View Full Version : [REL] Trigger Maru Overhauled Update BH
Bubblehead1980
04-03-22, 05:16 AM
Well you're having better luck at night surface attacks than I. I always seem to get noticed no matter what. :Kaleun_Binocular:
Hmm. Hope will read the tactics doc (link post in thread) and see how things work out after digesting the information and applying it.
Also, make sure you have the Radar Fix (included in download) activated properly, nothing overwriting it. Make sure that if have any additional mods or install order with TMO mods, not overwriting AIsensors.dat or AI visualsensors.dat.
Mad Mardigan
04-05-22, 03:06 AM
Have you encountered this before?
Awarded Silver Star. What is funny the tiny medal is the Bronze Star Medal.
https://i.imgur.com/4VPqiok.png
That... teeny... tiny... star badge, is 1 you earned earlier on. Awards, earned early on, get shunted to the side... to make room for the newer one, to be, showcased... as in the case of your having gained the Silver Star. :yep:
Just how early on, no telling exactly... though, I suspect... it can be possible to find out.
Can't recall just how though... :hmmm:
Bubblehead1980, could likely shed some light on that... or mayhaps, ol' propbeanie can, should they deign to pop in & do so, Captain Wreckless.
Hope this helps... clarify things... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Captain Wreckless
04-05-22, 03:18 AM
That... teeny... tiny... star badge, is 1 you earned earlier on. Awards, earned early on, get shunted to the side... to make room for the newer one, to be, showcased... as in the case of your having gained the Silver Star. :yep:
Just how early on, no telling exactly... though, I suspect... it can be possible to find out.
Can't recall just how though... :hmmm:
Bubblehead1980, could likely shed some light on that... or mayhaps, ol' propbeanie can, should they deign to pop in & do so, Captain Wreckless.
Hope this helps... clarify things... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Damn, Already answered. Found out it was the RUIM uniform mod that caused it. I disabled it and then deleted. Don't really care for it. Tried it out to see if I liked it. Nah!
USN rating badges were to high up on the shoulder and on both sleeves which is incorrect. I looked at the dds file for them and doesn't seem possible to fix.
Medals for the crew were showing MoH as Silver Star. Duh!
I didn't earn any earlier medals. I only did 1 patrol even though the text showed 2. Weird.
That 1 patrol I sank 1 cargo ship early and then destroyed a 4 ship (3 cargo, 1 dumbassed DD) convoy for 20K+ tons on the way back to Dutch Harbor. With the RUIM mod I get the Silver Star Medal for this action. :) With just TMO only I get Navy Commendation Medal. :( No fair.
Bubblehead1980
04-05-22, 04:35 AM
Damn, Already answered. Found out it was the RUIM uniform mod that caused it. I disabled it and then deleted. Don't really care for it. Tried it out to see if I liked it. Nah!
USN rating badges were to high up on the shoulder and on both sleeves which is incorrect. I looked at the dds file for them and doesn't seem possible to fix.
Medals for the crew were showing MoH as Silver Star. Duh!
I didn't earn any earlier medals. I only did 1 patrol even though the text showed 2. Weird.
That 1 patrol I sank 1 cargo ship early and then destroyed a 4 ship (3 cargo, 1 dumbassed DD) convoy for 20K+ tons on the way back to Dutch Harbor. With the RUIM mod I get the Silver Star Medal for this action. :) With just TMO only I get Navy Commendation Medal. :( No fair.
Yep, have to be careful adding mods, can conflict and cause weird things to happen. Some overt, some not so, but do affect how mod runs.
Medals have always been fouled up in SH 4, criteria etc. The MOH was replaced because basically every time player had a decent patrol it would hand out the MOH lol.
Yes, TMO, requires a lot to get a medal beyond the "lower" end medals. I've honestly never touched the medal files as not sure about how to do so and they are a aspect I like. Basically in TMO, you have to consistently achieve missions objectives through career and sink tonnage over time. High renown comes from sinking ships, and obviously some ships earn more such as a carrier vs a merchant, but a tanker, as those were prize targets, earns a bit of renown. I've adjusted values a bit in forthcoming version.
How did the scope filters work out?
propbeanie
04-05-22, 07:43 AM
Mission counts for the reports have been "off" in SH4 since they did the "repetitive missions" fix. Since you are assigned your next mission when docking at home port just after your patrol, the count for the as-yet not completed assignment is included in the logs. Either one team of programmers was using "zero" as the start of their in-game counting, and another group was using "one", or they completely missed the in-base log aspect of the game when they (Ubi / devs) applied their "fix" (which like most aspects of life was two steps forward, one step back)... lol
Captain Wreckless
04-06-22, 12:18 AM
Mission counts for the reports have been "off" in SH4 since they did the "repetitive missions" fix. Since you are assigned your next mission when docking at home port just after your patrol, the count for the as-yet not completed assignment is included in the logs. Either one team of programmers was using "zero" as the start of their in-game counting, and another group was using "one", or they completely missed the in-base log aspect of the game when they (Ubi / devs) applied their "fix" (which like most aspects of life was two steps forward, one step back)... lol
Ah. Never noticed it before.
