fun part is none of them were opening fire on player submarine from such distance, since a sub is difficult to spot. With the gunfire error angle increased, they do not have sniper like gunfire and battles last longer, some even matching with history in time and results.
I also plan to have AI destroyers and other surface ships so equipped, firing torpedoes. I will try to make the Japanese torpedoes superior in performance since they were for most of the war. Should be interesting to
Glad you noticed the more accurate route. I attempted to make the traffic in my mod, especially the battles such as this, historically accurate as possible...in both the composition of forces, the routes they take, position at certain times etc. Of course, this was time consuming and difficult at times, since the world in SH 4 is not round, so the distances and times are a bit off from reality, so had to get creative at times when scripting the movements.
Agree with Mad Martigan! Looking forward to it! Thanks again!
:Kaleun_Salute:
Kal_Maximus_U669
12-28-21, 03:52 PM
Am very much, looking forward to the new update release with bated breath, Bubblehead1980, My subsim chum. :shucks:
:Kaleun_Salute:
M. M.
Hey MAD Mardigan, I agree with you entirely
hey Bubblehead1980
I just got back on it again .. I can't find a way to solve my smoking problem on the boats. As you know I had already pointed out to you ... and it really annoys me that yours resists me ... with this problem because it is ugly yet I have to search in vain ..
I have your version .. as well as TmO 2.5 go up to my sauce .. yours is clearly superior .. all of the least for the I.A
I played again yesterday .. I must say it is really hard core, no room for improvised & random attacks. On the same mission to try several times each time it was different which is really very good especially the terrible night attacks with the dd which are particularly aggressive and do not let you go any time soon ..
good me too I can not wait to see more .. because I have read some thread of your ideas it bodes only good ... and very good ...
Sincerely KM_U669 :Kaleun_Cheers::Kaleun_Salute:
My latest adventures:
First, still enjoy this new version of the mod. I manage to get to early 43 in a Fremantle campaign, with my Salmon class sub. And began to seeing more and more ships and small convoys during patrols.
Was ask if I wanted a new sub, said yes, thinking of a Gato class. Got a Gar...:k_confused: But decided to go with it anyway.
Just one patrol, since I did take some rash decisions, but when returning to base, got a Purple Heart (possible since several crew got injured during the patrol, so possible "I" did so [or was just for the indigestion of the holidays food]), and another question for continuing the campaign. Said yes and got the USS Balao!
Now in Midaway, May 43 for more specific missions, already have to deploy a spy!
Problems found: I got a CTD when exiting Midway, at over 1024x time compression. Could have do to that or my PC did not handle it do to all the things at that moment.
Problem solved: in my last post here, I refer that many sounds were not playing, I could not hear guns firing, the slashes of the depth charges, a few others. It was a mistake of my end.
Some how, the sound file was not download properly, so it missed almost every file. After an proper re-download and installation, all good.
By the way, any good Balao skins? I feel that getting a new boat, and the normal skin showing rust and other weather down textures, is not "real".
Mad Mardigan
01-03-22, 11:14 AM
My latest adventures:
First, still enjoy this new version of the mod. I manage to get to early 43 in a Fremantle campaign, with my Salmon class sub. And began to seeing more and more ships and small convoys during patrols.
Was ask if I wanted a new sub, said yes, thinking of a Gato class. Got a Gar...:k_confused: But decided to go with it anyway.
Just one patrol, since I did take some rash decisions, but when returning to base, got a Purple Heart (possible since several crew got injured during the patrol, so possible "I" did so [or was just for the indigestion of the holidays food]), and another question for continuing the campaign. Said yes and got the USS Balao!
Now in Midaway, May 43 for more specific missions, already have to deploy a spy!
Problems found: I got a CTD when exiting Midway, at over 1024x time compression. Could have do to that or my PC did not handle it do to all the things at that moment.
Problem solved: in my last post here, I refer that many sounds were not playing, I could not hear guns firing, the slashes of the depth charges, a few others. It was a mistake of my end.
Some how, the sound file was not download properly, so it missed almost every file. After an proper re-download and installation, all good.
By the way, any good Balao skins? I feel that getting a new boat, and the normal skin showing rust and other weather down textures, is not "real".
With downloads, sometimes... not always but... it will on rare occasions happen that not all the files will get... properly downloaded with the rest. Weird but... it happens. Or, they will, but... the unzip will mess up, also rare but does occur. :yep:
As for the everyday occurrence of wear & tear... this... holds true for even SH3, as well as SH5. The engine for them, is not set up to handle the minute, minute by minute wear & tear details that occurred in real life. So, it is down to either... you have a sub that looks like it rolled off the assembly line... factory fresh... or using mods created... (that work with the intended mod version you're rolling with... :yep:) that have one's sub, so that it looks like it has been through Hades & back. That, is also true for the other ships in built...
Do know that there were a couple of different skins for the Balao, 1 that even mimicked the appearance of the "Stingray" from the movie "Down Periscope".
(funny movie, that is modern set, using a WW2 diesel sub as the bedrock for the movie. Think... McHale's Navy meets Crimson Tide, equals... love child... :haha: If you haven't watched it... highly recommend watching it, at least once... :yep:)
Don't know if those would work in the mod set... without causing issues... or not.
Hope this info helps. :shucks: :yep::up:
:Kaleun_Salute:
M. M.
KaleunMarco
01-03-22, 02:39 PM
Do know that there were a couple of different skins for the Balao, 1 that even mimicked the appearance of the "Stingray" from the movie "Down Periscope".
i hope they have one in turquoise.
:salute:
Or Pink!:D
Yes, already saw Up Periscope a few times. My funny story about sub movies, at least old ones, was, when I had TCM on my cable service, it aired Torpedo Run, Destination Tokyo, etc. And of course, Ice Station Zebra, almost Ad Nauseam.
The channel is long gone from my TV/net/telephone service, and with the years gone, I did have "saudade" of seeing those films again. Did eventually bought them with others like Operation Petticoat to see them again.
Well, I may eventually scratch the sub in those shallow waters when dropping the spy, then the game skin would be proper. :03:
KaleunMarco
01-03-22, 08:00 PM
i hope they have one in turquoise.
Or Pink!:D
do you know from where the line in turquoise comes?
Mad Mardigan
01-03-22, 08:08 PM
do you know from where the line in turquoise comes?
i hope they have one in turquoise.
That's when Grammer, as Dodge, drives up to the HQ, in a wanna say, turquoise... late 50'ish, maybe mid '60's, Ford T-bird... hops out then quotes that line... just before finding out, "his" new command is the Balao class sub, the "U.S. S. Stingray".
:Kaleun_Salute:
M. M.
Bubblehead1980
01-03-22, 10:12 PM
Hey MAD Mardigan, I agree with you entirely
hey Bubblehead1980
I just got back on it again .. I can't find a way to solve my smoking problem on the boats. As you know I had already pointed out to you ... and it really annoys me that yours resists me ... with this problem because it is ugly yet I have to search in vain ..
I have your version .. as well as TmO 2.5 go up to my sauce .. yours is clearly superior .. all of the least for the I.A
I played again yesterday .. I must say it is really hard core, no room for improvised & random attacks. On the same mission to try several times each time it was different which is really very good especially the terrible night attacks with the dd which are particularly aggressive and do not let you go any time soon ..
good me too I can not wait to see more .. because I have read some thread of your ideas it bodes only good ... and very good ...
Sincerely KM_U669 :Kaleun_Cheers::Kaleun_Salute:
Again, I am really not sure what is causing your texture issue with the smoke, as stated before. That is the smoke mod by vickers03 and looks fine on my end. At end of the day, least have smoke visible at distance for tracking etc.
Yes, TMO, compared to other mods is somewhat hardcore and my update retains this crucial element of the mod. However, the night surface attacks are not impossible as before. Definitely need to use sound strategy and tactics, off the cuff attacks are possible, but not as easy as in say stock.
Glad you are enjoying the mod. I return from vacation on Wednesday, hope to wrap up a few things and release the next update this month.
Bubblehead1980
01-03-22, 11:15 PM
My latest adventures:
First, still enjoy this new version of the mod. I manage to get to early 43 in a Fremantle campaign, with my Salmon class sub. And began to seeing more and more ships and small convoys during patrols.
Was ask if I wanted a new sub, said yes, thinking of a Gato class. Got a Gar...:k_confused: But decided to go with it anyway.
Just one patrol, since I did take some rash decisions, but when returning to base, got a Purple Heart (possible since several crew got injured during the patrol, so possible "I" did so [or was just for the indigestion of the holidays food]), and another question for continuing the campaign. Said yes and got the USS Balao!
Now in Midaway, May 43 for more specific missions, already have to deploy a spy!
Problems found: I got a CTD when exiting Midway, at over 1024x time compression. Could have do to that or my PC did not handle it do to all the things at that moment.
Problem solved: in my last post here, I refer that many sounds were not playing, I could not hear guns firing, the slashes of the depth charges, a few others. It was a mistake of my end.
Some how, the sound file was not download properly, so it missed almost every file. After an proper re-download and installation, all good.
By the way, any good Balao skins? I feel that getting a new boat, and the normal skin showing rust and other weather down textures, is not "real".
You were received a Gar since you have a Salmon Class. The upgrade order is S Boat>Porpoise>Salmon/Sargo>Gar/Tambor> Gato>Balao>Tench. Of course depends on the date, etc. You had a Salmon and and thus went to to a Gar. This is a legacy TMO/stock SH 4 item, something my upgrade has not touched.
Seems you have noticed traffic patterns do change as the war goes on . I designed them to be historically accurate as possible. 1941-1942 will encounter more unescorted singles, a few escorted ones, perhaps some localized escorts and a few convoys, but they are japanese style convoys of time period, quite small by allied standards. Typically one escort, three to four merchants. Mid 1943, representing when Japan began truly organized convoys on a regular basis, will see larger ones, in more defined sea lanes. The HI Convoys (Singapore-Imari Bay, Japan) start during this period. Fall of 1943 things really change. Unescorted merchants become quite rare and larger convoys, well escorted convoys will appear.
CTD at Midway: Yes, NEVER a good idea to use above 256 time compression at Midway or any port really, even on a top tier system. The land and port facilities, with harbor traffic etc being rendered can overwhelm the game and system and cause a CTD.
Far as the skin issue for Balao....check the optional mods (TMO) file included in the download. You will see Foobars Hi Res Skins TMO. Place the mod to the MODS folder, activate via JSGME. Check the README regarding mod installation order (this is an optional mod) This provides a better skin, one which is more realistic, especially for the Balao.
KaleunMarco
01-03-22, 11:20 PM
That's when Grammer, as Dodge, drives up to the HQ, in a wanna say, turquoise... late 50'ish, maybe mid '60's, Ford T-bird... hops out then quotes that line... just before finding out, "his" new command is the Balao class sub, the "U.S. S. Stingray".
:Kaleun_Salute:
M. M.
right...however the question was directed to Rhodes.:doh:
and it is either a '55 or a '56 T-bird. those two model years are almost indistinguishable unless one is a Ford T-Bird fanatic.
propbeanie
01-04-22, 12:00 AM
those two model years are almost indistinguishable
Like a Chevy, it's all in the fins (among other things)... which gets easier in '57 - When I was a kid, a fellow down the street from me had a 55, the year he was born. You basically sat on the floorboard in that thing. Very, very cool car...
Mad Mardigan
01-04-22, 01:02 AM
right...however the question was directed to Rhodes.:doh:
and it is either a '55 or a '56 T-bird. those two model years are almost indistinguishable unless one is a Ford T-Bird fanatic.
Weellll... you didn't technically say it was for or directed at Rhodes... knowing that now... :oops:
Mea culpa. Apologies.
As for the T-bird, that was an off the cuff, answer... as it has been some time, & for a wild haired guesstimate, was not too bad of 1. I admit, a bit... wide of a net, on the years... I knew it was somewhere in that year range. Just not for definite on the exact year/s.
I know that Rhodes' reference, "pink", was to "Operation Petticat, where a sub getting away from the... Philippines, iirc, with a load of nurses on board, repaired it enough to get away &... at a stop along the way, the only paint on hand to repaint it with, was red defouling paint, iirc & white or a light grey, which when that was mixed together to paint the sub... ended up with it being a pink color.
:Kaleun_Salute:
M. M.
^Of course! :03::Kaleun_Wink:
Thank you Bubblehead1980, didn't remember going to the mod main folder to check. :up:
KaleunMarco
01-04-22, 12:41 PM
Weellll... you didn't technically say it was for or directed at Rhodes... knowing that now... :oops:
Mea culpa. Apologies.
no need to apologize, my friend.
just having some fun, so to speak.
Start at 1:30 into the clip.
https://www.youtube.com/watch?v=wsG1_wahKVc
Xboxman523
01-06-22, 03:13 AM
I have a question about how the menus look in this mod. I have downloaded all the mods in the list but I see some people have black gauges like in this 2nd pic. The first pic is my stuff.
Is there a way I can have the stuff look like the 2nd pic?
Also, does this mega mod require any of the stuff from trigger maru overhauled or is it all provided in this version?
Mad Mardigan
01-06-22, 03:47 AM
I have a question about how the menus look in this mod. I have downloaded all the mods in the list but I see some people have black gauges like in this 2nd pic. The first pic is my stuff.
Is there a way I can have the stuff look like the 2nd pic?
Also, does this mega mod require any of the stuff from trigger maru overhauled or is it all provided in this version?
The 2nd pic, looks to be vickers03's sealife mod, with glitching... know that He re-released an updated version, that would correct that issue there.
As for the gauges, believe those would be the standard look to them.
Everything listed there on the 1st page, 1st post, would be all you'd need for now.
In a bit, there will be an updated version release of TMOverhauled 2.5X v2, soon... that ramps up the works. So, it may be best to just concentrate on the sealife re-release for now.
Hope this info helps. :yep:
:Kaleun_Salute:
M. M.
Xboxman523
01-06-22, 05:00 AM
My apologies I didn't explain myself well enough. I meant to also refer to the black and red coloring the menu has in the 2nd pic. I don't know if that is a mod or an option in the vanilla game.
Mad Mardigan
01-06-22, 05:45 AM
Ok, checking with My install.. the gauges, (inside, in the control room... upper control room, just before hitting the bridge, bridge view & in free cam, or next/previous views... all look just as they are for you, in that 2nd pic.
Minus the pixilated boxes floating about the boat with it submerged, that is... the solution for that, is as I outlined before...
I assume, that you did, use jsgme when you added in the mods.
If so, then opening that up, click on "tasks" in the center there... select export & select to clipboard, in the submenu list that will show when you highlight the export option.
This, will allow you to paste the mods activated list from jsgme in a reply back & then for it to be seen just what mods are activated... there, on your end of things. :yep:
Can go from there & see if it can't be figured out, just what is going on from there.
:Kaleun_Salute:
M. M.
I found the reason for my CTD when exiting Midway... The subnet place around the islands!!!:k_confused:
Not the net, but the skipper that didn't know and decided to exit by any route. I loaded and when on patrol, 64x time going well and CTD. :hmmm:
So lest try another way and slower. Before geting the ctd, I notice damage reports, sub going down, etc. Reloaded again, did the same and using f12, notice the net:o:o:o. Lovely.
So decided to go north, then east, finally south and saw a channel and a boat marking the entrance of the protection ring...
Mad Mardigan
01-06-22, 01:37 PM
I found the reason for my CTD when exiting Midway... The subnet place around the islands!!!:k_confused:
Not the net, but the skipper that didn't know and decided to exit by any route. I loaded and when on patrol, 64x time going well and CTD. :hmmm:
So lest try another way and slower. Before geting the ctd, I notice damage reports, sub going down, etc. Reloaded again, did the same and using f12, notice the net:o:o:o. Lovely.
So decided to go north, then east, finally south and saw a channel and a boat marking the entrance of the protection ring...
Know with Manilla, there is that deep water trench, leading out of there.. be warned however, that the areas outside of that trench, near the entry/exit.. are mined. Forgot about that salient point & well... :oops: found out the hard way.... suffice it to say. :damn: *chuckles*
Main point is... not sure, without taking a look at the area there (as I'm not in the sim, at the mo mo... to take a gander... but...) if you get the chance take a look & see what I mean then using that as a base guide... look & see if there's an area or 2... that somewhat resembles that deep marked water way... there at Midway. I know with the main docks... there is, off to the... mhmm... :hmmm: North x NNW.... side... as I recall, off hand. Has been a bit, since I skippered a sub outta Midway & that was prior to TMOverhauled, at that... :yep: but... think there is a small merchie or minelayer/sweeper/tug perhaps... that makes for open waters to the South end... just follow them out. If that ship's still... scripted in on TMOverhauled.
Hope that info helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
KaleunMarco
01-06-22, 02:58 PM
First time for this experience.....Icebergs!!
https://i.ibb.co/Fs05nM5/SH4-Img-2022-01-06-11-56-03-540.png
when i attempted to use the external camera, it displayed nothing, probably because there was nothing to see.
scared the heck out of my lookouts because we were on our way back to Midway, in the middle of nowhere, and we get a surface contact.
Xboxman523
01-06-22, 03:36 PM
Hmm, this pic above also shows the menu I was curious about. With the red and black buttons for commands.
Mad Mardigan
01-06-22, 05:30 PM
Hmm, this pic above also shows the menu I was curious about. With the red and black buttons for commands.
The commands in the bar there... are indicators, of that command being used... or to show that it is working, as intended...
I do believe, some of the commands, function on... for lack of a better term... autopilot... whereas others (the vast majority... :hmmm:) are user controlled. :yep:
:Kaleun_Salute:
M. M.
Bubblehead1980
01-06-22, 05:57 PM
I found the reason for my CTD when exiting Midway... The subnet place around the islands!!!:k_confused:
Not the net, but the skipper that didn't know and decided to exit by any route. I loaded and when on patrol, 64x time going well and CTD. :hmmm:
So lest try another way and slower. Before geting the ctd, I notice damage reports, sub going down, etc. Reloaded again, did the same and using f12, notice the net:o:o:o. Lovely.
So decided to go north, then east, finally south and saw a channel and a boat marking the entrance of the protection ring...
Yes, there is a subnet to simulate the coral reef around midway, since it was not included in the game. The only channel (south) is marked by small tug boats for navigational purposes, since do no have buoys for SH 4. This was in the README file with the mod.:)
Bubblehead1980
01-06-22, 06:00 PM
I have a question about how the menus look in this mod. I have downloaded all the mods in the list but I see some people have black gauges like in this 2nd pic. The first pic is my stuff.