Captain Wreckless
04-06-22, 12:35 AM
Yep, have to be careful adding mods, can conflict and cause weird things to happen. Some overt, some not so, but do affect how mod runs.
Medals have always been fouled up in SH 4, criteria etc. The MOH was replaced because basically every time player had a decent patrol it would hand out the MOH lol.
Yes, TMO, requires a lot to get a medal beyond the "lower" end medals. I've honestly never touched the medal files as not sure about how to do so and they are a aspect I like. Basically in TMO, you have to consistently achieve missions objectives through career and sink tonnage over time. High renown comes from sinking ships, and obviously some ships earn more such as a carrier vs a merchant, but a tanker, as those were prize targets, earns a bit of renown. I've adjusted values a bit in forthcoming version.
How did the scope filters work out?
Even when I commented out the mods medals it still messed things up. Anyway, the RUIM mod was just OK, IMO.
Filters were Meh. Even at 5K yards nothing can be seen. I even turned up the gamma and all that did was washout everything.
======
I installed the TDW Fire damage mod. Interesting. In clear skies and heavy seas, this convoy I attacked, I put 3 into a large merchie and 1 into the ship behind it. The large ship there were no secondary explosions and didn't sink out right. The other ship I hit under the funnel and got a BIG secondary explosion and fire. I had to wait for a reload.
The large ship went dead in the water and over time it decks were awash. The fire was put out on the other and she continued on at 5 kt.
In the mean time I put 2 into the 3rd merchie and down it went.
After this the large ship started exploding and went under stern first.
This whole time the DD was pinging everywhere but where I was. It only made 1 pass at me and dropped short.
I put 1 into the DD amidships, and down it went.
In the mean time the 2nd ship had boogied out of the area so I surfaced and gave chase. I was out of torpedoes show I started shooting in heavy seas at 3K yards. I noticed that the fires started up again and grew bigger. I think I hit her maybe 4 times before it sank. I don't think my hitting it did it.
So it appears this mod was doing what it was designed to do.
Bubblehead1980
04-06-22, 04:07 AM
Even when I commented out the mods medals it still messed things up. Anyway, the RUIM mod was just OK, IMO.
Filters were Meh. Even at 5K yards nothing can be seen. I even turned up the gamma and all that did was washout everything.
======
I installed the TDW Fire damage mod. Interesting. In clear skies and heavy seas, this convoy I attacked, I put 3 into a large merchie and 1 into the ship behind it. The large ship there were no secondary explosions and didn't sink out right. The other ship I hit under the funnel and got a BIG secondary explosion and fire. I had to wait for a reload.
The large ship went dead in the water and over time it decks were awash. The fire was put out on the other and she continued on at 5 kt.
In the mean time I put 2 into the 3rd merchie and down it went.
After this the large ship started exploding and went under stern first.
This whole time the DD was pinging everywhere but where I was. It only made 1 pass at me and dropped short.
I put 1 into the DD amidships, and down it went.
In the mean time the 2nd ship had boogied out of the area so I surfaced and gave chase. I was out of torpedoes show I started shooting in heavy seas at 3K yards. I noticed that the fires started up again and grew bigger. I think I hit her maybe 4 times before it sank. I don't think my hitting it did it.
So it appears this mod was doing what it was designed to do.
Yea, commenting out does not always work. Sometimes relationships in files are not are obvious. SH 4 is very sensitive about some things lol.
Ah, . Did you try the late war scope which essentially restores the default night periscope? Also, to be fair 5000 yards is a long way to see anything through the scope at night, even on a moonlit night, range needs to be closer for sure. I basically use radar for approaches at night until about 2000 yards, then can get a decent silhouette of target at least and plot to fire from 1000 yards or less. Enough do not need to pop up to radar depth anymore by that point as the TDC has a decent solution locked in, refined once have visual contact.
Nice job. Yea, fire mod is great. I've tooled around with it to keep the visual fires burning longer, because even when the visual dies out, the fire is still burning. If you have external cam on and get close can hear the "crackle" of a fire, means it is still burning, eating away at the ships hull strength over time, if it degrades it too much before fires go out, ship will sink. This will often retrigger the visual fire. I have witnessed it though where fire goes out, can't hear the fire either, than it catches fire again, simulates fires flaring back up, it happens. In forthcoming version i've increased sinking times, so sometimes get ships like tankers which are doomed, but stay afloat burning for a decent period of time. Interesting at night when hit one , and esp if two, lights up the immediate area. During surface attack, can help expose you to other escorts though have found since escort visuals are sensitive to light changes, more light, means they can se you better (obviously )
Hmm , sounds like heavy seas helped shield you from the DD, perhaps allowing perhaps let you get away with a little too much on this occasion lol.
Funny thing though is I've had some DD's be perfectly competent during heavy seas, not as effective due to waves but still competent, then some are just incompetent once seas state gets about above certain point, usually around 19 knot winds (10 meters per second) , which kicks up waves decent bit.
Captain Wreckless
04-06-22, 02:14 PM
Yea, commenting out does not always work. Sometimes relationships in files are not are obvious. SH 4 is very sensitive about some things lol.
Ah, . Did you try the late war scope which essentially restores the default night periscope? Also, to be fair 5000 yards is a long way to see anything through the scope at night, even on a moonlit night, range needs to be closer for sure. I basically use radar for approaches at night until about 2000 yards, then can get a decent silhouette of target at least and plot to fire from 1000 yards or less. Enough do not need to pop up to radar depth anymore by that point as the TDC has a decent solution locked in, refined once have visual contact.
Nice job. Yea, fire mod is great. I've tooled around with it to keep the visual fires burning longer, because even when the visual dies out, the fire is still burning. If you have external cam on and get close can hear the "crackle" of a fire, means it is still burning, eating away at the ships hull strength over time, if it degrades it too much before fires go out, ship will sink. This will often retrigger the visual fire. I have witnessed it though where fire goes out, can't hear the fire either, than it catches fire again, simulates fires flaring back up, it happens. In forthcoming version i've increased sinking times, so sometimes get ships like tankers which are doomed, but stay afloat burning for a decent period of time. Interesting at night when hit one , and esp if two, lights up the immediate area. During surface attack, can help expose you to other escorts though have found since escort visuals are sensitive to light changes, more light, means they can se you better (obviously )
Hmm , sounds like heavy seas helped shield you from the DD, perhaps allowing perhaps let you get away with a little too much on this occasion lol.
Funny thing though is I've had some DD's be perfectly competent during heavy seas, not as effective due to waves but still competent, then some are just incompetent once seas state gets about above certain point, usually around 19 knot winds (10 meters per second) , which kicks up waves decent bit.
I haven't tried the late war scope. I've got the early scope mod installed. I'll take it out and see how it goes. Yea 5K yards is a bit far. I was testing it on a passing Tug on my way to Kiska.
I think it's funny when radar or lookout spot a passing ship and it's either a fishing trawler, tug, or small merchant flying "Old Glory" all in enemy waters.
I play with external camera active. I've heard the fire crackle.
Bubblehead1980
04-06-22, 08:02 PM
I haven't tried the late war scope. I've got the early scope mod installed. I'll take it out and see how it goes. Yea 5K yards is a bit far. I was testing it on a passing Tug on my way to Kiska.
I think it's funny when radar or lookout spot a passing ship and it's either a fishing trawler, tug, or small merchant flying "Old Glory" all in enemy waters.
I play with external camera active. I've heard the fire crackle.
Yea, devs of SH 4 were lazy with their traffic patterns. I've corrected this in upcoming version, won't see small merchants flying US or Allied flags in occupied territory in middle of the war lol. Problem was was bad around Borneo and Java etc in Sept 1944, started running into Allied merchants sailing along off Tawi Tawi lol. Ridiculous.
Bubblehead1980
04-06-22, 08:03 PM
https://www.subsim.com/radioroom/showthread.php?p=2802414#post2802414
Fun testing convoy night surface attack in V 2.0
Captain Wreckless
04-07-22, 01:51 AM
SE of Kiska tracked a DD on radar and at 9K yards went to Periscope depth. Tracked him for a perfect broadside shot. Fired 2 Mk 14 set at 5 ft and watched them both run under. Grr. Quick set up again with more of a STBD quarter shot. 2 more fish set at 5 ft. 1 ran deep but the other hit midships and down it went.
North of Kiska radar picked up DD at 12K yards. Turned to intercept went to PD. Had a perfect setup, 2500 yards broadside. 5 ft set and fired #1. 5 ft set and fired #2 about 7 sec later. I then watched #2 pass #1. Opps, forgot to set #1 to high speed. Anyway #2 ran deep, Grr. The DD saw #1, increased speed and turned to STBD. #1 almost hit the stern, but the DD turned tight enough that #1 ran parallel down the STBD side.
Both of these were daytime attacks.
merc4ulfate
04-07-22, 09:09 AM
Forgive me I wasn't understanding of the post about this but doesn't the mod already have vickers sea life mod? I saw the suggestion to add it manually to the list to cure the squares moving through the water?
If it is already there why add it again please?
Just curious.
merc4ulfate
04-07-22, 10:03 AM
Moving through the Torres Straights. Began to take damage, CTD.
Bubblehead1980
04-07-22, 11:57 AM
Forgive me I wasn't understanding of the post about this but doesn't the mod already have vickers sea life mod? I saw the suggestion to add it manually to the list to cure the squares moving through the water?
If it is already there why add it again please?
Just curious.
No problem.
When the mod was uploaded originally, a texture was inadvertently left out, which caused the sea life to show up as weird "squares" instead of the fish etc.
Mod is a large file and not easy to upload to subsim as have to go through a admin, so not going to upload again just to fix one issue until next version (V2.0) Activating the sea mod independently solves the issue, which has been corrected in forthcoming release.
Bubblehead1980
04-07-22, 12:00 PM
Moving through the Torres Straights. Began to take damage, CTD.