Is there a way I can have the stuff look like the 2nd pic?
Also, does this mega mod require any of the stuff from trigger maru overhauled or is it all provided in this version?
The gauges are native to original TMO, not sure where they come from though.
Yes, some textures were left out of the upload by mistake and due to the size of the file, and all that is involved in uploading did not reupload to fix that one issue. In the forthcoming issue, the sea life texture issue is resolved. In the meantime, download vickers03's sea life mod for the pacific, install via jsgme. See the README file for the order of install.
Xboxman523
01-06-22, 06:20 PM
Hmm, alright I suppose I'll have to see about looking at the original tmo for the files.
Bubblehead1980
01-07-22, 01:59 AM
First time for this experience.....Icebergs!!
https://i.ibb.co/Fs05nM5/SH4-Img-2022-01-06-11-56-03-540.png
when i attempted to use the external camera, it displayed nothing, probably because there was nothing to see.
scared the heck out of my lookouts because we were on our way back to Midway, in the middle of nowhere, and we get a surface contact.
Nice. Well they can be difficult to spot at night, especially if it is a smaller iceberg, but since they as classified as ships by the sim, if crew spotted it, it was there and SJ radar will detect them typically, especially the large bergs.
I am looking into making icebergs scenery like Sofu Gan or the wrecks at PH (well the wrecks are no longer scenery in the forthcoming version, so they appear/disappear at proper times)
Yes, there is a subnet to simulate the coral reef around midway, since it was not included in the game. The only channel (south) is marked by small tug boats for navigational purposes, since do no have buoys for SH 4. This was in the README file with the mod.:)
:03:
Yep, the one I read about the torpedoes and depth charges to see when to change them and forget to read all the thing!:D
:Kaleun_Salute:
Xboxman523
01-08-22, 12:06 AM
I believe I've found a glitch, when I go through the japanese warships in the id booklet. When I go left from the starting ship and reach the Mutsuki class destroyer going left from there causes the game to crash.
I've tested this in the navigation and convoy tutorials.
I have attached my activated mods below.
Mad Mardigan
01-08-22, 01:21 AM
I believe I've found a glitch, when I go through the japanese warships in the id booklet. When I go left from the starting ship and reach the Mutsuki class destroyer going left from there causes the game to crash.
I've tested this in the navigation and convoy tutorials.
I have attached my activated mods below.
Hmmm... strange, as with the exception of 2 mods (Gato Ladder &... that, PSM) I have those mods in My mix. :hmmm:
Just ran a test in the nav map training course... once in the sub, I opened up the Rec Man & went through the entirety of it, starting from the Yamato BB & scrolled through to the left from that until I got back to... the Yamato... & no CTD...
&....
I have more involved in My mix, than those you have... not saying that in any attempt to be bigger or badder than you because of having more mods... just a simple observation.
Downloaded that PSM, just to crack it open to take a gander at it... from what I can see of, is all sound bites... nothing that I can see of that messes with the more... important aspects, such as .zon & the like... so... that said, the only 1 I can think of that might... small chance, but... if there is a .00001% chance, it's still a chance... possible culprit may be the Gato Ladder mod. possibly... maybe... is the only 1 I can think of.
To narrow it down, if you haven't really got invested in a career yet... make a backup copy of the save folder... then go into save folder & in each folder in \data\cfg open them up, 1 at a time only.... select all files there in each & delete. Then, keep only the following 3 files in the Cfg folder... of:
GameplaySettings.cfg
GFXSettings.cfg
Main.cfg
delete the rest of the single files there.
Only thing you should have left by then, will be the folders inside the cfg folder & those 3 .cfg files...
After that, take & run jsgme, back out the mods til Gato Ladder mod is deactivated then reactive the rest of that list, leaving Gato Ladder out of the mix & rerun TMOverhauled... & then on load up, rerun a nav map training run... then roll back through the Rec Man & see.. if that CTD occurs yet again. If no CTD... then that would narrow it down to the culprit being the Gato Ladder mod. If the whole shebang crashes & burns, then... it clears it off the suspect list... & will have to see of finding which of the remaining mods it could be then.
Can rule out the 1st 5 in the list, outright.
Hope this helps... :shucks: :yep:
:Kaleun_Salute:
M. M.
Xboxman523
01-08-22, 01:48 AM
I deactivated the gato ladder mod and it still crashed. Than I deactivated all the mods up to ShipsforTMO which adds the ship my computer crashes. It still crashed, Perhaps my computer is not able to load this ship cause its resource heavy or something? I also redownloaded the mod from subsim and it still crashed.
Mad Mardigan
01-08-22, 02:50 AM
I deactivated the gato ladder mod and it still crashed. Than I deactivated all the mods up to ShipsforTMO which adds the ship my computer crashes. It still crashed, Perhaps my computer is not able to load this ship cause its resource heavy or something? I also redownloaded the mod from subsim and it still crashed.
Ok... lets come at this in another direction... What's the source of your copy of SH4 & it's location, of just where you have SH4 installed at, 1st of all?
2ndly... before you ran SH4 it's very 1st time... you did go into "properties" of the SH4.exe, Yes.... :hmmm: In that menu, on the main "General" tab, of checking to ensure that the "write-only" box, was unchecked.? In addition, after clicking accept after making sure that SH4.exe, was set to be able to be overwritten... of going into the "Compatibility" tab, & ensuring that in the Settings section, that "Run this program, as an admin" box, was check marked & clicking accept, then Ok, to finalize that being done... Yes.... :hmmm:
If so, then 1 last thing I can possibly consider would be... did you 4GB patch the .exe or like Me, liking it simpler... use Large Address Aware, to tell your computer to grant SH4's .exe, 4 Gigs access to RAM? :hmmm:
:Kaleun_Salute:
M. M.
Bubblehead1980
01-08-22, 03:25 AM
I believe I've found a glitch, when I go through the japanese warships in the id booklet. When I go left from the starting ship and reach the Mutsuki class destroyer going left from there causes the game to crash.
I've tested this in the navigation and convoy tutorials.
I have attached my activated mods below.
I checked and does not happen on my end. Your mod list looks fine.
Make sure you have a fresh install of SH 4. If you had a career previously and tried to continue after installing the TMO Update, you will need to start over. Make sure you delete the SH 4 folder in C:/documents.
Only time have ever had the CTD when using the rec manual for ijn ships is when did not have a "fresh" career, This is because numerous units in the update are changed from default TMO.
As Mad Mardigan said, make sure have the 4gig patch running as well. Mod will def CTD without 4gig patch.
Xboxman523
01-08-22, 03:45 AM
Hmm, I did uninstall sh4 the other day and didn't know to delete the documents stuff. That might be it! Thanks for the tip, I'll give it a shot!
Xboxman523
01-08-22, 04:32 AM
Well drat, it didn't work. I uninstalled the game and deleted everything and the document folders. I reinstalled the game and redid the 4gb patch. Still crashed on the same unknown ship.
For additional context I have the steam version and have it in program files (x86).
I kept the mod folder and put it back into the main folder so maybe that could be something but I don't know.
Mad Mardigan
01-08-22, 05:02 AM
Well drat, it didn't work. I uninstalled the game and deleted everything and the document folders. I reinstalled the game and redid the 4gb patch. Still crashed on the same unknown ship.
For additional context I have the steam version and have it in program files (x86).
I kept the mod folder and put it back into the main folder so maybe that could be something but I don't know.
Anything "games" related, & this includes "Steam" & any other games launcher, & it's games library (where games you either buy, or get free from them or are offered free to play, get installed by them. :hmmm: This includes not only Steam, but Ubi, Arc, Origin... on down the line... that flat out require you to install & have their launcher, running in order to play your ame/s...)... should NEVER be installed in either "C:\Program files" or "C:\Program files (x86)".
That is prime Window's rabid, pit bull watch dawg, aka UAC fife dom.
Meaning, UAC, will... invariably, undo any & all modifications that are done, to files, folders... in it's Vulcan, Darth Vader, King Kong, iron fisted death grip dictator control... in short.
And, modding SH4 (much less any other game, for that matter...) is, by Ipso DeFacto... tampering with & modifying, in its view. Pure & simple.
Am a "Steam" User... have "9" (would say 10... but that 1, the jury is still out on... :yep:) copies of SH4 modded out... & residing inside of Steam's, games library... of course, I now have a 3 HD set up (2 internal & 1 ext. HD set up) to be quite frankly... about it. As for a 1 HD computer user, I do have a potential workaround solution... that I outlined for a fellow subsimmer... that I believe should in all likelihood, work... but can neither confirm or refute that... since I have not, & for some time now.. not had to rely on just 1 HD. :hmmm: So, have not been able to test it out for accurate or thorough... testing of it.
:Kaleun_Salute:
M. M.
Bubblehead1980
01-08-22, 05:04 AM
Well drat, it didn't work. I uninstalled the game and deleted everything and the document folders. I reinstalled the game and redid the 4gb patch. Still crashed on the same unknown ship.
For additional context I have the steam version and have it in program files (x86).
I kept the mod folder and put it back into the main folder so maybe that could be something but I don't know.
Ah, steam version has issues with mods sometimes from what I understand. I use the disk version so have no experience with steam version.
Should not be installed in (x86) either. Would advise to reinstall in C:/Ubisoft/Silent Hunter 4
Mad Mardigan
01-08-22, 05:16 AM
Ah, steam version has issues with mods sometimes from what I understand. I use the disk version so have no experience with steam version.
Should not be installed in (x86) either. Would advise to reinstall in C:/Ubisoft/Silent Hunter 4
Just had a thought...
Am checking to see, if a un-modded, certified by Steam copy, after install... can be copy/pasted outside of "Steam's" domain & dropped into a folder elsewhere... & definitely out of UAC's rabid pit bull reach, at that...
Stand by... :shucks:
:Kaleun_Salute:
M. M.
Xboxman523
01-08-22, 05:22 AM
Ah, steam version has issues with mods sometimes from what I understand. I use the disk version so have no experience with steam version.
Should not be installed in (x86) either. Would advise to reinstall in C:/Ubisoft/Silent Hunter 4
Thanks, I'd hate for that to be reason I can't play your mod. I've only been doing tutorials so far, I want to try it out for real! I'll have to try that out later.
Mad Mardigan
01-08-22, 06:00 AM
Ok, can confirm that... I was able to copy from Steam... a certified, finalized SH4 set up... that included it being ran the 1st time... (through Steam) SH4 v1.5 unmodded virgin copy.
That said, there is another step needed, to get that copy... game guts copied then dropped into a folder set up in C:\ (& NOT in either of UAC's watch dawg territory, either...:yep:) in the following manner.
In C: do the following... (create new folder & name is "Games". (minus the " marks, mind you... :shucks:)
In that folder, set up a new folder & name that "SH4". (Again... minus the " marks, mind you... :shucks:)
In this folder, ear mark a new folder, aptly named, "pristine-SH4" (by now, shouldn't need to say... minus the " marks... :D)
After that's set up... drop paste the guts from Steam's SH4 copy, into pristine-SH4.
A subsimmer, named of Alx... did up a SH4.exe, that could be dropped in to replace the original SH4.exe, & as with Bl!tkre!g's SH3 Steam divorcer kit, bypass having to have Steam, to launch SH4.
Not sure if that is still available to find or not.
A work around may be... if you have KSD II or Niume's reworked KSD II, named KSD II: Ace... you may be able to use its .exe from it.
4, like SH3... (which was released in '05...) is 2 years behind 3, & likely... considered as Ubi does with 3... not worthy of their time... in essence.
Take that.. with a grain of salt.
I do have a more detailed work up, for staying inside of Steam's purview... but is late here for Me & am seriously tired... have stayed up beyond My capabilities & am fighting to stay awake to type this...
I can message after grabbing some z's.. & explain that outline, in more detail...
:Kaleun_Salute:
M. M.
Bubblehead1980
01-08-22, 07:26 PM
Thanks, I'd hate for that to be reason I can't play your mod. I've only been doing tutorials so far, I want to try it out for real! I'll have to try that out later.
My mod will work with steam version of SH 4, as plenty of subsimmers do use it, just noticed that in general people who use steam version run into more issues with mods.
Would definitely do a fresh install, outside of the (x86) drive and make sure have the 4gb patch (believe I included it in the download, can't remember) and should have no problems. If continue to do so, do not give up, those who use steam version can provide assistance.
Mad Mardigan
01-08-22, 07:38 PM
Thanks, I'd hate for that to be reason I can't play your mod. I've only been doing tutorials so far, I want to try it out for real! I'll have to try that out later.
Ahoy, Xboxman...:Kaleun_Cheers:
Ok, with your computer set up... how you fixed with regards to hard drives...
Are you rolling with just 1 internally... 2, internally... (or 1 internal 1 external...) that info will be of much importance, to know?
:Kaleun_Salute:
M. M.
Xboxman523
01-08-22, 07:50 PM
I will start off by saying I'm not the best when it comes to computers so I hope I answer you right.
I have a windows C drive and a Lenovo D drive.
I've tried copying the game files to another location but it doesn't let me run it cause it needs the steam stuff.
Mad Mardigan
01-08-22, 07:58 PM
I will start off by saying I'm not the best when it comes to computers so I hope I answer you right.
I have a windows C drive and a Lenovo D drive.
I've tried copying the game files to another location but it doesn't let me run it.
Ok, C is internal... with D drive... is that a hard drive, an external outside the computer, hard drive or a cd/dvd disc drive.???? :hmmm:
If it is just like C, or an external hard drive, then... we're in business. :yep:
:Kaleun_Salute:
M. M.
Xboxman523
01-08-22, 08:06 PM
I don't have any addons to my laptop so I'm gonna guess its internal. From googling it sounds like its where my computer's maker, Lenovo, puts some of their stuff.
Mad Mardigan
01-08-22, 08:29 PM
You got discord, by chance... if so, then My handle in the subsim group there.. is the same as it is here.
& sent ya a message here.
:Kaleun_Salute:
M. M.
Xboxman523
01-08-22, 08:53 PM
Yeah I got me a discord, your team viewer idea might work.
Mad Mardigan
01-08-22, 09:19 PM
Yeah I got me a discord, your team viewer idea might work.
Got your reply & that is an app tool that allows both to work together... which is why I recommended it. :yep:
Mad Mardigan#3850
That's My Id for discord.
:Kaleun_Salute:
M. M.
Is it possible to download fashion from other file exchangers? I really want to get acquainted with the new work of Trigger Maru Overhauled Update BH.
Bubblehead1980
01-09-22, 07:27 PM
Is it possible to download fashion from other file exchangers? I really want to get acquainted with the new work of Trigger Maru Overhauled Update BH.
TMO BH is available only here at subsim currently . Are you having trouble downloading it?
Xboxman523
01-10-22, 07:29 PM
I have been fortunate enough to come across a non-steam version of silent hunter 4. I installed it under C:\Games\Silent Hunter 4. However, I am still experiencing a ctd when clicking onto this unknown japanese warship. This does not happen for any of the other ships or countries.
Its between the kamikaze class and mutsuki class destroyers. So perhaps I could just delete this ship from my install?
Obviously this is a small issue in the sense its just so far has happened when clicking to see this ship, but I fear if I were to encounter this ship ingame it could cause a crash as well.
Mad Mardigan
01-10-22, 08:00 PM
I have been fortunate enough to come across a non-steam version of silent hunter 4. I installed it under C:\Games\Silent Hunter 4. However, I am still experiencing a ctd when clicking onto this unknown japanese warship. This does not happen for any of the other ships or countries.
Its between the kamikaze class and mutsuki class destroyers. So perhaps I could just delete this ship from my install?
Obviously this is a small issue in the sense its just so far has happened when clicking to see this ship, but I fear if I were to encounter this ship ingame it could cause a crash as well.
Did you, after getting the install done... run a 4GB patch kit on SH4's .exe or barring that being used... use Large Address Aware... ??? :hmmm:
Is odd, that you are having a CTD when running through the Rec Manual.
Either that, or instead... are you running into a CTD, with being in the Museum then not backing out of the game/sim, entirely before going for starting up a nav map trainer... :hmmm: :hmmm: :hmmm:
Seem to recall that going into the Museum then starting a training mission or just flat out, starting off on a career, after a visit to the museum... could cause that to occur.
1 last thing... when you nuke vaporized the previous install... did you also... remember, to nuke the games save folder for the initial install... & not, reusing it when you reinstalled SH4 then the mod set... :hmmm: :hmmm:
This can also cause a wealth (& not a good wealth, at that... :yep:) of issues in & of itself, as well. :hmmm:
:Kaleun_Salute:
M. M.
Xboxman523
01-10-22, 08:16 PM
Did you, after getting the install done... run a 4GB patch kit on SH4's .exe or barring that being used... use Large Address Aware... ??? :hmmm:
Is odd, that you are having a CTD when running through the Rec Manual.
Either that, or instead... are you running into a CTD, with being in the Museum then not backing out of the game/sim, entirely before going for starting up a nav map trainer... :hmmm: :hmmm: :hmmm:
Seem to recall that going into the Museum then starting a training mission or just flat out, starting off on a career, after a visit to the museum... could cause that to occur.
1 last thing... when you nuke vaporized the previous install... did you also... remember, to nuke the games save folder for the initial install... & not, reusing it when you reinstalled SH4 then the mod set... :hmmm: :hmmm:
This can also cause a wealth (& not a good wealth, at that... :yep:) of issues in & of itself, as well. :hmmm:
:Kaleun_Salute:
M. M.
Yes the 4gb patch has been applied. And I've tested going straight into the game not the museum first. I've also tested the museum and that doesn't work either. And yes I did remove the documents folder before installing the non steam version.
Can someone please tell what ship is between the japanese destroyers mutsuki and kamikaze?
StickMasterSteven
01-11-22, 12:19 AM
Not sure what y'alls experiences have been like but I really enjoy the mod...
...if I wouldn't keep getting CTD's every now and then. I got a mission about photo recon in a Korean port and every time I cross into the 'Abuse' area of the map my game consistently crashes. I've had CTD's before but got around them but this is the only consistent one I've come across. If anyone has any advice I'll gladly listen.
I've run LAA and set that up properly but I can't really think of anything else that would cause this.
edit: Ok I've gotten it to work by taking it easy on the TC and taking a slightly different route. Now I'm having trouble completing the photo recon objective. There's a pair of Jap flattops moored and I locked them up on the scope and snapped pictures of both of them but the objective is still not completing.