Hmm. no mines or "friendly fire" shore batteries I am aware of there, I will check when home. Were you running at TC? Likely hit a small island and if at TC or even if not, caused CTD. Have to be very careful when navigating that strait and other places with little islands can only see if zoomed in.
merc4ulfate
04-07-22, 12:14 PM
Hmm. no mines or "friendly fire" shore batteries I am aware of there, I will check when home. Were you running at TC? Likely hit a small island and if at TC or even if not, caused CTD. Have to be very careful when navigating that strait and other places with little islands can only see if zoomed in.
I had a plotted course and thought I had avoided all islands but at TC I could have made a mistake on the course.
I wanted to test something today so I had a shootout on the surface with an auxiliary sub chaser. At one point I had hit it pretty good and he had me as well and then all of a sudden the entire decking disappeared from the submarine. I could only see the red cross hairs and all movement of it stopped. I hit escape and on the exiting screen it showed both boats and the submarine was nothing but wake no more hull.
I push my luck as much as push the limits of the game I guess.
Bubblehead1980
04-07-22, 01:09 PM
I had a plotted course and thought I had avoided all islands but at TC I could have made a mistake on the course.
I wanted to test something today so I had a shootout on the surface with an auxiliary sub chaser. At one point I had hit it pretty good and he had me as well and then all of a sudden the entire decking disappeared from the submarine. I could only see the red cross hairs and all movement of it stopped. I hit escape and on the exiting screen it showed both boats and the submarine was nothing but wake no more hull.
I push my luck as much as push the limits of the game I guess.
99 percent sure you hit a small island at TC and caused the CTD. Have to be very careful, esp in the Torres Strait, there as little islands that do not show up on screen unless very close.
lol Yes, that is a side effect of modifying the damage model. Basically, your subs hull collapsed from damage, you were "dead", so sub disappeared/sunk, but the sim did not register it to end the session. So your sub and equipment were destroyed, which is why could not move the gun or see your sub.
This happened to me in testing from gunfire and once when took a bunch of close DC in shallow waters. After a DC attack I noticed on the map the sub was no longer moving and my engines were at ahead 1/3, and orders to change depths were not answered. I went to external view and sub was gone lol. Gunfire I took a hit from CL's main battery when tracking him on surface trying to pull ahead for attack, and about a minute later poof disappeared, just as happened to you, but it said my hull damage was "only" 40 percent. I did have a large hole amidships though.
This is rare but can happen. More likely to happen if your sub takes damage from gunfire. Basically when I redesigned the damage model, I increased the hulls durability some as was a little too easy to destroy in depth charge attack and too resilient when it came to gunfire. Actually more vulnerable to gunfire now than before, but changes made causes system at times to not show as much damage as you have actually endured, especially from gunfire. So take a gunfire hit, may think you "only" have 20 percent but good chance much higher. I like this, as it discourages people from gunning it out if running a serious campaign. Basically, I have it set up in TMO where gunning it out with escort should be a absolute last resort, as it really was. With a merchant, should only be used as it was, finish off a crippled vessel or on small craft not worth a torpedo.
I've had your issue happen with AI Japanese submarine as well when hit it with torpedo, it exploded on torpedo impact as normal, sailed on about 30 seconds, well drifted and then poof disappeared. Normally, they will sink quickl but then I saw the prop wakes bubbles, which was kind of cool as have read in reports after subs sink seeing bubbles, debris etc on sight. Looking to added the oil slicks and all the merchants have when sunk to the subs.
However, I did not receive credit for the kill as sim did not register it same manner as what happened to you. I have noticed this tends to happen after I have activated and deactivated, then reactivated the TMO mod. Unfortunately this is necessary during development and testing of mod but when running a "real" career I never deactivate the main mod, so not a issue then.
Bubblehead1980
04-07-22, 04:56 PM
SE of Kiska tracked a DD on radar and at 9K yards went to Periscope depth. Tracked him for a perfect broadside shot. Fired 2 Mk 14 set at 5 ft and watched them both run under. Grr. Quick set up again with more of a STBD quarter shot. 2 more fish set at 5 ft. 1 ran deep but the other hit midships and down it went.
North of Kiska radar picked up DD at 12K yards. Turned to intercept went to PD. Had a perfect setup, 2500 yards broadside. 5 ft set and fired #1. 5 ft set and fired #2 about 7 sec later. I then watched #2 pass #1. Opps, forgot to set #1 to high speed. Anyway #2 ran deep, Grr. The DD saw #1, increased speed and turned to STBD. #1 almost hit the stern, but the DD turned tight enough that #1 ran parallel down the STBD side.
Both of these were daytime attacks.
Well done:Kaleun_Salute:
Captain Wreckless
04-07-22, 10:12 PM
OMG!
Last 2 set ups every shot ran deep. What a waste of 6 torpedoes.
Bubblehead1980
04-07-22, 10:25 PM
OMG!
Last 2 set ups every shot ran deep. What a waste of 6 torpedoes.
:har: Yea, can be quite frustrating. Imagine having that really happen. Looks like my intent to convey that frustration is working.
Captain Wreckless
04-08-22, 01:30 AM
:har: Yea, can be quite frustrating. Imagine having that really happen. Looks like my intense to convey that frustration are working.
I'm guessing a few of the crews came home with broken dishes and hands because of it.
:Kaleun_Smile:
pbar1469
04-08-22, 02:03 AM
Last 2 set ups every shot ran deep. What a waste of 6 torpedoes.
I hear you brother...
2 misses, 2 duds, 2 under.....
Felt like I was on the wrong side of history...
On the other hand, once fired 6 torps against a huge troop transport, but due to miscalculation and the ship accelerating, only 2 hit the stern, causing it to stop, the other four, passed her and found a sub chaser on the other side. All four hit the chaser (altough the ship was sinking with the first one).
That felt like a movie climax!!
Mad Mardigan
04-08-22, 01:06 PM
OMG!
Last 2 set ups every shot ran deep. What a waste of 6 torpedoes.
I hear you brother...
2 misses, 2 duds, 2 under.....
Felt like I was on the wrong side of history...
On the other hand, once fired 6 torps against a huge troop transport, but due to miscalculation and the ship accelerating, only 2 hit the stern, causing it to stop, the other four, passed her and found a sub chaser on the other side. All four hit the chaser (altough the ship was sinking with the first one).
That felt like a movie climax!!
Y'all do... (I hope & trust) realize, that the U.S. submarine fleet, did suffer for the longest time (too d**n bloody long, to be quite frank about it, due to a bunch of morons that were more worried about 'their' precious reputation, power, prestige & finally... pay chit, to acknowledge 'their' screw up, where it pertained to the torps available when the war began, that had NOT actually been tested out in the wild... meaning had extensive field testing, BEFORE they were slapped with a label of... ''reliability''.) with dud torps... that very badly malfunctioned... & even with the number of newer torp, to replace the older ones... the older, which were a bit more on the reliable side, than their newer 'cousins', as it were. :hmmm:
As is, is no telling just how many of those... 'Lost 52', (now cut down, to knowing where some of those are resting... thanks to those involved with the Lost 52 project...) were sunk, due to torps that malfunctioned.
That time, is well modeled in game thanks to modders... (too numerous, to name all here... but, My thanks to them just the same... :yep: :shucks: :up:) all because Ubi... was too $$$ sign struck, with shoving the game out the pipe & in a bum rush, to feed their greed... to properly do the job right. This, includes a whole lot of things that, are on that list of things that... Ubi, screwed the pooch on.
:Kaleun_Salute:
M. M.
Captain Wreckless
04-08-22, 01:53 PM
Terminated patrol early. Went home with 3 Mk 14s still in tubes.
89% failure rate. 1 hit out of 9 shots. Every one of them ran deep.
Beginning to feel like those sub commanders. :Kaleun_Mad:
Captain Wreckless
04-08-22, 01:54 PM
I hear you brother...
2 misses, 2 duds, 2 under.....
Felt like I was on the wrong side of history...
On the other hand, once fired 6 torps against a huge troop transport, but due to miscalculation and the ship accelerating, only 2 hit the stern, causing it to stop, the other four, passed her and found a sub chaser on the other side. All four hit the chaser (altough the ship was sinking with the first one).
That felt like a movie climax!!
That would have been a good replay to save.
Captain Wreckless
04-08-22, 02:53 PM
Paid the sub tender at Adak a visit. I thought it would refuel me but it doesn't.
https://i.imgur.com/FyzOKZd.png
Bubblehead1980
04-08-22, 02:54 PM
Paid the sub tender at Adak a visit. I thought it would refuel me but it doesn't.
https://i.imgur.com/FyzOKZd.png
Upper Right hand corner, click the anchor icon. Then click refuel..
Captain Wreckless
04-08-22, 02:56 PM
Upper Right hand corner, click the anchor icon. Then click refuel..
Yeah, just saw that. :k_rofl:
Bubblehead1980
04-08-22, 03:00 PM
Yeah, just saw that. :k_rofl:
haha it happens
Captain Wreckless
04-08-22, 03:17 PM
Got some dedicated sailors. Hope they can hold their breath long. :haha:
https://i.imgur.com/ADwunvl.png
Just one of those bugs. :doh:
Captain Wreckless
04-08-22, 04:18 PM
Just got sunk and CTD.
Except for 1 time, I CTD when I get sunk.
Anyone else?
Bubblehead1980
04-08-22, 04:29 PM
Just got sunk and CTD.
Except for 1 time, I CTD when I get sunk.
Anyone else?
How many times you been sunk? lol joking
Well, it has happened to me in testing. One of the side effects of changing the damage model, sometimes, depending on various factors, will CTD when sub is sunk or as what happened me last time. Thinking due to changes sim gets confused. Something I can live with if sunk anyway, to have a better damage model.
Last time I was sunk was in November 1944 in USS Barb, I took bombs to stern from aircraft while I was ascending to periscope depth, I must have been at 100 feet or so, plane using its MAD detected me, perfect drop, right on the torpedo loading hatch and second exploded right beside my staern, probably 6 feet away, which is rare for them to be that accurate.
Basically blew my stern off...was missing a bit of it visually many killed and wounded after torpedo and engine room. Hull damage went to 60 percent or so (what it registered as, likely more) About 20 seconds after the hits, my sub just disappeared, but I was inside or could go outside, but could not see sub, only some surface bubbles , orders were not obeyed etc. Basically, I was sunk, considered dead, , thus why boat was gone but game failed to register it and end patrol, so I had to exit myself.