Mad Mardigan
01-11-22, 01:25 AM
Not sure what y'alls experiences have been like but I really enjoy the mod...
...if I wouldn't keep getting CTD's every now and then. I got a mission about photo recon in a Korean port and every time I cross into the 'Abuse' area of the map my game consistently crashes. I've had CTD's before but got around them but this is the only consistent one I've come across. If anyone has any advice I'll gladly listen.
I've run LAA and set that up properly but I can't really think of anything else that would cause this.
edit: Ok I've gotten it to work by taking it easy on the TC and taking a slightly different route. Now I'm having trouble completing the photo recon objective. There's a pair of Jap flattops moored and I locked them up on the scope and snapped pictures of both of them but the objective is still not completing.
Ok, what with the mission objective... what, is the exact wording of it... does it mention to just snap photog's... or does it state specifically, a certain class or type of ship/s to take photog's of...???
In the port, you're supposed to visit & snap the photog's in... is there, other ships there.... other than just the IJN flat tops that you noted in your post.???
Is possible that with photographing... that you haven't snapped enough f them, to hit that completion bell for the objective & snapping pics of everything you can lock on to... might be called for.
With the accrued points to finish the obj., unknown... (the points awarded for each successful photog taken, that is...) could be you need more than just the photo's you got on the flat tops, it sounds like. May need to keep snapping pics, until you get that all complete message via the message clipboard. :hmmm:
For Bubblehead1980 to be able to allow for a more... definitive answer on that, would need to know just what port it is that you got drawn to go to, what the date is, that those orders were received. Add to that, what base are you operating out of as well as what sub you're commanding.
That info will prove useful for them to, then review them & give you a more... clearer, defined answer to that. :shucks:
Hope this info helps... :yep: :shucks: :up:
:Kaleun_Salute:
M. M.
Bubblehead1980
01-11-22, 02:15 AM
Not sure what y'alls experiences have been like but I really enjoy the mod...
...if I wouldn't keep getting CTD's every now and then. I got a mission about photo recon in a Korean port and every time I cross into the 'Abuse' area of the map my game consistently crashes. I've had CTD's before but got around them but this is the only consistent one I've come across. If anyone has any advice I'll gladly listen.
I've run LAA and set that up properly but I can't really think of anything else that would cause this.
edit: Ok I've gotten it to work by taking it easy on the TC and taking a slightly different route. Now I'm having trouble completing the photo recon objective. There's a pair of Jap flattops moored and I locked them up on the scope and snapped pictures of both of them but the objective is still not completing.
Glad you are enjoying the mod.
I have not had CTD issues on my end, did rather extensive testing but it can happen since specs used by different players vary. What I can say is there are possible legacy(TMO was created by another modder, who is no longer active in community) TMO issues with some of the special missions, such as photo recon. I was not able to correct the patrol objectives in TMO Update for the initial release, but these are being upgraded etc. in the TMO Update.
If you will provide specific date, time, location, patrol objective, class of submarine you are using, homeport and your mods list, will help me narrow it down. I will head to area Abuse as well to see if can get a CTD but patrolled there recently and had no issues.
TMO BH is available only here at subsim currently . Are you having trouble downloading it?
Mode is downloaded to GOOGLE Disk and all. There's nothing I can do about it.
Bubblehead1980
01-11-22, 03:08 AM
Mode is downloaded to GOOGLE Disk and all. There's nothing I can do about it.
The TMO Update BH mod is available here at Subsim.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5965
Mad Mardigan
01-11-22, 12:07 PM
All 3 are, for that matter... cross checked that, even though I already have the current released version set up...
Download is at the link below.
https://www.subsim.com/radioroom/dow...o=file&id=5965 TMO 2.5 UpdateBH (Revised Final)
https://www.subsim.com/radioroom/dow...o=file&id=5964 Ship Pack for TMO (Required)
https://www.subsim.com/radioroom/dow...o=file&id=5963 Allied Ship Pack for TMO (Required)
Just out of curiosity, what browser are you going with, in trying to download the mods for BH's TMO revamp, LUKNER... :hmmm: & what link source are you using, if you don't mind My asking.
:Kaleun_Salute:
M. M.
Mad Mardigan
01-11-22, 12:15 PM
Yes the 4gb patch has been applied. And I've tested going straight into the game not the museum first. I've also tested the museum and that doesn't work either. And yes I did remove the documents folder before installing the non steam version.
Can someone please tell what ship is between the japanese destroyers mutsuki and kamikaze?
*sighs as I shake My head*
At a complete loss, as to why it appears that just your install alone, is having the issues that you are dealing with... with that... but then, as Bubblehead1980 pointed out... & to which I agree... not all computers, are equal. Some are great all around, some great at 1 end of the specs but crappy at the tail end of things... others... just the complete opposite... crappy on the main points but the secondary or non-main points, excel. then with some others, it is hit or miss in both aspects primary & secondary.
Would figure that the comp manufacturers, would all get together & agree to keep things to 1 set standard... but... not the case. :nope:
:Kaleun_Salute:
M. M.
StickMasterSteven
01-11-22, 03:49 PM
Glad you are enjoying the mod.
I have not had CTD issues on my end, did rather extensive testing but it can happen since specs used by different players vary. What I can say is there are possible legacy(TMO was created by another modder, who is no longer active in community) TMO issues with some of the special missions, such as photo recon. I was not able to correct the patrol objectives in TMO Update for the initial release, but these are being upgraded etc. in the TMO Update.
If you will provide specific date, time, location, patrol objective, class of submarine you are using, homeport and your mods list, will help me narrow it down. I will head to area Abuse as well to see if can get a CTD but patrolled there recently and had no issues.
Date: 21 March 1943
Time: 1435
Location: Dalian Harbor (China)
Patrol obj: "Photo recon of carrier force in Dalian"
Sub class: Gar
Homeport: Midway
Modlist: 5001
I should also note that I took photos of each ship moored near the carriers since the obj. states "carrier force" and not just the carriers themselves, but to no avail.
Mad Mardigan
01-11-22, 05:17 PM
Date: 21 March 1943
Time: 1435
Location: Dalian Harbor (China)
Patrol obj: "Photo recon of carrier force in Dalian"
Sub class: Gar
Homeport: Midway
Modlist: 5001
I should also note that I took photos of each ship moored near the carriers since the obj. states "carrier force" and not just the carriers themselves, but to no avail.
If you haven't returned to base... should be possible to gather info from... (located in your games save folder.. under \data\cfg\SaveGames\ located in the named save folder for that mod set up you have. For Me, have Mine, using MultiSH4 listed as TMO there in the documents section. If you're still out on patrol on that objective.. that should be the last listed ID there in the
"careertrack.upc" file, located in the very last folder in the
SaveGames\ folder there.. I believe that would be the file you'll need to "crack open" with notepad, to look at... if I'm not... mistaken. :hmmm:)
Info you'd need to cull (in other words, copy & then paste here in a reply post back... :yep:) found below in Example. (minus the " marks, of course... :D)
"Example:
PlayerCurrentObjectiveCode=Luzon Strait
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID98
PatrolStartDateTime=1941-12-09 13:00:00"
Not the one you'd see, of course... just used to give you, an idea of what to look for in that particular file. :yep: :shucks:
Armed with that info, will give Bubblehead the needed info to know more... precisely where to look.
:Kaleun_Salute:
M. M.
All 3 are, for that matter... cross checked that, even though I already have the current released version set up...
Just out of curiosity, what browser are you going with, in trying to download the mods for BH's TMO revamp, LUKNER... :hmmm: & what link source are you using, if you don't mind My asking.
:Kaleun_Salute:
M. M.
Thanks for your help. Kamrad s7rikeback solved my problem!
:Kaleun_Thumbs_Up:
:Kaleun_Wink:5002
Xboxman523
01-11-22, 09:25 PM
*sighs as I shake My head*
At a complete loss, as to why it appears that just your install alone, is having the issues that you are dealing with... with that... but then, as Bubblehead1980 pointed out... & to which I agree... not all computers, are equal. Some are great all around, some great at 1 end of the specs but crappy at the tail end of things... others... just the complete opposite... crappy on the main points but the secondary or non-main points, excel. then with some others, it is hit or miss in both aspects primary & secondary.
Would figure that the comp manufacturers, would all get together & agree to keep things to 1 set standard... but... not the case. :nope:
:Kaleun_Salute:
M. M.
At this point I think its the unknown ship causing my crashes. I don't know if I could delete it or something.
Bubblehead1980
01-11-22, 09:39 PM
At this point I think its the unknown ship causing my crashes. I don't know if I could delete it or something.
I just do not understand how it could be a ship, since does not crash on my end. I scrolled through the rec manual last night in game, not CTD.
Going to look at something again this evening
StickMasterSteven
01-11-22, 09:56 PM
If you haven't returned to base... should be possible to gather info from... (located in your games save folder.. under \data\cfg\SaveGames\ located in the named save folder for that mod set up you have. For Me, have Mine, using MultiSH4 listed as TMO there in the documents section. If you're still out on patrol on that objective.. that should be the last listed ID there in the
"careertrack.upc" file, located in the very last folder in the
SaveGames\ folder there.. I believe that would be the file you'll need to "crack open" with notepad, to look at... if I'm not... mistaken. :hmmm:)
Info you'd need to cull (in other words, copy & then paste here in a reply post back... :yep:) found below in Example. (minus the " marks, of course... :D)
"Example:
PlayerCurrentObjectiveCode=Luzon Strait
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID98
PatrolStartDateTime=1941-12-09 13:00:00"
Not the one you'd see, of course... just used to give you, an idea of what to look for in that particular file. :yep: :shucks:
Armed with that info, will give Bubblehead the needed info to know more... precisely where to look.
:Kaleun_Salute:
M. M.
Here it is: 5003
Tell me how you made the icons shown on the screen small?
5004
Bubblehead1980
01-12-22, 05:29 AM
Tell me how you made the icons shown on the screen small?
5004
I had nothing to do with the map. The map is from the Nav Map Makeover by Nbjackso
I had nothing to do with the map. The map is from the Nav Map Makeover by Nbjackso
Thank you! Dealt with the fashion of NavMapMakeOverTMOUpdatePatch.
Here's what happened:
:Kaleun_Wink:50065007
Kal_Maximus_U669
01-13-22, 03:41 PM
CurrentDate=1941-12-09 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 13:00:00
CurrentFlotilla=FremantleCommand
CurrentFlotillaBase=Manila
CurrentSDepartureDescription=1.45173e+007,1.74617e +006,267.489
CurrentUPCFlotillaUserPlayerUnitType=F2Narwhal
http://image.noelshack.com/fichiers/2022/02/4/1642106454-sh4img-2022-01-13-21-33-07-618.png
Kal_Maximus_U669
01-13-22, 06:30 PM
CurrentDate=1941-12-09 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 13:00:00
CurrentFlotilla=FremantleCommand
CurrentFlotillaBase=Manila
CurrentSDepartureDescription=1.45173e+007,1.74617e +006,267.489
CurrentUPCFlotillaUserPlayerUnitType=F2Narwhal
http://image.noelshack.com/fichiers/2022/02/4/1642106454-sh4img-2022-01-13-21-33-07-618.png
Ctd after having this ..
http://image.noelshack.com/fichiers/2022/02/5/1642116581-sh4img-2022-01-14-00-25-47-317.png
:hmmm::salute:
Mad Mardigan
01-13-22, 06:49 PM
CurrentDate=1941-12-09 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 13:00:00
CurrentFlotilla=FremantleCommand
CurrentFlotillaBase=Manila
CurrentSDepartureDescription=1.45173e+007,1.74617e +006,267.489
CurrentUPCFlotillaUserPlayerUnitType=F2Narwhal
http://image.noelshack.com/fichiers/2022/02/4/1642106454-sh4img-2022-01-13-21-33-07-618.png
Hmmm.... :hmmm: :hmmm: :hmmm: :hmmm:
Guessing a reworking of the city there, would be needed.
Figuring, more east than north would resolve that...
Ctd after having this ..
http://image.noelshack.com/fichiers/2022/02/5/1642116581-sh4img-2022-01-14-00-25-47-317.png
:hmmm::salute:
As for this... nary a clue, but... do seem to recall seeing something similar to that... just not if it was with TMOverhauled v2.5 or if it was another SH4 mod set... :hmmm: if not TMO & that other mix. :hmmm:
Had... intended to bring that up... but... got sidetracked, else wise.
:Kaleun_Salute:
M. M.
Bubblehead1980
01-13-22, 07:28 PM
Thank you! Dealt with the fashion of NavMapMakeOverTMOUpdatePatch.
Here's what happened:
:Kaleun_Wink:50065007
nice. should share your changes in a mod:Kaleun_Salute:
Bubblehead1980
01-13-22, 07:35 PM
Ctd after having this ..
http://image.noelshack.com/fichiers/2022/02/5/1642116581-sh4img-2022-01-14-00-25-47-317.png
:hmmm::salute:
Which port was that? I've never encountered that before. Do you have any other map or mods enable that overwrite the .loc?
Also, I made no changes to the scenery, just use the nav map makeover by Nbjackso, with a few customizations to the files, but nothing with the scenery.
Please provide date/time/location/ and description of CTD with the Oyodo.
The Oyodo has been a issue at times. However, I have encountered it, identified it with no CTD before, so I included it in the sim.
Far as the awful rec manual drawing, that was the one that came with the ship from wherever I found it here on subsim.
Is there an updated version already?
Bubblehead1980
01-14-22, 08:16 AM
Is there an updated version already?
Below is a link to the current version.Another update is forthcoming, hopefully by the end of the month.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5965
Kal_Maximus_U669
01-14-22, 08:32 AM
hey hello Bubblehead ... :salute:
this is a fresh install I do not use any mod that is not from your compile
here is my list
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final = 1
Nav Map MakeOverTMOUpdate = 2
NavMapMakeOverTMOUpdatePatch = 3
AlliedShipsTMO = 4
ShipsforTMO = 5
EAXsoundsim_without_WebstersManeuver_TMO = 6
TMO2_different_smoke_and_splash_effects = 7
IJN_Radar_Fix_2 = 8
TMONewDepthChargesType95 = 9
for the "ctd" that this product when I am at the uzo by consulting the identification manual ... and that I am on the page of the said ship ... see the screen :ping:
Bubblehead1980
01-14-22, 11:52 AM
hey hello Bubblehead ... :salute:
this is a fresh install I do not use any mod that is not from your compile
here is my list
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final = 1
Nav Map MakeOverTMOUpdate = 2
NavMapMakeOverTMOUpdatePatch = 3
AlliedShipsTMO = 4
ShipsforTMO = 5
EAXsoundsim_without_WebstersManeuver_TMO = 6
TMO2_different_smoke_and_splash_effects = 7
IJN_Radar_Fix_2 = 8
TMONewDepthChargesType95 = 9
for the "ctd" that this product when I am at the uzo by consulting the identification manual ... and that I am on the page of the said ship ... see the screen :ping:
I tried it twice and did not get a CTD flipping through the manual or when ID' the Oyodo. I will try it again. Will you provide date/time/location please?
propbeanie
01-14-22, 11:56 AM
Manual- and auto-targeting might make a difference also. :salute:
Bubblehead1980
01-14-22, 11:57 AM
Manual- and auto-targeting might make a difference also. :salute:
:Kaleun_Salute: Valid point
Kal_Maximus_U669
01-14-22, 02:16 PM
of course there is always a way around the problem fortunately... but the problem should not be in the recognition manual...
this "Ctd" does not prevent me from playing but even should not be the no...
I don't think these problems should be today...
CurrentDate=1941-12-09 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 13:00:00
CurrentFlotilla=PearlHarborCommand
CurrentFlotillaBase=PearlHarbor
CurrentSDepartureDescription=-1.89536e+007,2.56312e+006,269.753
CurrentUPCFlotillaUserPlayerUnitType=F1Gar
this is what i see.....
http://image.noelshack.com/fichiers/2022/02/5/1642187505-sh4img-2022-01-14-20-06-37-270.png
http://image.noelshack.com/fichiers/2022/02/5/1642187512-sh4img-2022-01-14-20-06-54-192.png
here I have not started that there are already a lot of strange things it becomes angry at the end... but hey!!...
cookie-cutter solutions are not my thing... everything must work normally... not under duress... it becomes frustrating in the long run…but that said I have respect for your work let's continue...
for information I play manual targeting Mr. Beanie ... see you soon
the others who play this mod no nothing.. it's strange anyway..
Bubblehead1980
01-14-22, 11:22 PM
of course there is always a way around the problem fortunately... but the problem should not be in the recognition manual...
this "Ctd" does not prevent me from playing but even should not be the no...
I don't think these problems should be today...
CurrentDate=1941-12-09 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 13:00:00
CurrentFlotilla=PearlHarborCommand
CurrentFlotillaBase=PearlHarbor
CurrentSDepartureDescription=-1.89536e+007,2.56312e+006,269.753
CurrentUPCFlotillaUserPlayerUnitType=F1Gar
this is what i see.....
http://image.noelshack.com/fichiers/2022/02/5/1642187505-sh4img-2022-01-14-20-06-37-270.png
http://image.noelshack.com/fichiers/2022/02/5/1642187512-sh4img-2022-01-14-20-06-54-192.png
here I have not started that there are already a lot of strange things it becomes angry at the end... but hey!!...
cookie-cutter solutions are not my thing... everything must work normally... not under duress... it becomes frustrating in the long run…but that said I have respect for your work let's continue...
for information I play manual targeting Mr. Beanie ... see you soon
the others who play this mod no nothing.. it's strange anyway..
I am a little confused as to what you are talking about? Are you pointing out the tubes on the radar displays? Those are just part of the 3D model representing the various tubes/wiring etc on the radar cabinets, I have nothing to do with that.
TMO has the 3D TDC and Radar Range Unit mod incorporated into the Gato-Balao-Tench-Tambor-Gar interiors, so it looks a little different, esp with the "digital" readouts for range and bearing of the contact on the SJ cabinet, but it allows player to have a actual working and accurate SJ radar, provides a level of functionality otherwise not available in SH 4. Makes tracking and attacking targets at 100 difficulty, including without map contacts on, possible, and one navigate learning curve, not that difficult, for the most part.
Mad Mardigan
01-14-22, 11:52 PM
I am a little confused as to what you are talking about? Are you pointing out the tubes on the radar displays? Those are just part of the 3D model representing the various tubes/wiring etc on the radar cabinets, I have nothing to do with that.
TMO has the 3D TDC and Radar Range Unit mod incorporated into the Gato-Balao-Tench-Tambor-Gar interiors, so it looks a little different, esp with the "digital" readouts for range and bearing of the contact on the SJ cabinet, but it allows player to have a actual working and accurate SJ radar, provides a level of functionality otherwise not available in SH 4. Makes tracking and attacking targets at 100 difficulty, including without map contacts on, possible, and one navigate learning curve, not that difficult, for the most part.
Think, what Kal's making note of... is not the digital display, the numbers... or the display screens... but...
rather, is pointing out the... wiring... tubes... that override the display screens & by the digital numbers display, instead... & then disappear, where it looks like they should not be disappearing.
That's just a guess here. :hmmm:
:Kaleun_Salute:
M. M.
Mad Mardigan
01-15-22, 05:34 AM
Ctd after having this ..
http://image.noelshack.com/fichiers/2022/02/5/1642116581-sh4img-2022-01-14-00-25-47-317.png
:hmmm::salute:
phooey, just did a NCL_Oyodo_sil, included in a release for FotRS, that correctly displays the Rec Manual image for that ship.... can d/l it for your FotRS set up... & copy that _sil for it, to replace the current _sil that's missing 1/2 of the ships image... that should correct that issue... of the ship missing 1/2 its hull in the manual.
Bubblehead, could reach out to phooey, & see if it'd be ok, for Him... to use that image to use in TMOverhauls mix.
Just a suggestion... :shucks: :yep:
:Kaleun_Salute:
M. M.
post edit :
phooey's mod, can be found here :
FORTSU 1.7 Ship Silhouette Fix (https://www.mediafire.com/file/iqa8cslyxnhs8qy/FORTSU_1.7_Ship_Silhouette_Fix.7z/file)
And... per, phooey:
Of course. Should've mentioned this earlier, anyone can use this without asking me for permission as long as you put me in the credits.
Cheers, phooey
Xboxman523
01-15-22, 10:06 AM
Perhaps a similiar fix could be done for the issue I'm having? One ship in the id booklet is causing me crashes and the fotrs mod doesn't crash for me. So it's not a ram issue. It has to be the mod.
Kal_Maximus_U669
01-15-22, 10:48 AM
Hello everyone :salute:
I don't understand here... I think I was clear I show what I see in my games. The screens are pretty self-explanatory I think.
now I haven't checked in the basic TmO 2.5 to see if there are the same problems.. I can't check all of them...
another thing that I noticed... some time ago I had assembled RFB 2.0 by the way, it's great..!! for the time I do not understand that such a project was not pursued... the smoking problems are identical to yours so I conclude that you took pieces of RfB and TmO to build yours... however it there were already errors it seems to me in these ... so the errors were reflected in yours ...
now I don't need an explanation for the radar besides there is a manual for that "in game" what I want is to stop seeing all these graphic bugs... I'm not familiar with all these mods I master more silent hunter3.. I was a bit fed up with this one... so I'm going to devote myself more to the American navy that I really don't know...
Now I understand very well the effort you are making here and I know that you can't all do... besides yours is on the right track and I think that will be part of the best here... especially the navigation which is very good.. whatever the fuel consumption.. the weather.. battery charging.. better than Fotrs (I think Beanie & s7rikeback will cut me out...!! lol :D:D)
but what I want is to no longer see bugs of this kind whether on the antenna cables or whatever because it really does stain the mod
we are already bored enough with the graphic bugs of the basic games..
if only Nvidia released official drivers to fix these problems with through lights and such... because there is really a problem with anisotropy, anti-aliasing etc... it would really help modders with their creations...
I don't understand some here.. those who support Ubisoft who don't give a damn about you for years have not assumed their after-sales service the DMCA it works both ways so it seems to me to stop stamping their logo on the bars loading I do not support people who take me for an idiot..
if you allow me the expression...
Hi my friend Mad Mardigan who supports your work here... :yep:
A lot of people download your mod and nobody sees these things... I find it strange...
or no one says anything .. it's ommerta or what?
or maybe my computer is not like the others...
FYI, I don't use the steam version, it's the disk version.
http://image.noelshack.com/fichiers/2022/02/6/1642263145-img-20220115-170233.jpg
http://image.noelshack.com/fichiers/2022/02/6/1642263153-img-20220115-170332.jpg
a relic almost impossible to find today or at prices that are too expensive.... Mine is in perfect condition, new impeccable disc..
Bubblehead1980
01-15-22, 11:26 PM
Hello everyone :salute:
I don't understand here... I think I was clear I show what I see in my games. The screens are pretty self-explanatory I think.
now I haven't checked in the basic TmO 2.5 to see if there are the same problems.. I can't check all of them...
another thing that I noticed... some time ago I had assembled RFB 2.0 by the way, it's great..!! for the time I do not understand that such a project was not pursued... the smoking problems are identical to yours so I conclude that you took pieces of RfB and TmO to build yours... however it there were already errors it seems to me in these ... so the errors were reflected in yours ...
now I don't need an explanation for the radar besides there is a manual for that "in game" what I want is to stop seeing all these graphic bugs... I'm not familiar with all these mods I master more silent hunter3.. I was a bit fed up with this one... so I'm going to devote myself more to the American navy that I really don't know...
Now I understand very well the effort you are making here and I know that you can't all do... besides yours is on the right track and I think that will be part of the best here... especially the navigation which is very good.. whatever the fuel consumption.. the weather.. battery charging.. better than Fotrs (I think Beanie & s7rikeback will cut me out...!! lol :D:D)
but what I want is to no longer see bugs of this kind whether on the antenna cables or whatever because it really does stain the mod
we are already bored enough with the graphic bugs of the basic games..
if only Nvidia released official drivers to fix these problems with through lights and such... because there is really a problem with anisotropy, anti-aliasing etc... it would really help modders with their creations...
I don't understand some here.. those who support Ubisoft who don't give a damn about you for years have not assumed their after-sales service the DMCA it works both ways so it seems to me to stop stamping their logo on the bars loading I do not support people who take me for an idiot..
if you allow me the expression...
Hi my friend Mad Mardigan who supports your work here... :yep:
A lot of people download your mod and nobody sees these things... I find it strange...
or no one says anything .. it's ommerta or what?
or maybe my computer is not like the others...
FYI, I don't use the steam version, it's the disk version.
http://image.noelshack.com/fichiers/2022/02/6/1642263145-img-20220115-170233.jpg
http://image.noelshack.com/fichiers/2022/02/6/1642263153-img-20220115-170332.jpg
a relic almost impossible to find today or at prices that are too expensive.... Mine is in perfect condition, new impeccable disc..
As previously explained, I made no updates to the graphics etc, these, if present, are "native" to TMO or are a end user issue. If not aware, I did not create TMO, I merely picked up updating the mod since the creator is no longer active in the community. I am not having the same issues you report. The screenshots, to me, appeared you were pointing out tubes on the radar cabinet etc. Things can get lost in translation sometimes.
Yes, Ducimus was able to get the subs to historically accurate(mostly) fuel consumption and speeds, which is one of my favorite aspects of TMO. No trolling around the pacific at what is essentially harbor speed. The fuel in TMO takes into account the modification of the ballast tanks to carry fuel, which US subs would use for the transit to area, then once fuel consumed, typically about time arrived in patrol area, would convert tank back to ballast. Originally, this was a "special ability" but he did away with this and made it standard.
I have hoped it will be incorporated into FOTRS as well, it may be at some point (not sure) , but I understand why if not, its a lot of time consuming work and testing to implement this, and the numbers for the engine power etc that work in TMO may not work same in FOTRS, can have unintended consequences on other aspects of the sim. More than I would be willing to do at this point when have many things in mod can accomplish.
I've experimented with making the subs handle a bit more realistically, a long the lines of RFB but ran into some issues, quite time consuming, so its been put on backburner for now while I finish up things for the upcoming release.
propbeanie
01-16-22, 12:46 AM
FotRSU player submarines have completely different settings for almost all sim file settings, and therefore the fuel consumption is quite different. We have worked on that several times, and are only successful in changing battery charge and drain times, besides the fact that the "Range at current speed" uses bad math and is basically useless, which might be why the devs did not have it enabled in the Stock game... :roll:
Bubblehead1980
01-16-22, 01:03 AM
FotRSU player submarines have completely different settings for almost all sim file settings, and therefore the fuel consumption is quite different. We have worked on that several times, and are only successful in changing battery charge and drain times, besides the fact that the "Range at current speed" uses bad math and is basically useless, which might be why the devs did not have it enabled in the Stock game... :roll:
The range/speed/ETA estimates appear pretty accurate in TMO, never had issues. I would not want it to be exact, as tech of time did not provide for exact, there was always human error to some degree in the calculations.
Kal_Maximus_U669
01-16-22, 10:55 AM
Hello friends
Yesterday... I had installed RFB 2.0 on my laptop since this summer...!!
I replayed it despite my rotten smoke problem...
this RFB and RSRD mod is a must.. (I like the version with the old artworks on the download pages, it looks authentic..)
_the fuel consumption I find it top..
_recharging the batteries as well as the consumption in immersion
_the weather which brings here a real experience... (but I have to go further to see some thing..)
_the navigation of buildings which in stormy weather really brings sensations...
_the wake of the submarine is magnificent, it is clearly superior to the others..
_The HuD which is more complete at least I find that it is to my taste....
ok tonight I will continue...
in the recognition manual the same error is present...
Bubblehead1980
Why does this team no longer exist?
I'm happy to see that Comrade Luckner is present I really like what he does research etc... with a talent like that it will progress I'm sure...
Besides, I have installed his mods and will see but it will not be obvious since he is Russified...
Bubblehead1980
I will continue and let you know what I would like to see in yours...see you soon.. :yep::03:
Kal_Maximus_U669
01-16-22, 11:29 AM
The range/speed/ETA estimates appear pretty accurate in TMO, never had issues. I would not want it to be exact, as tech of time did not provide for exact, there was always human error to some degree in the calculations.
yes Bubblehead1980 is right... even if I'm not familiar with these mods... I'm just getting started... I'm learning...
but for having tried a little...!! all 3 (Fotrs;TmO;RFB)
the best feeling is to enter games for RfB then TmO then Fotrs...
your mods, my dear Beanie, are too rigid... the consumption is not there.. it's too low.. but hey, I had already broached the subject with you.. the navigation is not there either. .. No feeling...
besides I hope that Vickers will adapt all these fabulous mods to TMO revisited by Bubblehead which in my opinion deserves it more...
now... whoever loves the arcade... take Fotrs..
the one who wants "TMO" RFB sensations...the challenge...the Bubblehead1980 one who will be very good, I'm sure....
That we agree.. I do not criticize the work of the fotrs team..
but it's about my tastes as I said a beautiful clean graphics... a great gameplay... sensations close to the simulation... what happiness what... (which has trouble happening what. ..let's be patient...)
propbeanie
01-16-22, 11:32 AM
Yes, FotRSU is for the person that does not desire to get seasick while operating their submarine... lol - the original plan was for a mod to alter handling characteristics, but since the geometry of the boat is so different, most other settings used in other mods do not take very easily, so it will be a bit of a process to accomplish. :arrgh!:
Yes, FotRSU is for the person that does not desire to get seasick while operating their submarine... lol - the original plan was for a mod to alter handling characteristics, but since the geometry of the boat is so different, most other settings used in other mods do not take very easily, so it will be a bit of a process to accomplish. :arrgh!:
The main task in fashion, if it affects campaigning, is the historical correspondence of the described time, events, technical characteristics of the units used, etc. The complexity of the game should be controlled only by the settings in the menu. In fashion FotRSU everything is just great, except for campaigning and those questions that rest on historical compliance, for example, paired Bofors is a clear overhaul, ST radar did not give a circular view, but only a directional signal in the chosen direction. But if you focus on the historical correspondence of fashion can become an ideal mega fashion.
--------------------------------------------------
Главная задача в моде, если он затрагивает кампаинг - это историческое соответствие описываемому времени, событиям, техническим характеристикам используемых юнитов и т.д. Сложность игры должна регулироваться лишь настройками в меню. В моде FotRSU все просто великолепно, кроме кампаинга и тех вопросов которые упираются в историческое соответствие, например спаренный Бофорс это явный перебор, ST радар не давал кругового обзора, а только направленный сигнал в выбранном направлении. Но если сделать акцент на историческое соответствие мод может стать идеальным мега модом.
Xboxman523
01-17-22, 01:33 PM
Could someone let me know what's between the japanese destroyer mutsuki and kamikaze classes in the recognition manual? After doing tests with FOTRS, I've determined my CTD issues can't be computer related. It has to be the mod, which I don't mean as disrespect of course.
EddieLyons
01-17-22, 04:55 PM
I've just installed the recommended setup for TMO-BHU. Can I ask, is the Pre Pearl Harbor career start compatible with it? Will it cause any problems if I add this option from the original TMO 2.5?
Mad Mardigan
01-17-22, 05:05 PM
I've just installed the recommended setup for TMO-BHU. Can I ask, is the Pre Pearl Harbor career start compatible with it? Will it cause any problems if I add this option from the original TMO 2.5?
:hmmm:
If, you can be patient... & hold off for a bit, an just roll with the 1st run of TMOverhauled, there is coming an update/upgrade that will have a pre-Pearl career start, worked into it.
Not completely sure, but if not mistaken, the updated version... may also, include... SubRon 50, as well.
:Kaleun_Salute:
M. M.
EddieLyons
01-17-22, 05:16 PM
:hmmm:
If, you can be patient... & hold off for a bit, an just roll with the 1st run of TMOverhauled, there is coming an update/upgrade that will have a pre-Pearl career start, worked into it.
Not completely sure, but if not mistaken, the updated version... may also, include... SubRon 50, as well.
M. M.
Perfect! Thank you very much!
I'm much impressed with the details in the ReadMe files, so I'll look forward to embarking on a new career in this overhaul of the overhaul!
Bubblehead1980
01-17-22, 10:51 PM
I've just installed the recommended setup for TMO-BHU. Can I ask, is the Pre Pearl Harbor career start compatible with it? Will it cause any problems if I add this option from the original TMO 2.5?
The current Pre-Pearl Harbor start mod is not compatible with the TMO Update. However, Mad Mardigan is correct, the next TMO Update will include a pre-pearl harbor start in June 1941. This will provide some peace time operations amid escalating tensions with Japan through summer and fall of 1941. The possibility of hostile encounters is there, one ijn ship my depth charge you if detecting or open fire with deck guns, while another may ignore you and sail on unless you conduct hostile action.
Bubblehead1980
01-17-22, 10:54 PM
:hmmm:
If, you can be patient... & hold off for a bit, an just roll with the 1st run of TMOverhauled, there is coming an update/upgrade that will have a pre-Pearl career start, worked into it.
Not completely sure, but if not mistaken, the updated version... may also, include... SubRon 50, as well.
:Kaleun_Salute:
M. M.
I do plan to include Subron 50. in next release. I am about 75 percent finished with the Subron 50 campaign. I need to add the Operation Torch and orders to support the op as Subron 50 boats did, and get career start from New London added, as well as port facilities for New London (still figuring that out)
Mad Mardigan
01-17-22, 11:06 PM
I do plan to include Subron 50. in next release. I am about 75 percent finished with the Subron 50 campaign. I need to add the Operation Torch and orders to support the op as Subron 50 boats did, and get career start from New London added, as well as port facilities for New London (still figuring that out)
:Kaleun_Thumbs_Up:
No sweat... thought I had recalled it being mentioned of 50, being looked at being included... in an update... just was not sure if that'd be with the upcoming one, or in one, after the upcoming update...
Very much looking forward to the upcoming update... & can wait for the addition of SubRon 50, if that is in a follow up update. No rush. :shucks: :yep:
:Kaleun_Salute:
M. M.
Bubblehead1980
01-18-22, 01:28 PM
Could someone let me know what's between the japanese destroyer mutsuki and kamikaze classes in the recognition manual? After doing tests with FOTRS, I've determined my CTD issues can't be computer related. It has to be the mod, which I don't mean as disrespect of course.
Looked at this...order I have in rec manual is Kamikaze, Mutsuki, Shimakaze with no CTD.
Mad Mardigan, would you mind checking?
Mad Mardigan
01-18-22, 04:36 PM
Looked at this...order I have in rec manual is Kamikaze, Mutsuki, Shimakaze with no CTD.
Mad Mardigan, would you mind checking?
Not a prob... gimme a couple to boot up & run a cross check. Shall report back right after doing so...
brb, asap... :up:
:Kaleun_Salute:
M. M.
Mad Mardigan
01-18-22, 05:01 PM
Not a prob... gimme a couple to boot up & run a cross check. Shall report back right after doing so...
brb, asap... :up:
:Kaleun_Salute:
M. M.
Yes, can confirm... exact order as reported by Bubblehead1980... with NO CTD, on running through the Rec Man.
Did note a couple of sil's, that are not showing as they should... but highly doubt, that their absence of detailing, would be a cause for causing a CTD... however. :hmmm:
That said...
It is... feasibly possible... (& a bit rare... but any .0's (to whatever length of them) followed by a 1 % chance... is still a chance, no matter what...) of in downloading, of something being left out of a download.
Which, may... or may not be outright noticed, except to someone who... has extensive knowledge of all things files & folders wise. Of which, I don't lay claim to being gifted as such. By any means. Am still learning.
This, is what is otherwise known of... as a corrupted download.
That, coupled with... the unzipping process... (again, as with d/l comment above, in regard to corruption...) is rare but... in unzipping a zip file, something may... get lost in the process... again... not noticed outright except unless you're used to dealing with those self-same files & such... this is what is referred to, as a corrupted unzip.
Then, is the possibility... of both occurring back-to-back... even rarer, but... any percentage chance... is STILL... a chance... :hmmm:
Both instances I've outlined here... can occur. I know, as to having ran into instances of such, Myself... & am pretty sure that others have... as well, at 1 point or other. :yep:
Main point is... there are any permeable means & methods, for things... to go wrong from minor annoying ones with no dire consequences other than causing a bit of laughter, after some consternation of their happening... to downright disastrous ones... & anywhere in between these 2 extremes...
Hence, "Murphy's law"... in full effect.
:Kaleun_Salute:
M. M.
Bubblehead1980
01-19-22, 12:38 AM
Yes, can confirm... exact order as reported by Bubblehead1980... with NO CTD, on running through the Rec Man.