Bubblehead1980
04-08-22, 04:33 PM
Got some dedicated sailors. Hope they can hold their breathe long. :haha:
https://i.imgur.com/ADwunvl.png
Just one of those bugs. :doh:
I have never had this bug in TMO. Did you tab out to desk top by chance?
merc4ulfate
04-08-22, 04:37 PM
Got some dedicated sailors. Hope they can hold their breathe long. :haha:
https://i.imgur.com/ADwunvl.png
Just one of those bugs. :doh:
shark bait hoo haha
pbar1469
04-08-22, 08:43 PM
That would have been a good replay to save.
I KNOW!! I totally forgot about that!
That scene was the reason with I play with External Camera...
I shot the 6 fish, and went outside, followed the wakes.
Half way through, my heart sank as I could tell that most of them missed.
But as I stopped the camera to watch the only two hits, the big (not so lumbering) transport moving away from the scene, revealed the escort behind, probably two, three hundred yards away!
I could see the wakes heading in the right direction, the escort tried as much as he could to avoid, but even the last of the four fish hit her with a profile of about 45 degrees!
It was epic.
Captain Wreckless
04-09-22, 01:27 AM
I have never had this bug in TMO. Did you tab out to desk top by chance?
I think so. Would that cause it?
Bubblehead1980
04-09-22, 01:42 AM
I think so. Would that cause it?
Absolutely. Shelling out to windows is not advised in any version of SH 4 as it causes all kinds of problems, can even corrupt a game when saving after shelling out. Throws weather, time etc out of whack as well. Can also cause bug where you never get fresh air, even when boat surfaces, crew ill eventually run out of oxygen. Can also have negative effects on AI sensors etc.
merc4ulfate
04-09-22, 08:59 AM
Absolutely. Shelling out to windows is not advised in any version of SH 4 as it causes all kinds of problems, can even corrupt a game when saving after shelling out. Throws weather, time etc out of whack as well. Can also cause bug where you never get fresh air, even when boat surfaces, crew ill eventually run out of oxygen. Can also have negative effects on AI sensors etc.
Anytime I have ever went out of the game like this I always get a suffocated crew. I'd rather lose any progress I have made than shell out.
les green01
04-09-22, 11:46 AM
shelling out in any silent hunter game should be avoided bad enough the crew looks like they was born without fresh air or i always get the ugly crew
USS Silversides patrol report 6 :
https://drive.google.com/file/d/1gWt6OhV0omJF2U9wRNFA6kEhFkZKeSKO/view?usp=sharing
9 ships sent to Davy Jones for 22,600 tons claimed. (no pics this time around)
Bubblehead1980
04-12-22, 08:17 PM
USS Silversides patrol report 6 :
https://drive.google.com/file/d/1gWt6OhV0omJF2U9wRNFA6kEhFkZKeSKO/view?usp=sharing
9 ships sent to Davy Jones for 22,600 tons claimed. (no pics this time around)
Nice!:Kaleun_Salute: Look forward to reading this. Also, if don't mind, post the link in the Patrol Logs thread as well, for preservation.
So… just started new patrol out of Brisbane (thanks again BH, changing orders was a breeze).
While leaving Moreton Bay, just west of Moreton Island by about 6500 yds, I suddenly realized that while I was not paying attention to the game, I was threading the needle of a massive minefield for what I’m only guessing is 5 miles. Through a minefield…
Are there any minefield maps, at least for friendly ports? Would hate to blow my boat up before making it out of the bay.
Bubblehead1980
04-13-22, 12:18 AM
So… just started new patrol out of Brisbane (thanks again BH, changing orders was a breeze).
While leaving Moreton Bay, just west of Moreton Island by about 6500 yds, I suddenly realized that while I was not paying attention to the game, I was threading the needle of a massive minefield for what I’m only guessing is 5 miles. Through a minefield…
Are there any minefield maps, at least for friendly ports? Would hate to blow my boat up before making it out of the bay.
No problem:Kaleun_Salute:
lol you lucked out did not hit a mine. Unfortunately there are no minefield maps for current version. Using the mission editor open up Data/Campaigns/Campaign/US Minefields, will give you a idea of where the safe passes are. In Brisbane
In upcoming version, there will be escorts to follow through the gaps in minefields and will label location of friendly mines in ports as well on the map. I was not aware at time of first version of how to edit things with the map, have since learned, so did a bit of work with labels etc.
merc4ulfate
04-13-22, 02:36 PM
No problem:Kaleun_Salute:
lol you lucked out did not hit a mine. Unfortunately there are no minefield maps for current version. Using the mission editor open up Data/Campaigns/Campaign/US Minefields, will give you a idea of where the safe passes are. In Brisbane
In upcoming version, there will be escorts to follow through the gaps in minefields and will label location of friendly mines in ports as well on the map. I was not aware at time of first version of how to edit things with the map, have since learned, so did a bit of work with labels etc.
Wouldn't a friendly port have maps?
Wouldn't a friendly port have maps?
:Kaleun_Cheers:
It could help.