Did note a couple of sil's, that are not showing as they should... but highly doubt, that their absence of detailing, would be a cause for causing a CTD... however. :hmmm:
That said...
It is... feasibly possible... (& a bit rare... but any .0's (to whatever length of them) followed by a 1 % chance... is still a chance, no matter what...) of in downloading, of something being left out of a download.
Which, may... or may not be outright noticed, except to someone who... has extensive knowledge of all things files & folders wise. Of which, I don't lay claim to being gifted as such. By any means. Am still learning.
This, is what is otherwise known of... as a corrupted download.
That, coupled with... the unzipping process... (again, as with d/l comment above, in regard to corruption...) is rare but... in unzipping a zip file, something may... get lost in the process... again... not noticed outright except unless you're used to dealing with those self-same files & such... this is what is referred to, as a corrupted unzip.
Then, is the possibility... of both occurring back-to-back... even rarer, but... any percentage chance... is STILL... a chance... :hmmm:
Both instances I've outlined here... can occur. I know, as to having ran into instances of such, Myself... & am pretty sure that others have... as well, at 1 point or other. :yep:
Main point is... there are any permeable means & methods, for things... to go wrong from minor annoying ones with no dire consequences other than causing a bit of laughter, after some consternation of their happening... to downright disastrous ones... & anywhere in between these 2 extremes...
Hence, "Murphy's law"... in full effect.
:Kaleun_Salute:
M. M.
Which sils? I probably updated them already for the forthcoming version.
Mad Mardigan
01-19-22, 03:21 AM
Which sils? I probably updated them already for the forthcoming version.
If someone, doesn't beat Me to it... will do a more... thorough roll through the Rec Man & take a list, Bubblehead1980. Of which will then post that list, so that you can cross check on that. :shucks:
That was just with the... IJN roster... when I went to do a cross check on the destroyers... though.
Would be better to wait & look at the Rec Man, with the upcoming update... I'd think... but, can still take a look at the current... & see if there's any that might have been missed... in a quality control fashion... if ya want Me to.
No rush.
:Kaleun_Salute:
M. M.
StickMasterSteven
01-19-22, 10:59 PM
Mardigan or Bubblehead if y'all have a free minute... (I know modding is stupidly time consuming lol)
I still haven't been able to complete the photo recon mission in the Chinese harbor if I could get some help on that front. I posted all the relevant info earlier in the thread.
Bubblehead1980
01-19-22, 11:29 PM
Mardigan or Bubblehead if y'all have a free minute... (I know modding is stupidly time consuming lol)
I still haven't been able to complete the photo recon mission in the Chinese harbor if I could get some help on that front. I posted all the relevant info earlier in the thread.
Sent you a PM.
Mad Mardigan
01-20-22, 12:02 AM
Mardigan or Bubblehead if y'all have a free minute... (I know modding is stupidly time consuming lol)
I still haven't been able to complete the photo recon mission in the Chinese harbor if I could get some help on that front. I posted all the relevant info earlier in the thread.
When it comes to TMoverhauled... am more in the way of janitor, sounding board, sometime bloodhound on finding info or items... on occasion... & like everyone else, rolling with the mod set... crash test dummy.
Bubbleheads, the chief mech, riding herd on this here rodeo... which was the original brainchild of Dulcimus... I think it was... for TMO to begin with & possibly, others who worked with him, on it. So, for all things in the guts of it, would be the one to answer that.
I know some things, but... freely admit to not knowing everything... just those that I am knowledgeable about.
:Kaleun_Salute:
M. M.
StillFabry
01-21-22, 07:07 PM
all work fine now?!?! i dont find the mod for smoke....
Bubblehead1980
01-24-22, 12:47 PM
all work fine now?!?! i dont find the mod for smoke....
The smoke mod is included with the mod in the optional mods folder "TMO Different smoke and splash effects" See README for instructions to enable.
Way2co0l
01-25-22, 06:41 PM
Been away for awhile but after playing some UBOAT got the itch to come back and give this game another go! Didn't expect to see the supermods still in active development. Going to be giving the others a try later, but TMO was what I used most previously so the one I'm most eager to start with. Yes, that's probably a big mistake but I can handle it. haha.
Too impatient to wait for the update with the pre-pearl harbor start date but really excited to hear it's expected soon and will definitely be playing it once it's available! Just gonna be getting my feet wet until it's available. :D
Anyway, the point of this message is actually just to say thank you for taking the time and putting in the effort to continue improving on one of this game's most iconic and immersive mods. I look forward to seeing your progress with it! :D
Bubblehead1980
01-25-22, 09:46 PM
Been away for awhile but after playing some UBOAT got the itch to come back and give this game another go! Didn't expect to see the supermods still in active development. Going to be giving the others a try later, but TMO was what I used most previously so the one I'm most eager to start with. Yes, that's probably a big mistake but I can handle it. haha.
Too impatient to wait for the update with the pre-pearl harbor start date but really excited to hear it's expected soon and will definitely be playing it once it's available! Just gonna be getting my feet wet until it's available. :D
Anyway, the point of this message is actually just to say thank you for taking the time and putting in the effort to continue improving on one of this game's most iconic and immersive mods. I look forward to seeing your progress with it! :D
Thank you. I am really pleased by all the feedback on the mod as it was a lot of time and work, but worth it.
Yes, don't hold up your patrol time waiting on the next release lol. While it is coming soon, enjoy the mod. Currently, I am working on some bugs with the new patrol objectives/missions I added into the campaign. Just finished texting the Makin Island raid for Narwhal Class in August 42, worked out pretty great overall.
Bubblehead1980
01-26-22, 08:34 AM
Depth Charge Disturbance Mod for TMO 2.5 Update BH. See link below. Please make sure to actually read the README file. :Kaleun_Salute:
https://www.subsim.com/radioroom/showthread.php?t=251703
fitzcarraldo
01-26-22, 09:31 AM
Depth Charge Disturbance Mod for TMO 2.5 Update BH. See link below. Please make sure to actually read the README file. :Kaleun_Salute:
https://www.subsim.com/radioroom/showthread.php?t=251703
In the old TMO this TDW Mod caused several CTDs. Do you correct the issues?
Many thanks for the job!
Fitzcarraldo :salute:
Bubblehead1980
01-26-22, 09:39 AM
In the old TMO this TDW Mod caused several CTDs. Do you correct the issues?
Many thanks for the job!
Fitzcarraldo :salute:
There is a TMO "patch" as part of the mod to prevent CTD. I have had no CTD's with this mod.
fitzcarraldo
01-26-22, 10:25 AM
There is a TMO "patch" as part of the mod to prevent CTD. I have had no CTD's with this mod.
OK. I had with TMO 25 RSRDC OTC some CTDs with this mod and it was discussed in some thread (I don't remember where). Great you resolved the issue.
Many thanks!
Fitzcarraldo :salute:
Bubblehead1980
01-26-22, 10:35 AM
OK. I had with TMO 25 RSRDC OTC some CTDs with this mod and it was discussed in some thread (I don't remember where). Great you resolved the issue.
Many thanks!
Fitzcarraldo :salute:
Your issue may have been RSRD, possibly OTC. However, there was a fix put out to make the mod work with TMO and have included it. The mod has only been tested with TMO 2.5 Update BH but No CTD's with the mod setup suggested in the TMO 2.5 Update README.
fitzcarraldo
01-26-22, 11:24 AM
Your issue may have been RSRD, possibly OTC. However, there was a fix put out to make the mod work with TMO and have included it. The mod has only been tested with TMO 2.5 Update BH but No CTD's with the mod setup suggested in the TMO 2.5 Update README.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
01-27-22, 09:22 PM
Hey guys, of all the great feedback, have not heard a whole lot about the night surface attacks now possible in TMO , esp with large convoys in 1944, getting inside the convoys and attacking on surface. Share your experiences etc. I am running a test soon, may make some changes if needed.
KaleunMarco
01-27-22, 10:12 PM
Hey guys, of all the great feedback, have not heard a whole lot about the night surface attacks now possible in TMO , esp with large convoys in 1944, getting inside the convoys and attacking on surface. Share your experiences etc. I am running a test soon, may make some changes if needed.
we seem to be detected once we close to 5000 yds or so.
once we are detected, as you know, every ships starts to zig-zag and we become the target of the escorts.
:Kaleun_Salute:
Bubblehead1980
01-27-22, 11:27 PM
we seem to be detected once we close to 5000 yds or so.
once we are detected, as you know, every ships starts to zig-zag and we become the target of the escorts.
:Kaleun_Salute:
Hmm. Date? moonlight ? Fog? NO mods changing the visual sensors or sim.cfg settings ? Possible one of them has radar? never had them visually spot me that far out.
Hey guys, of all the great feedback, have not heard a whole lot about the night surface attacks now possible in TMO , esp with large convoys in 1944, getting inside the convoys and attacking on surface. Share your experiences etc. I am running a test soon, may make some changes if needed.
I am still in 43, late 43 - October. My patrol zone is area 11-B, near Formosa. I pick up a convoy by radar and went for it. Crystal clear sea, 0 wind, 0 waves (since I arrived near the patrol area), crescent moon.
3 rows convoy with 2 escorts, one in the rear, one in the front. Manage to get to 4000/3700 yards undetected.
But I had to end the game, so only after I pick up I can see if I can go even near.
By the way, deck awash tactic? Used in real life? In the game can be done and if so, will have any influence in the detection of the sub?
Bubblehead1980
01-28-22, 07:30 AM
I am still in 43, late 43 - October. My patrol zone is area 11-B, near Formosa. I pick up a convoy by radar and went for it. Crystal clear sea, 0 wind, 0 waves (since I arrived near the patrol area), crescent moon.
3 rows convoy with 2 escorts, one in the rear, one in the front. Manage to get to 4000/3700 yards undetected.
But I had to end the game, so only after I pick up I can see if I can go even near.
By the way, deck awash tactic? Used in real life? In the game can be done and if so, will have any influence in the detection of the sub?
Nice, so working it sounds like, let me know once you pick up the attack how it turns out.You are getting into the time period (late 43-1944) of primetime for the convoy battles, esp night surface attacks.
Decks awash, while used on occasion, was not used a lot of US subs in night surface attacks it seems, because it reduced the boats maneuverability on surface. US subs liked to hit the targets on surface at night, then if at all possible escape on surface to avoid being held down for hours and depth charged, while rest of ships escaped. Tactic was used more often when rescuing people from water, deploying rafts with troops, supplies, approaching shore to reduce visibility etc.German U boats liked to use the decks awash tactics more often in attacks if I recall.
While can use decks awash in the sim, it does not work as should for most part, select say 26 feet, boat takes too long to flood down and tends to "bounce" especially if have more than 1/3 speed. I did make a little mod where when hit the "radar depth" key, boat floods down to 26-27 feet(Depending on class of boat ), may include it in next release.
Overall, would not use tactic in combat unless must and not necessary to pull off night surface attacks given the changes in the TMO Update.
Mad Mardigan
01-28-22, 09:09 AM
Decks awash, tactic was used more often when rescuing people from water, deploying rafts with troops, supplies, approaching shore to reduce visibility etc.
I did make a little mod where when hit the "radar depth" key, boat floods down to 26-27 feet (Depending on class of boat), may include it in next release.
Overall, would not use tactic in combat unless must and not necessary to pull off night surface attacks given the changes in the TMO Update.
I'd say, definitely include that in the next release... since there are objectives missions of import, on rescues, agent/troop insert, supply drops, pickup missions, & having that ability to go decks awash... would be a nice thing to have handy.
Yeah, the U-boats did use a more decks awash approach, but... given the nature of the beast & the why's & where fore's for their using that tactic more so, than the U.S. counterparts did.... understandable, when they were literally getting their aft sides handed back to them, with an attrition rate of 3 of 4 not coming back... which climbed to those rates... the :hmmm: later 1/2 to 1/3 of the war.
:Kaleun_Salute:
M. M.
p.s. On the tactic's of night surfaced attacking... haven't really dove much into testing that capability, near as much as I'd like to or should. Still more used to the mind set of U-boat attacking... well... given the more push to U-boats with the entirety of the SH lineup. That & given 4's more.. versatile capability... to skipper an I class in the IJN (not entirely a complete set up, as yet... mind ya. :shucks:) to a T class sub skipper, in the Med.... to a soviet skipper... well... at any rate, testing I have had on that... was good... Know that on a merchie... was able to get within... 5-600 yards off their side, before I opened up... that was a solo by the way... & got close in, undetected. Of course... detected, after I opened up on them, from literal point blank range. Dark night, little to no fog, no rain... looked about to see the moon & wasn't one I could see in sight... Oh, & it wasn't stationary, it was chugging along at about... 4-6 knots... along the coast. Think I was around Formosa (Taiwan, nowadays, I believe...) either there.. or Hainan... somewhere in that general vicinity. Orders I had, was to scout out a port & await further orders, as I recall & was early on, like mid late Dec. of '41... maybe 1st week of Jan. '42. :hmmm: ported out of Manilla... which, got messaging that it had been abandoned & to return to Surabaya at patrols end.
1 question though... do the settings have to be so dark, as you can't even see details on the crewman, standing right there, practically on top of you... just curious... way it seems to Me, is like watching a light box puppet show, no details to the character... just a flat black cutout that you can tell is supposed to be a person, but that's it. :hmmm: That even includes the boat itself...as I said... just wondering about that.
Have been out in the country, away from city lights... & on a moonless night, it's dark, but after a bit... after the eyes adjust, can make out some details on things around about 6' from you... but much past that, details tend to get a bit... washed out, so that you can tell what something is by the general shape... but not see finer detail's to them. :yep:
Talking a country guy here... grew up in a rinky town, that if ya blinked, you'd miss it... it was that small.
That said, haven't really been out on the ocean, so no experience on how it'd be there... can just go on what I do know... for what it's worth. :shucks: :yep:
:Kaleun_Salute:
M. M.
Bubblehead1980
01-28-22, 03:03 PM
I'd say, definitely include that in the next release... since there are objectives missions of import, on rescues, agent/troop insert, supply drops, pickup missions, & having that ability to go decks awash... would be a nice thing to have handy.
Yeah, the U-boats did use a more decks awash approach, but... given the nature of the beast & the why's & where fore's for their using that tactic more so, than the U.S. counterparts did.... understandable, when they were literally getting their aft sides handed back to them, with an attrition rate of 3 of 4 not coming back... which climbed to those rates... the :hmmm: later 1/2 to 1/3 of the war.
:Kaleun_Salute:
M. M.
p.s. On the tactic's of night surfaced attacking... haven't really dove much into testing that capability, near as much as I'd like to or should. Still more used to the mind set of U-boat attacking... well... given the more push to U-boats with the entirety of the SH lineup. That & given 4's more.. versatile capability... to skipper an I class in the IJN (not entirely a complete set up, as yet... mind ya. :shucks:) to a T class sub skipper, in the Med.... to a soviet skipper... well... at any rate, testing I have had on that... was good... Know that on a merchie... was able to get within... 5-600 yards off their side, before I opened up... that was a solo by the way... & got close in, undetected. Of course... detected, after I opened up on them, from literal point blank range. Dark night, little to no fog, no rain... looked about to see the moon & wasn't one I could see in sight... Oh, & it wasn't stationary, it was chugging along at abut... 4-6 knots... along the coast. Think I was around Formosa (Taiwan, nowadays, I believe...) either there.. or Hainan... somewhere in that general vicinity. Orders I had, was to scout out a port & await further orders, as I recall & was early on, like mid late Dec. of '41... maybe 1st week of Jan. '42. :hmmm: ported out of Manilla... which, got messaging that it had been abandoned & to return to Surabaya at patrols end.
1 question though... do the settings have to be so dark, as you can't even see details on the crewman, standing right there, practically on top of you... just curious... way it seems to Me, is like watching a light box puppet show, no details to the character... just a flat black cutout that you can tell is supposed to be a person, but that's it. :hmmm: That even includes the boat itself...as I said... just wondering about that.
Have been out in the country, away from city lights... & on a moonless night, it's dark, but after a bit... after the eyes adjust, can make out some details on things around about 6' from you... but much past that, details tend to get a bit... washed out, so that you can tell what something is by the general shape... but not see finer detail's to them. :yep:
Talking a country guy here... grew up in a rinky town, that if ya blinked, you'd miss it... it was that small.
That said, haven't really been out on the ocean, so no experience on how it'd be there... can just go on what I do know... for what it's worth. :shucks: :yep:
:Kaleun_Salute:
M. M.
Well, as someone who who grew up on the ocean, boating sailing, deep sea trips etc, can testify it gets rather dark on open ocean with no light source, often can be difficult to see even other people on the boat when are pretty close to you, especially if wearing darker clothing (as watch crew would be) see their outline more than anything. WW II subs and ships were running blacked out, even on bridge no lights. Of course, moonlight changes visibility, fog level, position on earth, time of night etc.
I believe if the nights were any lighter in TMO Update would be back in situation where can't pull off the attacks and would be far too light for when out on the open ocean, in most cases, such as how stock etc are. A quick fix is to adjust the gamma, where it makes the sky appear light to player, easier to see things at night, but does not lighten the night and alter how the AI operates.
Mad Mardigan
01-28-22, 03:20 PM
Well, as someone who who grew up on the ocean, boating sailing, deep sea trips etc, can testify it gets rather dark on open ocean with no light source, often can be difficult to see even other people on the boat when are pretty close to you, especially if wearing darker clothing (as watch crew would be) see their outline more than anything. WW II subs and ships were running blacked out, even on bridge no lights. Of course, moonlight changes visibility, fog level, position on earth, time of night etc.
I believe if the nights were any lighter in TMO Update would be back in situation where can't pull off the attacks and would be far too light for when out on the open ocean, in most cases, such as how stock etc are. A quick fix is to adjust the gamma, where it makes the sky appear light to player, easier to see things at night, but does not lighten the night and alter how the AI operates.
Gotcha... as I mentioned... had never really been out on the waters... (meaning oceans...) for any length of time, even at night... so wouldn't be aware of that varied a difference as on land. What's that expression... ya learn something new, every day... even if ya don't realize ya did, sometimes.
Goes in hand with what My Granddad said... life, is a continuous learning experience... you never stop learning, except when you pass away & may not stop, even after you pass on... for all we know. :hmmm:
Hmm... haven't really messed about with the gamma... will see of testing/tweaking that... thanks. :up: Always knew about the bright factor... adjusting the brightness or darkness, through the monitor settings... but, only knew of gamma but never really messed (adjusted/tweaked) with it.
:Kaleun_Salute:
M. M.
Xboxman523
01-28-22, 07:06 PM
Good news friends! The issue I've been having with CTD's when using the rec manual has been solved. S7strikeback has helped created a fix for an issue that was affecting both FOTRS and TMO. I believe it will be incorporated into the next version of this mod.
fitzcarraldo
01-29-22, 10:17 AM
Hey guys, of all the great feedback, have not heard a whole lot about the night surface attacks now possible in TMO , esp with large convoys in 1944, getting inside the convoys and attacking on surface. Share your experiences etc. I am running a test soon, may make some changes if needed.
We are not enough agressive...:Kaleun_Crying:
Can you do a single mission with a convoy and in night? More easy to find than in campaign. :Kaleun_Applaud:
Regards.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
01-29-22, 10:18 AM
Good news friends! The issue I've been having with CTD's when using the rec manual has been solved. S7strikeback has helped created a fix for an issue that was affecting both FOTRS and TMO. I believe it will be incorporated into the next version of this mod.
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
Bubblehead1980
01-29-22, 11:11 AM
We are not enough agressive...:Kaleun_Crying:
Can you do a single mission with a convoy and in night? More easy to find than in campaign. :Kaleun_Applaud:
Regards.
Fitzcarraldo :Kaleun_Salute:
I could do that after next patrol (currently on patrol), but are pretty easy to locate in the campaign. Fall 1943, per history, is when Japanese get their act together to some degree with convoys. The HI (Singapore-Imari, Imari-Singapore) convoys start up on regular basis. Convoy activity increases as time goes on.
June 1944-December 1944...Singapore-Japan routes,South China Sea and especially Luzon Straits is ideal place to find the large convoys can get inside the columns and take full advantage of night surface attack. In reality, this is when the tactic really came into its own. In the forthcoming update, will have AI wolfpack mates that will attack as well. Many convoys are "historic" convoys, which spawn just once...they arrive at historic date and times...for example Parche's legendary "Ramages Rampage" on 31 July 1944, can find that convoy, and many more. There are random convoys that spawn on a cycle as well in this time period. Traffic will slow down in October as the Singapore-Japan traffic shifts to the Indochina/China coast, but the TAMA and MATA( Tako-Manila, and Manila-Takao, Formosa) convoys continue running (as they did per history) until December 1944.
I agree with Fitzcarraldo, A Convoy Training mission would be great.
I use the "Dick O'Kane Fleet Boat" mission, for practicing torpedo attacks and methods, and a night convoy scenario would be helpful for testing tactics.
Currently in campaign, I'll make a quick save when I detect a convoy, and replay it different ways.
I find I have pretty good luck with night attacks if I'm around 2000 yards.
Depending on weather conditions of course. I "Shoot and Scoot", so anything closer, and I dont have time to get out of visual range before torpedo impact.
The addition of Wolfpacks will be a GAMECHANGER. :Kaleun_Applaud:
Again, great job on your Modpack Bubblehead, and congrats on your Mod/Modder of the Year Award. :Kaleun_Salute:
Thank you for the replies about deck awash. :salute:
The night convoy attack: I did some tests the closer I got with been detected was 1800 yards. This distance was in my second attack, port side.
My first attack I was starboard of the convoy, shoot the torpedos at 3500/3000 yards +/-. Did a u turn, shoot my aft tubes and escaped southeast.
Circumvent the convoy and decided to shoot my remaining torpedoes. This time I manage to get to 1800 yards above. Then one of the escorts that was returning to front of the ships, began to shoot flares, the ships began to zig zag.
I only hit with my type 14 torpedos, all my electric ones I missed...:wah: Still having a difficulty get the correct speed of the target.
But in the end, I got 4 ships, 2 tankers, so got the Navy Cross when got back to base!
I am also in favour of a night convoy attack mission for testing and do some crazy things to see the behaviour of the game.
fitzcarraldo
01-30-22, 09:06 AM
I could do that after next patrol (currently on patrol), but are pretty easy to locate in the campaign. Fall 1943, per history, is when Japanese get their act together to some degree with convoys. The HI (Singapore-Imari, Imari-Singapore) convoys start up on regular basis. Convoy activity increases as time goes on.
June 1944-December 1944...Singapore-Japan routes,South China Sea and especially Luzon Straits is ideal place to find the large convoys can get inside the columns and take full advantage of night surface attack. In reality, this is when the tactic really came into its own. In the forthcoming update, will have AI wolfpack mates that will attack as well. Many convoys are "historic" convoys, which spawn just once...they arrive at historic date and times...for example Parche's legendary "Ramages Rampage" on 31 July 1944, can find that convoy, and many more. There are random convoys that spawn on a cycle as well in this time period. Traffic will slow down in October as the Singapore-Japan traffic shifts to the Indochina/China coast, but the TAMA and MATA( Tako-Manila, and Manila-Takao, Formosa) convoys continue running (as they did per history) until December 1944.
Many thanks. I´ll start a campaign in 43. Now I´m in 1942 in my current campaign.
Regards.
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
01-30-22, 12:55 PM
I agree with Fitzcarraldo, A Convoy Training mission would be great.
I use the "Dick O'Kane Fleet Boat" mission, for practicing torpedo attacks and methods, and a night convoy scenario would be helpful for testing tactics.
Currently in campaign, I'll make a quick save when I detect a convoy, and replay it different ways.
I find I have pretty good luck with night attacks if I'm around 2000 yards.
Depending on weather conditions of course. I "Shoot and Scoot", so anything closer, and I dont have time to get out of visual range before torpedo impact.
The addition of Wolfpacks will be a GAMECHANGER. :Kaleun_Applaud:
Again, great job on your Modpack Bubblehead, and congrats on your Mod/Modder of the Year Award. :Kaleun_Salute:
Sounds like you are doing it correctly, good job. In reality typical firing range in night surface attack was 2000-2500 yards, so I tweaked things in the mod so could, in most cases, fired from 2000-2500 yards, make the turn away without always being spotted, and shredded by sniper like gunfire. Basically, your sub is difficult to visually spot on the surface, as subs actually were. Many variables involved, but sounds like have found the intended experience.
How I operate, to avoid showing broadsides and thus risking being spotted prior to torpedo impact, is after firing, I make sure have a little momentum and rudder already on about 5-10 degrees of direction intend to flee, so basically by time torpedoes hit, I am in the turn, then just before torpedo impact, I go ahead flank to push on through the turn and haul a**. Worst case (in most situations), I can dive if needed.
I agree, coordinated attack groups aka wolfpacks is a bit of a game changer. I am still tweaking some things but have some basics working pretty well in testing. Of course, due to limitations of game can't exactly operate and communicate as the actual packs did, but still brings the immersion and provides some assistance against the larger convoys etc.
Example of what I have so far.
Orders in July 1944 will state are to proceed to Luzon Straits as part of wolf pack (they will have, based on historical docs, the name of the pack, typically named as the pack CO, be it a Captain in the early packs of the most senior CO aboard one of the subs) . In some instances, will depart in company with other AI subs (as packs often did), some instances will just proceed to your assigned area.
For the coordinated attacks, the AI subs (which fire torpedoes) are placed to appear along the track of a specific convoy , appropriate radio traffic will appear ordering player sub to so and so position at x date and time. It is set up so in some cases player is first to attack, some cases, wll be second or third. This is typically how us wolfpacks operated, they took turns, attacked from opposite sides.
In the sim, plays out well when most escorts are distracted, trying to hunt/sink the other subs, player can move in and attack.
One I recently I had in testing is I was inside convoy of 18 ships in 1944, on the surface at night and set up on two large tankers in the center column(where the most important ships usually are located). Fired three MK 18 each, which for northbound tankers, is somewhat overkill since are most likely loaded with fuel, but never know, so fired three each. Anyways, they hit, two 10000 tankers in fireballs, fired stern tubes at a merchant in column astern, hit it. Now, was racing along, dodging spotlights and gunfire. Could see escorts rushing in towards me on radar and visually spotted their massive bow wakes due to speed. Of particular concern was a full fledged destroyer, they and most DE's have speed to overtake sub on surface, unlike most escorts.
Anyways a couple of minutes into the chase, a ship on the starboard exterior column blows up, could hear(gotta love EAX sound mod) and see the flash in the distance. The DD turned around to go after it, as did two other escorts, only one kept heading for my area. I spent a few minutes dodging other merchants spotlights and sporadic gunfire, the escort trying to locate me, but always behind, but finally seemed to gain a fix and was closing, occasionally firing his guns from 3000-4000 yards, one or two close splashes, but not too close. Then on the port side of convoy, boom another ship goes up, escorts head that way. I was near the rear of the convoy about to exit and a mid sized merchant presented easy set up for my last MK 18 in stern tubes( had more in reserve, but had fired other three, saved one in case needed it before had chance to reload) . Manned aft TBT, fired the torpedo from 2100 yards. Ship must have had ammo as cargo as it denigrated, which 4600 ton merchants typically don't do unless have volatile cargo. Of course this attracted a previously undetected escort , the "rear guard" but , but was able to pull away on surface after chase and dodging a few rounds.
I was in testing, so had the external and next previous cams on. I was abel to watch escorts counter attacks on the subs. Unfortunately, a oversight, omission, bug etc in SH 4 , likely because UBI was too lazy to really work in AI subs into SH 4, is other AI vessels see them, even when they are not visible above the surface. So the escorts get within range and "spot" them, they fire their guns first, instead of just dropping depth charges. However, they will get close enough and will drop depth charges. AI subs don't change depths, so there is no "going deep" to evade. I have them timed and set to hit their last waypoint after attacking, so they will delete on last waypoint, which simulates them going deep and running silent. This also makes daytime submerged pack attacks not really possible as they are spotted at some distance.
Surfaced US AI subs, I am on the fence to include them in attacks, because they have tendency to get into gunfights with escorts lol. Guess could remove their deck guns, but then looks silly. Still working that part out.
Totals for attack in testing.
My boat (GATO)- Two 10000 ton tankers, one 4500 ton merchant.
AI Sub #1 - One merchant (unknown tonnage)
AI sub#2 One merchant (unknown tonnage)
Now, these results are not typical, AI subs are usually not most accurate shots lol, be it enemy or friendly.
Bubblehead1980
01-30-22, 01:08 PM
Thank you for the replies about deck awash. :salute:
The night convoy attack: I did some tests the closer I got with been detected was 1800 yards. This distance was in my second attack, port side.
My first attack I was starboard of the convoy, shoot the torpedos at 3500/3000 yards +/-. Did a u turn, shoot my aft tubes and escaped southeast.
Circumvent the convoy and decided to shoot my remaining torpedoes. This time I manage to get to 1800 yards above. Then one of the escorts that was returning to front of the ships, began to shoot flares, the ships began to zig zag.
I only hit with my type 14 torpedos, all my electric ones I missed...:wah: Still having a difficulty get the correct speed of the target.
But in the end, I got 4 ships, 2 tankers, so got the Navy Cross when got back to base!
I am also in favour of a night convoy attack mission for testing and do some crazy things to see the behaviour of the game.
No problem.
Sounds like a solid attack, well done .
Sounds like speed was correct in TDC, thus the other hits. MK 18's can be more difficult to shoot, primarily due to low speed of 29 kts and shorter range of just 4000 yards. Key with MK 18 is fire them on a bearing so they always meet the target, never have to "chase it". Also, due to their lower speed, accurate bearing/AOB/ and speed, matter, as does point of aim.
Example: You're on the TBT and want to fired three MK 18 at target. Aim for middle of target, typically the stack, make sure to aim just ahead of the stack, if you aim at the stack, it will usually hit astern of the stack. Something I have noticed over time and primarily had to do with the low travel speed of MK 18, the brief delay between final firing bearing into TDC, gyros set and torpedo being launched.
Also, one reason need to get to 2000-2500 yards to fire MK 18 instead of 3500-3000, is 3500-3000 yards is a long ways for a slow torpedo to go after a moving target, and with its limited range, more prone to missing targets or if misses, less likely to find another by "accident", which is more common when shooting into the large convoys. This was one of my reasons for working to change the ability to pull off night surface attacks in TMO. Before the update, was pretty much impossible most of the time. In later part of war, MK 18 was most common torpedo US subs used, but because of the ranges had to fire at in later war, esp in TMO, it was impossible in many cases, especially on surface. Attacking submerged not always optional with all the shallow waters have to venture into in late 1944 and into 1945 just to find targets, need to get able to get within range.
Bubblehead1980
01-30-22, 01:11 PM
Many thanks. I´ll start a campaign in 43. Now I´m in 1942 in my current campaign.
Regards.
Fitzcarraldo :Kaleun_Salute:
No problem. I am in June 1942 at moment, orders (new orders created for update) to patrol north-west of Midway. Worked to make all periods of the war interesting to operate in, but obviously late 1943-early 1945 are most interesting/fast paced times to patrol.
If you really want to test the night surface out in campaign, would start in June 1944 and hunt in the Luzon Straits, South China Sea areas as mentioned, likely to find the big convoys, can get inside the screen.
Fall 1943 see more convoys but not many of those type of convoys until 1944.
Bubblehead1980
01-30-22, 03:09 PM
How is everyone finding the new damage model when comes to depth charge attacks in TMO Update?
Type 95 and Type 2 depth charges?
How is everyone finding the new damage model when comes to depth charge attacks in TMO Update?
Type 95 and Type 2 depth charges?
I honestly forgot to change the depth charges and I am in December 1943.
With the type 95: before the night attack described above, I had a "nice" encounter with a Chidori class destroyer.
I show him my lovely derriére and shoot 4 torpedoes, and crash dive.
Went to the outside camera and saw that one was going to hit. "yeahhh, I am the greatest us sub commander of all time" and then the message: "Torpedo is a dud"! :o:o:o Why the admiral wants impact pistols...:wah:
So, to cut the story short, I had to go bellow 660 ft, sinking in silent running to escape. When doing the cat and mouse game, one charge did got to close and damage my engine compartment. Medium damage but manageable.
Possibly with the previous settings of the depth charges, that hit would had been fatal.
Bubblehead1980
02-01-22, 11:33 AM
I honestly forgot to change the depth charges and I am in December 1943.
With the type 95: before the night attack described above, I had a "nice" encounter with a Chidori class destroyer.
I show him my lovely derriére and shoot 4 torpedoes, and crash dive.
Went to the outside camera and saw that one was going to hit. "yeahhh, I am the greatest us sub commander of all time" and then the message: "Torpedo is a dud"! :o:o:o Why the admiral wants impact pistols...:wah:
So, to cut the story short, I had to go bellow 660 ft, sinking in silent running to escape. When doing the cat and mouse game, one charge did got to close and damage my engine compartment. Medium damage but manageable.
Possibly with the previous settings of the depth charges, that hit would had been fatal.
Nice. Damn. Still getting duds in December 1943? Or was that prior ? Dud problem is supposed to be solved on 25 September 1943. However, if are out at sea when the "switch" takes place, may noticed problem persists until next patrol.
660? holy crap lol I assume you were in a Balao Class and that is pushing it lol Yes, if had the Type 2 depth charge enabled, pretty good chance would have been fatal but not necessarily, depends on how close it was, if it compromised hull integrity. I am working on implementing it where ships begin to carry the new depth charges on their own (so do not have to enable the mods) and switch at appropriate dates (like the RSRD mod did) but time consuming process and ran into issues.) Being that deep even losing just a few percent of hull integrity to a close depth charge can cause hull collapse. Type2, with more explosive power does not have to be as close as Type 95 to cause such damage. Type 95 can still kill a sub, just not as likely.
Also, something I have come to realize in SH 4 does model, is charges are more effective at extreme depths (as were in reality) vs shallow depth. I've taken a depth charge at 125 feet and at 650 feet in Balao, landed exact same distance and spot. At 125 feet, does not do the damage same charge, same distance, some spot does at 650 ft. I tested this pretty exstenively and and 98% sure this is accurate.
In TMO update, charges are worth the same hitpoints, no wild variations (in default TMO, stock etc, hitpoint values of charges can range from 80-175, random factor, which is why the notorious an ahistorical "magic bullets" happened, that ended things when were not close enough to do so. Most subs hulls have 325-350 hitpoints, so get one at 175 with any kind of depth, probably going to cause hull collapse. Then the damage "spreads" throughout and would destroy key equipment, bullkheads etc. Default damage model annoyed me immensely lol, very gamey, which is why I changed it.
Prior, was the previous patrol, possibly September 1943.
Yes, I have the USS Balao. I went 610 and at silent running, 1 knot. The ship began to drop sloooowwwwlllyyyyy and i noticed the depth...:o
Mad Mardigan
02-01-22, 12:59 PM
On My end of things... haven't had the opportunity to really... stress test the 'Type 2's'... just have had the Type 95's, thus far, to date, only.
Even with those... haven't really had much... encounters getting those dropped about Me... considering I (& think this is owing to My style of play, based on U-boating... primarily, coupled with My general... methodology of attack mentality... attack, but make dang sure... to be able to boogie, if needs be... & safely. :yep:) approach attacking from a bit of a distance, almost but not quite at the furthest distance the torps can be fired from.
2nd, is where is comes to shallow waters areas... (again, probably influenced by My U-boating about... :shucks: :D) I generally avoid shallows... something, that... I still find Myself, working to overcome yet... still being mindful of at least, being able to get to peri depth, with a bit of gap left to go 1/2 that... if needed.
Have to say... is fun... trying to remember to shift gears on the fly...
What I can say is,... the few, rare occurrences of having some, dropped about Me... they weren't golden, magic bullet's.... was able to shake the offender, dropping them... either stealthily or outright destroying them, making sure the coast was clear... surfacing & then... getting the flock outta Dodge. :D
Hope this, albeit... meager tidbit, helps...
:Kaleun_Salute:
M. M.
Bubblehead1980
02-01-22, 05:39 PM
Prior, was the previous patrol, possibly September 1943.