I was just about to turn out of the bay and saw mines to starboard and thought, "wow, very cool. Its a good thing this place is protected." Then I looked behind me with bino's and saw others...
Went to free view (usually used just for screenshots) and I saw what I had just sailed through! Dont know how I did it, but I missed countless mines haha.
Mad Mardigan
04-13-22, 03:16 PM
:Kaleun_Cheers:
It could help.
I was just about to turn out of the bay and saw mines to starboard and thought, "wow, very cool. Its a good thing this place is protected." Then I looked behind me with bino's and saw others...
Went to free view (usually used just for screenshots) and I saw what I had just sailed through! Dont know how I did it, but I missed countless mines haha.
Yeah.... remember, thinking that same thoughts (your high lit section of what you said there... :yep:) the number of times... I blithely sailed through the channel there, in SH3... until I took a gander once, using free cam view... & got the shock of My life... sailing right past a mine... & those were the ones I noted, at 1st... seen from the surface... NOT counting, the untold ones that I sailed past & over... as well... all the while, blasting through the area, hopped up on high TC... :hmmm: numerous times. :doh: :o :timeout:
:yep: :shucks:
:Kaleun_Salute:
M. M.
Bubblehead1980
04-13-22, 06:21 PM
Wouldn't a friendly port have maps?
Probably, but then again defensive minefields were classified information and may not have risked sending ships deep into enemy waters with such materials, one of the reasons ports often had escorts when leaving/arriving and would often pick up a pilot as well. In current version, best bet for a map is go to the mission editor, open data/campaigns/campaign/US Minefields and take a look.
In the soon to be released V 2.0, there will be escort vessels for when arriving/departing ports, player can follow through the minefield gap. Minefield gaps at friendly ports will be labeled on the map for orientation purposes but will advise to follow escort through.
Bubblehead1980
04-13-22, 06:29 PM
:Kaleun_Cheers:
It could help.
I was just about to turn out of the bay and saw mines to starboard and thought, "wow, very cool. Its a good thing this place is protected." Then I looked behind me with bino's and saw others...
Went to free view (usually used just for screenshots) and I saw what I had just sailed through! Dont know how I did it, but I missed countless mines haha.
Lol definitely got lucky. Since the minefields at most friendly ports are overall for show/immersion purposes, they are not as dense as should. This was done to lessen chances of CTD when running TC near port since large minefields can be problematic in that sense. With less density, its possible with luck, smaller vessels like a sub can ride through without hitting one, a lot of lucky involved though unless you have spotted them and are able to navigate. Remember, if ever caught in enemy minefield in same situation (can happen) can use deck and AA guns to blow them up. 20 MM and 40 MM handle them well. They make quite the explosion, just make sure are not too close when you gun them.
In testing I watched a DD wonder into the Darwin minefield lol kept barely missing mines, then hit one finally.
Captain Wreckless
04-15-22, 03:08 AM
Had a really good patrol in the Nautilus with over 26K sunk, all for naught when I ran out of fuel 39nm short of Midway.
Had it all planned out to where I still had about 5% fuel left. But those pesky IJN seaplanes would not leave me alone. I thought I was safe from them being in the middle of nowhere, but no! I had to crash dive 3 times and use up my fuel staying submerged.
Bummer.:Kaleun_Crying:
Bubblehead1980
04-15-22, 05:20 AM
Had a really good patrol in the Nautilus with over 26K sunk, all for naught when I ran out of fuel 39nm short of Midway.
Had it all planned out to where I still had about 5% fuel left. But those pesky IJN seaplanes would not leave me alone. I thought I was safe from them being in the middle of nowhere, but no! I had to crash dive 3 times and use up my fuel staying submerged.
Bummer.:Kaleun_Crying:
Ouchh. Hopefully you saved after leaving patrol area (if not, always should) and can reload, try different route/speeds. If I recall, I typically cruised around in Narwhal at about 8.5 -9 knts when conserving fuel.
I assume when you say middle of nowhere, where en route Midway North of Wake and Marcus? Wake Island and Marcus Island have airbases most of the war, so the large flying boats and G4M(BETTY) provide pretty decent coverage between the two bases. Key is to not be detected, if they do not detect you, prob have to dive briefly twice per day, sometimes less, if they detect you, well they will hound you based on course and speed when made contact. Best is to take a completely opposite course for at least 24 hours undetected, sometimes more. Of course, when watching fuel, can be difficult.
By mid 1944 the airbases are inactive so rare to get contact. This was done to represent the isolation of these islands by submarines and they were routinely bombed by carrier air strikes (used as practice for new air groups/carriers) and quite a few B-24 strikes from Marshalls, Midway, and later Mariana Islands as well. Basically, airfields became untenable at that point.
With Donation Narwhal, have to watch fuel closely ( I assume using the donation Narwhal?) , as you found out, she does not have the sea legs the other boats do. Other boats have more fuel simulating the real life modification used by fleet boats, where a large ballast tank was converted to fuel tank, this fuel was consumed en route to area, then flushed out after a few dives, converted back to ballast tank by the time reached patrol area.