Yes, I have the USS Balao. I went 610 and at silent running, 1 knot. The ship began to drop sloooowwwwlllyyyyy and i noticed the depth...:o
Ah, figured it was prior.
lol Yes, something the devs screwed up with in SH 4, subs performance below 600 feet (actual things seem to get weird at 597) is horrid. Without excessive speed, boat will not maintain depth, will sink to crush depth and rarely will stay at depth set, notice is hit the A key to stop at 650, will still drift on to 670+ , unless have a absurd amount of speed. This of course, runs batteries down quickly, makes excessive noise (game does not simulate lack of cavitation at those depths, unfortunately) , which takes away one of the major advantages of the Balao, ability to go to such such depths. I've considered altering AI sensors so they are not as effective at those depth. Japanese sonar/sound gear, for most part was not that effective, but it may make it so easy that all a player has to do is go to a certain depth to get away.I notated during testing the various speeds required to maintain depth for Balao and Tench (only subs that can get beyond 600 ft) , Ill search my pc, should still have the spreadsheet, and will share it here or PM to you.
Interesting story from the war about a Balao at 650 ft , is that of the BILLFISH. November 1943 was in Makassar Strait, severe 12 hours depth charge attack pushed her to 650 feet. Captain "lost it" , went manic, was relieved and went to his cabin. The XO, a LT Rush, took command. Japanese kept on them, eventually realized they were leaking oil and japanese were using the oil trail to assist in tracking them, so they reversed course to confuse their pursuer. Of course, they still had to have some useful info from sonar and hydrophones to continue pursuit and come so close with depth charges. Another reason do not want to nerf the sensors when it comes to that depth.
Chief Electrician's Mate John D. Rendernick took action and led emergency repairs, which included using a hydraulic jack to reposition port main motor, which had been knocked off its foundation, also filled a leaking stern torpedo tube with grease.
They managed to get home and before port, Officers and the CO made a agreement, that if he resigned command and transferred out of submarines, they would not report his "episode" when under attack, saving him embarrassment, and the Captain did just that.
By they way, yesterday happened one thing, 2nd time after i return to SH4 with TMO update.
Was going to my second objective in patrol, near the Japonese coast, was preparing to surface for the night run and began to have report of damages.
A mine i thought, since I am near those areas. The damage report was bulkhead severely damage and batteries destroyed (bow compartment).
Battle stations and blow ballast, but the sub just become stop in time.
No up or down, no sinking, no compress air diminishing.
Game bug? When one of the batteries compartments are destroyed, the game assume no sub?
Bubblehead1980
02-02-22, 06:37 AM
By they way, yesterday happened one thing, 2nd time after i return to SH4 with TMO update.
Was going to my second objective in patrol, near the Japonese coast, was preparing to surface for the night run and began to have report of damages.
A mine i thought, since I am near those areas. The damage report was bulkhead severely damage and batteries destroyed (bow compartment).
Battle stations and blow ballast, but the sub just become stop in time.
No up or down, no sinking, no compress air diminishing.
Game bug? When one of the batteries compartments are destroyed, the game assume no sub?
Where on the Japanese coast? Date/Time? Coordinates ?(if you have them) Area?
Yes, a bug in the sense that you took damage and your sub was actually destroyed, but game "half registered" it, if that makes sense. Happened to me before when I was depth charged in shallow waters in 1945, took a large pattern of depth charges, which two or three lucky ones exploded close. I thought I survived but had heavy damage, ordered repairs. DD's kept dropping in area but seemed to have left me alone After few minutes, noticed sub was not moving I went to external cam and could not see my sub under water. It was dark , almost dawn, so when daylight came, no sub, yet I could go inside sub. Hull damage was 38 percent. Escorts moved on eventually. No death screen though, I just had to considered myself sunk.
While rare, I believe this to be a unfortunate side effect of modding the damage model . I have had this happen in other mods that altered damage model as well. I have made some tweaks to the model in the upcoming version and have not had it happen in test, although it is rare in previous version as well. I just consider myself sunk when it happens and start a new career.
Also, if it was a reloaded savengame, I have noticed the damage system bugs happen more often with saved games. Not sure how or if anything can do to fix that. I have noticed modded SH 4 save games tend to have bugs, usually minor and not a big deal but can be annoying.
Far as cause of damage, most likely a mine. The mines were strengthened so one hit will destroy a submarine as it was quite unrealistic to survive a mine hit. Explosive power/hitpoints of the mines was raised to exceed the total hitpoints a sub can take and usually leads to 100 hull damage and screen of death. Sounds like your forward compartment hit them and the bug happened, where you were actually destroyed but game did not register it fully, so did not give you screen of death.
Another possibility, is a submerged AI submarine torpedoed you. I was recently hit by one for the first time. Night time on surface, no warning. Since you were submerged , I find it more likely to be a mine but if you were shallow enough, which I presume you were since about to surface, AI sub could have detected you.
Bubblehead1980
02-02-22, 06:46 AM
On My end of things... haven't had the opportunity to really... stress test the 'Type 2's'... just have had the Type 95's, thus far, to date, only.
Even with those... haven't really had much... encounters getting those dropped about Me... considering I (& think this is owing to My style of play, based on U-boating... primarily, coupled with My general... methodology of attack mentality... attack, but make dang sure... to be able to boogie, if needs be... & safely. :yep:) approach attacking from a bit of a distance, almost but not quite at the furthest distance the torps can be fired from.
2nd, is where is comes to shallow waters areas... (again, probably influenced by My U-boating about... :shucks: :D) I generally avoid shallows... something, that... I still find Myself, working to overcome yet... still being mindful of at least, being able to get to peri depth, with a bit of gap left to go 1/2 that... if needed.
Have to say... is fun... trying to remember to shift gears on the fly...
What I can say is,... the few, rare occurrences of having some, dropped about Me... they weren't golden, magic bullet's.... was able to shake the offender, dropping them... either stealthily or outright destroying them, making sure the coast was clear... surfacing & then... getting the flock outta Dodge. :D
Hope this, albeit... meager tidbit, helps...
:Kaleun_Salute:
M. M.
Those Uboat habits die hard:haha::Kaleun_Salute:
Type 2 charges(IJN started using in late 1943) sink faster and pack a real punch. Can be quite a surprise when first encounter them.
If you get into later war, you will be forced to operate in shallows if want to sink anything. Late 1944 traffic shifts to coastal waters as it really did. Provides excellent opportunities for night surface attacks though. Sometimes have to just submerge as well . Decoys are available then and are helpful.
Mad Mardigan
02-02-22, 09:34 AM
Those Uboat habits die hard:haha::Kaleun_Salute:
Type 2 charges(IJN started using in late 1943) sink faster and pack a real punch. Can be quite a surprise when first encounter them.
If you get into later war, you will be forced to operate in shallows if want to sink anything. Late 1944 traffic shifts to coastal waters as it really did. Provides excellent opportunities for night surface attacks though. Sometimes have to just submerge as well . Decoys are available then and are helpful.
Yeah, which is why I'm... trying... to overcome those... habits of skippering that I garnered with skippering U-boats. Same situation in operating a sub, but... radically different tactics used in commanding them. Even though, the U.S. arm, basically followed what the Kaleuns were doing with unrestricted sub warfare.... but, did a vastly better job at it.
Of course, with the way the IJN responded by not forming up convoys until well after the skippers had definitively put the merchie fleet, in the hurt locker... even after having the snafu of duds & premature dets from torps... all because the Bureau of Ordnance, couldn't get their heads outta their aft quarters, & listen to the skippers screams of frustration... instead, blaming them for their woes with torps. The vast difference between the whole issue with torps was... the Higher ups on the German side, did listen to their skippers & did manage to work out most of the kinks on their torps... of course, they still had issues but those were likely due to sabotage with their work force, rather than defects in the workings & plans for them.
Any who... may see of setting up a later on career so as to be able to test bed the 95's... Got plenty of room to maneuver, as it were. space wise.
:Kaleun_Salute:
M. M.
Where on the Japanese coast? Date/Time? Coordinates ?(if you have them) Area?
Another possibility, is a submerged AI submarine torpedoed you. I was recently hit by one for the first time. Night time on surface, no warning. Since you were submerged , I find it more likely to be a mine but if you were shallow enough, which I presume you were since about to surface, AI sub could have detected you.
When I get home after work I will play a little, so I can provide the information more precise. By memory, I was coming north from Sendai, was near that cape before Tokyo area. December 1943. 21h, I think.
I was at 150ft, begging to go to periscope depth. I think it was more a mine than enemy torpedo.
KaleunMarco
02-02-22, 11:56 AM
So, to cut the story short, I had to go bellow 660 ft, sinking in silent running to escape. When doing the cat and mouse game, one charge did got to close and damage my engine compartment. Medium damage but manageable.
this post is more for BH than Rhodes, who posed an interesting topic:
can the hydrophone/sonar stack detect a boat at 660 feet?
are there limits to the detection? power? scope?
Bubblehead1980
02-02-22, 12:07 PM
When I get home after work I will play a little, so I can provide the information more precise. By memory, I was coming north from Sendai, was near that cape before Tokyo area. December 1943. 21h, I think.
I was at 150ft, begging to go to periscope depth. I think it was more a mine than enemy torpedo.
Yep, you hit a mine lol There are minefields in that area (native to TMO, did not place them there myself) but those waters from what I read, were mined in Fall 1943. I've been killed in that area as well before.
KaleunMarco
02-02-22, 12:10 PM
Yep, you hit a mine lol There are minefields in that area (native to TMO, did not place them there myself) but those waters from what I read, were mined in Fall 1943. I've been killed in that area as well before.
on the topic of mines, yes, you have (lol) overdone yourself with mine fields.
i found myself printing mine field maps using the ME just so i could keep track. call it intel from previous missions of other boats. :03:
Bubblehead1980
02-02-22, 12:45 PM
this post is more for BH than Rhodes, who posed an interesting topic:
can the hydrophone/sonar stack detect a boat at 660 feet?
are there limits to the detection? power? scope?
I do not believe they can detect you at that depth if did not have previous contact, unless making a lot of noise, but they can track you. Default TMO (believe stock as well) the sensors max depth is -300 meters or 984 feet, which of course no sub in the sim (unless modified) can go that deep.
Now, I have noticed in testing that AI active sonar, especially if player sub is below a thermal layer tends to lose its effectiveness when player sub is at 620-650+ feet. They will still ping but do not, in most cases appear able to keep accurate track. I noticed when running silent at 650 feet their attacks tend to be off, can't get exact location. Problem comes when player is that deep and has to put on standard speed (at minimum) to maintain any type of depth, the RPM's player sub generates goes above 100, AI hears this noise, which confirms a sub is down there and starts pinging of course and will make its DC run, continue tracking. Of course can stop a few minutes and drift down but have to start back up. Well, this "resets" the timer for the AI, as AI has to go X amount of time without having what I will dub a "positive" contact before they give up.
Other factors include skill level of the escort(inTMO they are all set to Veteran, a few to Elite. Obviously, the Elite will have a easier time) , time period of the war, which reflects if they have the advanced sonar/hydrophone, sea state (calm seas vs heavy), thermal layer presence and depth, and location on earth in relation to the equator. Of course, settings in the sim.cfg also player a factor.
When am finished testing on this patrol, I will make some sensor changes and test them out to see if can provide more balance for such depths. Just do not want a situation where all player has to do is go to X depth and is home free, because that makes the sim too easy but also not reflective of reality, given the accounts of the Billfish, O Kane's account on the TANG off Truk and others of being tracked and attacked when submerged at 600+ feet.
Bubblehead1980
02-02-22, 12:53 PM
on the topic of mines, yes, you have (lol) overdone yourself with mine fields.
i found myself printing mine field maps using the ME just so i could keep track. call it intel from previous missions of other boats. :03:
Haha I really did not add that many, I reworked the fields and removed quite a few actually and even more of the submerged mines in upcoming release. What I did do is add the surfaced mines to certain areas to deny use in transit, and harbor, bay entrances etc. I did withhold in many cases because felt it would be unfair to player since AI lookouts do not spot them (as often happened in real life). I take it you hit a surfaced mine? lol Where? When?
I have considered in next release adding occasional intel messages via radio traffic regarding minefields as they did receive such intel now and then, have some research to do on the extent and frequency of those messages.
Would you mind sending me a copy of the map you made? Could include it as intel in next release, if you do not mind of course.
EddieLyons
02-02-22, 03:44 PM
I have a question about the behaviour of submerged AI subs.
Do they surface and dive like the player has to?
I ask because I have been tracking a submerged contact for over 20 hours, and there's no sign of it surfacing.
I made a hydrophone contact less than a day out of Pearl, en route to Wake Island. This was after dark on 9 Dec 1941, so I closed to try to make an identification - it was a single contact. But, after getting within range I was unable to detect it visually, so I submerged and manoeuvred to get in its baffles. I managed to do that seemingly undetected, and have been tracking it ever since - submerged.
Overall, it appears to be behaving as you would expect a Japanese sub to do, generally trending NNE between Oahu and Kauai, hunting for targets. But, without being able to make a positive ID as long as it remains submerged, I'm stuck, with my battery running down and CO2 building up. Do battery depletion and CO2 have any bearing on AI subs? Do they even need to surface? Am I just wasting my time tracking such a target, since I can't determine whether it's friend or foe?
:k_confused:
To clarify, I'm in TMO Bubblehead Update with RSRDC.
Bubblehead1980
02-02-22, 04:33 PM
[QUOTE=EddieLyons;2791439]I have a question about the behaviour of submerged AI subs.
Do they surface and dive like the player has to?
I ask because I have been tracking a submerged contact for over 20 hours, and there's no sign of it surfacing.
I made a hydrophone contact less than a day out of Pearl, en route to Wake Island. This was after dark on 9 Dec 1941, so I closed to try to make an identification - it was a single contact. But, after getting within range I was unable to detect it visually, so I submerged and manoeuvred to get in its baffles. I managed to do that seemingly undetected, and have been tracking it ever since - submerged.
Overall, it appears to be behaving as you would expect a Japanese sub to do, generally trending NNE between Oahu and Kauai, hunting for targets. But, without being able to make a positive ID as long as it remains submerged, I'm stuck, with my battery running down and CO2 building up. Do battery depletion and CO2 have any bearing on AI subs? Do they even need to surface? Am I just wasting my time tracking such a target, since I can't determine whether it's friend or foe?
:k_confused:
To clarify, I'm in TMO Bubblehead Update with RSRDC.[/QUOTE/]
No, the AI subs do not dive, surfce, or have to worry about battery power, oxygen etc.
Unfortunately, that is beyond capability of modders at this time. The submerged AI subs as well as surfaced AI subs will hit their last waypoint and "delete", which simulates diving. I've tracked a surfaced AI sub, been just about ready to fire and then it disappeared in front of me i.e. hit its last waypoint, it "submerged". Then hour or so later, ran into surface AI sub again, the sub respawned at a different location, to simulate sub surfacing after diving.
Attacking submerged AI subs is difficult, as it was difficult in WW II. In later war when have the "Cutie" homing torpedo, have somewhat of a chance. . PBY's in area will likely find the enemy sub at some point. I saw that recently outside of Midway in 1942, PBY depth charging submerged IJN sub, sunk it.
Best advice to you is to break off pursuit and head away toward your objective. AI subs can and will torpedo you. I was recently sunk by a AI sub for first time in campaign, on my first patrol out of Pearl Harbor in Dec 1941, prob 150 miles SW. Torpedo me on the surface at night. Possibly same sub you detected.
HEADS UP......
RSRD is NOT compatible with TMO Update BH . This will "break" the mod, including RSRD and eventually cause you major issues if has not already. Plus, it overwrites the new campaign in TMO, which is based on RSRD...has historical contacts, historic battles etc. With RSRD , you will lose most of roster of new ships with numerous ships, updates etc. RSRD is great mod, but it has not been updated in a rather long time, missing a lot of ships etc present in TMO Update. I believe I covered this in the README, if I did not, I apologize.
EddieLyons
02-02-22, 04:52 PM
Best advice to you is to break off pursuit and head away toward your objective. AI subs can and will torpedo you. I was recently sunk by a AI sub for first time in campaign, on my first patrol out of Pearl Harbor in Dec 1941, prob 150 miles SW. Torpedo me on the surface at night. Possibly same sub you detected.
Aye, aye, Cap'n. Breaking contact!
It's probably not been a complete waste of time tracking an essentially unattackable target. It's tested the submerged endurance of my Porpoise-class boat (USS Perch, SS 176) pretty much to the limit - down to 16% on battery, and up to 57/100 on CO2) and worked out the crew, so that's of benefit, at least!
So, time to resume my course towards Wake and the Marianas.
:Kaleun_Salute:
clayton
02-02-22, 05:30 PM
Does Vicker’s mods work with TMO? I’m looking for an AI break from FOTRS. I noticed another player on YouTube getting surprised with short-range SD callouts. Do first detection callouts vary with TMO? You play this game so much it very quickly becomes long range detection—dive—repeat.
Mad Mardigan
02-02-22, 05:39 PM
Does Vicker’s mods work with TMO? I’m looking for an AI break from FOTRS. I noticed another player on YouTube getting short-range SD callouts. Do first detection callouts vary with TMO? You play this game so much it very quickly becomes long range detection—dive—repeat.
Can tell you, the older subskins in 4k, work alright... & the battleflags one does, as well... just make sure to not use the portion of it that is for interiors... as that won't... not at this time, last I heard, vickers, was looking at adding to the interiors the ability to use them, with TMO... just no clear on when that would become available for TMO, as it now stands... what with Bubblehead1980's revamping of it.
Do know & appreciate that it takes a great deal of work, doing mods... having attempted a couple Myself... but, those attempts, were in the sound stage section... not the nitty gritty down in the mud, 3 D modeling or .dat files, or other areas in that same neck of the woods... :yep:
I am fairly confident of tinkering about in the .cfg areas... with moderate confidence... usually... :D
Oh, & stay away from the new released version of Sealife, for SH4... that 1 for FotRS... that won't work with TMO... can use the older version... the updated one, just prior to FotRS v1.7 version... but no further.
Hope that helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
clayton
02-02-22, 05:49 PM
“Do know & appreciate that it takes a great deal of work, doing mods...”
The dedicated work by Subsim and the modding community is what saved this and the rest of the silent hunter series, and I appreciate the advice on Vicker’s mods—I too am waiting patiently for his excellent work, but I’m looking for an AI change and I noticed the player getting jumped by an aircraft and the first callout was short range.
Starting at 9:00…
https://youtu.be/Rb6tVmC2oOs
Did he ignore the other call-outs for effect, had a slow dive, or is he playing with a mod where the aircraft always auto bomb the sub (like back in the day)? When I play using FOTRS, all SD callouts start at long range. I wanted to know if there is something different out there.
Bubblehead1980
02-02-22, 08:19 PM
Does Vicker’s mods work with TMO? I’m looking for an AI break from FOTRS. I noticed another player on YouTube getting surprised with short-range SD callouts. Do first detection callouts vary with TMO? You play this game so much it very quickly becomes long range detection—dive—repeat.
No, Vickers03''s interiors do not work with TMO at this time, causes CTD and other issues when others have tried. There is, down the pike TMO version coming from what was told. Some of his other excellent mods, such as EAX sound does. Make sure have proper version listed in the README. Far as of his others, I am not sure. Will have to ask about a specific mod on here, others may know.
The latest version of TMO is TMO 2.5 Update BH. The original TMO is quite dated as the creator has not been active in the community for some time.
In the TMO Update, I reduced aircraft presence heavily. That is a major different between current TMO and FOTRS. I removed a lot of airbases because they overlapped, so players were dealing redundant coverage. If the way the game spawn planes was not so asinine, would be okay but it is what it is, so made the change.
Now, when close to a air base in appropriate areas, will get more air contacts...think Tokyo area, Luzon Straits etc. I feel have found a realistic balance in the TMO Update.
TMO planes have a reputation for being tough and they are, especially later in war when they get the sensor simulating MAD, can see player sub submerged fairly deep.
SD detection range depends on some factors....which mod (SD or Improved SD) , the crewmember assigned to radar experience level...i.e. more skilled crew member will detect at further range, weather, altitude and speed of aircraft, bearing of the plane, proximity to land..mountain interfere etc.
The early war SD set...typical detection range is 6-8 NM depending on combo of the factors listed above. Patrol I just ended in July 1942...en route back home from Area 4A...SD radar (not improved model)....SD did not detect a MAVIS from Marcus Island, lookouts spotted it at about 8000 yards. I was in Narwhal Class, barely had time to get under. Fortunately, the fog seemed to prevent the plane from spotting us and plane was on N/S course and I was heading East...so range remained steady. That was a unusual example, 8/10 times will get bombed in that situation. Like I said, a lot of factors.
As war goes on, planes get tougher as skill levels go up, certain planes get radar( not super radar though lol, its reasonable).
Give TMO 2.5 BH a try, let me know what you think:Kaleun_Salute:
KaleunMarco
02-02-22, 08:42 PM
Would you mind sending me a copy of the map you made? Could include it as intel in next release, if you do not mind of course.
the maps are just screen shots from the Mission Editor.
Mostly between southern Kyushu and Formosa where you blocked off all of the transits routes between the Pacific and the East China Sea.
Bubblehead1980
02-02-22, 08:55 PM
the maps are just screen shots from the Mission Editor.
Mostly between southern Kyushu and Formosa where you blocked off all of the transits routes between the Pacific and the East China Sea.
Got ya, thought you meant you made a map.
SHHHHH don't reveal that publicly on the forum , about where the mines are lol
Definitely not all blocked off, some gaps in the islands are too large/deep to realistically mine
Based it on a map/docs I found while researching for mod, plus some subs disappeared in those areas, believed to have hit mines. Serves add some challenge to transiting the area to patrol areas in East China and Yellow Seas, it was a bit too easy before to get in and out, no risk. Can't put a patrol boat everywhere, although they are guard by patrol craft at times. So in some areas, put surfaced mines to control surface traffic, some areas have both surfaced and submerged mines.
Believe in README mentioned, straits, inlets, entrances to bays etc were most likely to be mined, so use caution
clayton
02-02-22, 09:23 PM
No, Vickers03''s interiors do not work with TMO at this time, causes CTD and other issues when others have tried. There is, down the pike TMO version coming from what was told. Some of his other excellent mods, such as EAX sound does. Make sure have proper version listed in the README. Far as of his others, I am not sure. Will have to ask about a specific mod on here, others may know.
The latest version of TMO is TMO 2.5 Update BH. The original TMO is quite dated as the creator has not been active in the community for some time.
In the TMO Update, I reduced aircraft presence heavily. That is a major different between current TMO and FOTRS. I removed a lot of airbases because they overlapped, so players were dealing redundant coverage. If the way the game spawn planes was not so asinine, would be okay but it is what it is, so made the change.
Now, when close to a air base in appropriate areas, will get more air contacts...think Tokyo area, Luzon Straits etc. I feel have found a realistic balance in the TMO Update.
TMO planes have a reputation for being tough and they are, especially later in war when they get the sensor simulating MAD, can see player sub submerged fairly deep.
SD detection range depends on some factors....which mod (SD or Improved SD) , the crewmember assigned to radar experience level...i.e. more skilled crew member will detect at further range, weather, altitude and speed of aircraft, bearing of the plane, proximity to land..mountain interfere etc.
The early war SD set...typical detection range is 6-8 NM depending on combo of the factors listed above. Patrol I just ended in July 1942...en route back home from Area 4A...SD radar (not improved model)....SD did not detect a MAVIS from Marcus Island, lookouts spotted it at about 8000 yards. I was in Narwhal Class, barely had time to get under. Fortunately, the fog seemed to prevent the plane from spotting us and plane was on N/S course and I was heading East...so range remained steady. That was a unusual example, 8/10 times will get bombed in that situation. Like I said, a lot of factors.
As war goes on, planes get tougher as skill levels go up, certain planes get radar( not super radar though lol, its reasonable).
Give TMO 2.5 BH a try, let me know what you think:Kaleun_Salute:
Thanks for the explanation. I was under the impression crew ability did not effect range—all my call outs are at long range, regardless of the time period or set I use. Watching the player get “surprised” by an aircraft (SD on and surfaced) is a foreign experience to me. Like I said, all my call-outs are at long range, so there is plenty of time to dive.
I will try your mod, and let you know.
Bubblehead1980
02-02-22, 09:46 PM
Thanks for the explanation. I was under the impression crew ability did not effect range—all my call outs are at long range, regardless of the time period or set I use. Watching the player get “surprised” by an aircraft (SD on and surfaced) is a foreign experience to me. Like I said, all my call-outs are at long range, so there is plenty of time to dive.
I will try your mod, and let you know.
There is a selector if I recall in the sensors file "use crew experience" or something along those lines. If selected, crew experience does play into things as a factor. I believe in TMO it is selected by default and if I recall I made sure it was selected last time I tweaked the sensors.
A problem with the SD radar in the game is its directional. In real life, the SD radar was non directional, only measured range of aircraft, so in the game it acts like a radar with 360 degree scope and measures bearing as well as range. I've tweaked it, unfortunately no way to get truly realistic performance, other than relatively short range, which permits surprise even with SD, as you saw in video.
clayton
02-02-22, 09:58 PM
There is a selector if I recall in the sensors file "use crew experience" or something along those lines. If selected, crew experience does play into things as a factor. I believe in TMO it is selected by default and if I recall I made sure it was selected last time I tweaked the sensors.
A problem with the SD radar in the game is its directional. In real life, the SD radar was non directional, only measured range of aircraft, so in the game it acts like a radar with 360 degree scope and measures bearing as well as range. I've tweaked it, unfortunately no way to get truly realistic performance, other than relatively short range, which permits surprise even with SD, as you saw in video.
I imagine FOTRSU would have that enabled by default—the crew experience setting. I’ll investigate it further.
Bubblehead1980
02-02-22, 10:05 PM
I imagine FOTRSU would have that enabled by default—the crew experience setting. I’ll investigate it further.
One would think so but am not sure, have not looked at the "guts" of FOTRS in a while. Again, that is not the only factor though or even a primary factor, but does seem to play into things. I have noticed experienced crewman manning the SD and SJ radar will track targets better, detect them earlier (within limitations of the equipment) etc. , various sensor settings, environment can have an effect, size, speed, altitude of aircraft, angle/profile to the radar "beam", settings in the sim.cfg radar section as well. . All play a factor.
Mad Mardigan
02-03-22, 12:09 AM
No, Vickers03''s interiors do not work with TMO at this time, causes CTD and other issues when others have tried. There is, down the pike TMO version coming from what was told. Some of his other excellent mods, such as EAX sound does. Make sure have proper version listed in the README. Far as of his others, I am not sure. Will have to ask about a specific mod on here, others may know.
The latest version of TMO is TMO 2.5 Update BH. The original TMO is quite dated as the creator has not been active in the community for some time.
In the TMO Update, I reduced aircraft presence heavily. That is a major different between current TMO and FOTRS. I removed a lot of airbases because they overlapped, so players were dealing redundant coverage. If the way the game spawn planes was not so asinine, would be okay but it is what it is, so made the change.
Now, when close to a air base in appropriate areas, will get more air contacts...think Tokyo area, Luzon Straits etc. I feel have found a realistic balance in the TMO Update.
TMO planes have a reputation for being tough and they are, especially later in war when they get the sensor simulating MAD, can see player sub submerged fairly deep.
SD detection range depends on some factors....which mod (SD or Improved SD) , the crewmember assigned to radar experience level...i.e. more skilled crew member will detect at further range, weather, altitude and speed of aircraft, bearing of the plane, proximity to land..mountain interfere etc.
The early war SD set...typical detection range is 6-8 NM depending on combo of the factors listed above. Patrol I just ended in July 1942...en route back home from Area 4A...SD radar (not improved model)....SD did not detect a MAVIS from Marcus Island, lookouts spotted it at about 8000 yards. I was in Narwhal Class, barely had time to get under. Fortunately, the fog seemed to prevent the plane from spotting us and plane was on N/S course and I was heading East...so range remained steady. That was a unusual example, 8/10 times will get bombed in that situation. Like I said, a lot of factors.
As war goes on, planes get tougher as skill levels go up, certain planes get radar( not super radar though lol, its reasonable).
Give TMO 2.5 BH a try, let me know what you think:Kaleun_Salute:
Bubblehead1980...
Can confirm, that the last sea life, before the version done for FotRS-U v1.7 (that is... :yep:) does work with your work... just as well as vicker's original 4k sub skin less gray... & the Battleflags mod. as long as you ONLY use the conning tower portion. The wardroom portion is useless... without the interior mod... which, as is known, that vicker's did mention of seeing of working on it to be able to be used for your work.. of revamping the original v2.5 to bring it up to date.
:Kaleun_Salute:
M. M.
Bubblehead1980
02-03-22, 01:13 PM
Bubblehead1980...
Can confirm, that the last sea life, before the version done for FotRS-U v1.7 (that is... :yep:) does work with your work... just as well as vicker's original 4k sub skin less gray... & the Battleflags mod. as long as you ONLY use the conning tower portion. The wardroom portion is useless... without the interior mod... which, as is known, that vicker's did mention of seeing of working on it to be able to be used for your work.. of revamping the original v2.5 to bring it up to date.
:Kaleun_Salute:
M. M.
:Kaleun_Salute:
Bubblehead1980
02-03-22, 02:21 PM
Screen shots and patrol report from the Battle of Midway in TMO 2.5 Update. I have added the patrol objective to patrol off Midway at appropriate time as US subs did. First time I've played it through not just testing. Basically the same as initial release out there, except in the upcoming versions...Three sets of orders player can randomly being assigned to cover different areas off Midway...one Northwest where good chance to run into the carriers...a second to the West (where Tambor spotted the Mogami/Mikuma and others and collision occurred) where have chance to spot the supporting cruisers and others. A third is further to south west where have chance to run into the invasion force approaching Midway . Of course, its not that simple lol.
Also...
Now have a decent representation of the SBD Dauntless, adds immersion and they did a job on the carriers, pretty much matched history.
Removed the US air strikes from Midway early on 4 June. I hated to do this, but found that even with them set to poor, the TBF SBD/ did too much damage to enemy fleet and caused a prolonged evasion, which delayed the IJN carrier force from being near correct point for US TBD's to attack and then the SBD's from the carriers, so would have situation where they did not engage the IJN carriers.
Link to patrol report and screenshots.
https://www.subsim.com/radioroom/showthread.php?t=107786
Bubblehead1980
02-03-22, 03:29 PM
Thus far have about 25 new patrol assignments (many of them special missions, esp for Narwhal Class, other missing patrol areas such as Gulf of Siam, Sea of Okhotsk) or orders to put player on patrol in middle of historic actions like Midway, Coral Sea, Philippine Sea. Even have one where receive orders to support the Doolittle Raid. Kind of cool to watch the Task Force come over the horizon when waiting to rendezvous) and more. I've tested about half so far, they are working properly. Existing patrol assignments in TMO have been modified (many of them). No more silly hollywood type photo missions. The patrol areas have been moved to accommodated the updated traffic lanes. Orders have been rewritten to be more in line with actual orders subs received.
Frankly, aside from creating traffic with the ME, quite a tedious, time consuming venture but worth it.
One mission I just finished refining, about to test for second time is the Makin Island Raid, to deliver Marine Raiders and extract them in August 1942. This objective will be exclusive to the Narwhal Class, but interesting.
Aside from landing the raiders, have to use deck guns (really fun if you have the donation narwhal, since have the actualsix inch guns) to shell enemy installations(have destructible land objects added to roster now) and boats in the lagoon on morning of 17th, as Narwhal actually did.
Then have to extract (the rescue rafts permit this) the raiders at night. A few surprises in the meantime. Was challenging on first test, made some refinements, should be good to go on this one.
Preview of the orders. Will post shots from the testing.
https://i.postimg.cc/FssmJTxD/Makin.png (https://postimages.org/)
Xboxman523
02-03-22, 04:24 PM
Awesome stuff! I hope to see how nice the Narwhal model looks!
Bubblehead1980
02-03-22, 05:14 PM
Awesome stuff! I hope to see how nice the Narwhal model looks!
Forgot to get some screenshots of Donation Narwhal last patrol as you requested. I will on this next one.
clayton
02-03-22, 07:34 PM
There is a selector if I recall in the sensors file "use crew experience" or something along those lines. If selected, crew experience does play into things as a factor. I believe in TMO it is selected by default and if I recall I made sure it was selected last time I tweaked the sensors.
A problem with the SD radar in the game is its directional. In real life, the SD radar was non directional, only measured range of aircraft, so in the game it acts like a radar with 360 degree scope and measures bearing as well as range. I've tweaked it, unfortunately no way to get truly realistic performance, other than relatively short range, which permits surprise even with SD, as you saw in video.
I checked FOTRSU’s sensor file, and using crew efficiency is all set to true or on, so, yeah, your SD modifications makes sense. I'll be sure and check it out when Vickers updates for TMO. Thanks for doing what you do.
Bubblehead1980
02-03-22, 09:51 PM
I checked FOTRSU’s sensor file, and using crew efficiency is all set to true or on, so, yeah, your SD modifications makes sense. I'll be sure and check it out when Vickers updates for TMO. Thanks for doing what you do.
Thanks for checking. May want to check with vickers03 but believe it will be a while.
Bubblehead1980
02-04-22, 02:26 PM
Tested out the Makin Island Raid added to TMO campaign last night, went well, was a interesting and challenging operation. See link below for screenshots and patrol report.
https://www.subsim.com/radioroom/showthread.php?p=2791765#post2791765
EddieLyons
02-04-22, 03:31 PM
This is probably nothing to do with TMO and your Update, but, it is 16 Dec 1941 and I am en route to Wake Island from Pearl. And, I have received the "Yesterday, December 7, 1941 - a date which will live in infamy" rebroadcast a total of 20 times so far in the Message Log.
Has this issue never been resolved in SH4? I seem to recall it happening in vanilla SH4 many years back when I first bought the game.
Bubblehead1980
02-04-22, 03:36 PM
This is probably nothing to do with TMO and your Update, but, it is 16 Dec 1941 and I am en route to Wake Island from Pearl. And, I have received the "Yesterday, December 7, 1941 - a date which will live in infamy" rebroadcast a total of 20 times so far in the Message Log.
Has this issue never been resolved in SH4? I seem to recall it happening in vanilla SH4 many years back when I first bought the game.
Correct, old stock issue, predates my update and original TMO. Although the Roosevelt speech is part of original TMO. I've noticed it happens more often on reload of saved games.
Mad Mardigan
02-04-22, 03:45 PM
This is probably nothing to do with TMO and your Update, but, it is 16 Dec 1941 and I am en route to Wake Island from Pearl. And, I have received the "Yesterday, December 7, 1941 - a date which will live in infamy" rebroadcast a total of 20 times so far in the Message Log.
Has this issue never been resolved in SH4? I seem to recall it happening in vanilla SH4 many years back when I first bought the game.
Is a radio station manager, that works with SH4... & is slated to work with ensuring that before you crank up into your SH4... of starting off with the date info located in your save file... so as to properly run radio music...
Will see if I can relocate that info on who made it & where it can be found to download... wanna say it's called Radio Station Manager... I think... :hmmm:
If ya wanna see of doing a search on your own, without waiting... up to you. :yep:
:Kaleun_Salute:
M. M.
EddieLyons
02-04-22, 04:30 PM
Will see if I can relocate that info on who made it & where it can be found to download... wanna say it's called Radio Station Manager... I think... :hmmm:
I'm already using the Radio Manager. It doesn't seem to affect what appears in the Messages Log, only the audio files you hear if you turn on the radio.
And, Bubblehead is correct: it does seem to be linked to loading saved games. Because I play with relatively low time compression (up to x64), and usually at a rate of one game day per real life day, I have frequent saves and loads.
I'll try a search in the forum. See if I can turn up anything. Thanks!
Mad Mardigan
02-04-22, 05:05 PM
I'm already using the Radio Manager. It doesn't seem to affect what appears in the Messages Log, only the audio files you hear if you turn on the radio.
And, Bubblehead is correct: it does seem to be linked to loading saved games. Because I play with relatively low time compression (up to x64), and usually at a rate of one game day per real life day, I have frequent saves and loads.
I'll try a search in the forum. See if I can turn up anything. Thanks!
Ahh... thought from what was mentioned, that it was attuned to the radio replaying that segment, over & over, repeatedly.
Yeah, not sure if there is a fix for text messages... getting repeated like that... :hmmm:
To be frank, haven't really thought about it... as I haven't really noticed it, being an issue.
Think the engine for it, attempts to, on reload of a save, to back track the previous 24 hour's worth, of 'radio' message traffic... I wanna say... but, am not 100% sure on that being the case *shrug* & That's... just a wild hare guess, at best... :yep: I do admit. :hmmm: :shucks: & for some odd reason, for you... it's going back wayyyy much further, than it needs to.
:Kaleun_Salute:
M. M.
Xboxman523
02-04-22, 05:27 PM
Nice sceenshots
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