This modification was implemented by TMO creator Ducimus, to replace the "Special Ability" which provided extra fuel. Honestly, one of my favorite modifications made in SH 4. I used to get pretty annoyed when read reports/memoirs by skippers , fleet boats cruising at 15.5-16 knots (Ahead Standard) to and from areas, having plenty of fuel to patrol for 20-30 days and return, but in the sim you'd burn fuel up very quickly. Nice in most cases to not have to cruise around pacific at harbor speed lol.
KaleunMarco
04-15-22, 12:00 PM
Ouchh. Hopefully you saved after leaving patrol area (if not, always should) and can reload, try different route/speeds. If I recall, I typically cruised around in Narwhal at about 8.5 -9 knts when conserving fuel.
I assume when you say middle of nowhere, where en route Midway North of Wake and Marcus? Wake Island and Marcus Island have airbases most of the war, so the large flying boats and G4M(BETTY) provide pretty decent coverage between the two bases. Key is to not be detected, if they do not detect you, prob have to dive briefly twice per day, sometimes less, if they detect you, well they will hound you based on course and speed when made contact. Best is to take a completely opposite course for at least 24 hours undetected, sometimes more. Of course, when watching fuel, can be difficult.
By mid 1944 the airbases are inactive so rare to get contact. This was done to represent the isolation of these islands by submarines and they were routinely bombed by carrier air strikes (used as practice for new air groups/carriers) and quite a few B-24 strikes from Marshalls, Midway, and later Mariana Islands as well. Basically, airfields became untenable at that point.
With Donation Narwhal, have to watch fuel closely ( I assume using the donation Narwhal?) , as you found out, she does not have the sea legs the other boats do. Other boats have more fuel simulating the real life modification used by fleet boats, where a large ballast tank was converted to fuel tank, this fuel was consumed en route to area, then flushed out after a few dives, converted back to ballast tank by the time reached patrol area.
This modification was implemented by TMO creator Ducimus, to replace the "Special Ability" which provided extra fuel. Honestly, one of my favorite modifications made in SH 4. I used to get pretty annoyed when read reports/memoirs by skippers , fleet boats cruising at 15.5-16 knots (Ahead Standard) to and from areas, having plenty of fuel to patrol for 20-30 days and return, but in the sim you'd burn fuel up very quickly. Nice in most cases to not have to cruise around pacific at harbor speed lol.
jumping in here....
when i started playing SH4 i encountered this fuel issue at the very start. when i learned about the Specials and how to use them, i made the leap to using them as a compensatory method of off-setting the Ubi design and programming.
i use the fuel consumption, battery consumption, and dive speed specials all of the time. i have them tuned to my satisfaction.
Captain Wreckless
04-15-22, 10:13 PM
Ouchh. Hopefully you saved after leaving patrol area (if not, always should) and can reload, try different route/speeds. If I recall, I typically cruised around in Narwhal at about 8.5 -9 knts when conserving fuel.
I assume when you say middle of nowhere, where en route Midway North of Wake and Marcus? Wake Island and Marcus Island have airbases most of the war, so the large flying boats and G4M(BETTY) provide pretty decent coverage between the two bases. Key is to not be detected, if they do not detect you, prob have to dive briefly twice per day, sometimes less, if they detect you, well they will hound you based on course and speed when made contact. Best is to take a completely opposite course for at least 24 hours undetected, sometimes more. Of course, when watching fuel, can be difficult.
By mid 1944 the airbases are inactive so rare to get contact. This was done to represent the isolation of these islands by submarines and they were routinely bombed by carrier air strikes (used as practice for new air groups/carriers) and quite a few B-24 strikes from Marshalls, Midway, and later Mariana Islands as well. Basically, airfields became untenable at that point.
With Donation Narwhal, have to watch fuel closely ( I assume using the donation Narwhal?) , as you found out, she does not have the sea legs the other boats do. Other boats have more fuel simulating the real life modification used by fleet boats, where a large ballast tank was converted to fuel tank, this fuel was consumed en route to area, then flushed out after a few dives, converted back to ballast tank by the time reached patrol area.
This modification was implemented by TMO creator Ducimus, to replace the "Special Ability" which provided extra fuel. Honestly, one of my favorite modifications made in SH 4. I used to get pretty annoyed when read reports/memoirs by skippers , fleet boats cruising at 15.5-16 knots (Ahead Standard) to and from areas, having plenty of fuel to patrol for 20-30 days and return, but in the sim you'd burn fuel up very quickly. Nice in most cases to not have to cruise around pacific at harbor speed lol.
Yeah, S of Iwo Jima, N of Marcus to Midway. Using the Donation Narwhal Mod. I read also of subs going to patrol area at Standard speed and then patrol at 1/3 or 2/3 speed which is what I do. With the Narwhal I patrolled at 5kts instead of 1/3 which is 7kts.
I'll load up a save and see if I can make it this time. :Kaleun_Smile:
Bubblehead1980
04-15-22, 10:28 PM
Yeah, S of Iwo Jima, N of Marcus to Midway. Using the Donation Narwhal Mod. I read also of subs going to patrol area at Standard speed and then patrol at 1/3 or 2/3 speed which is what I do. With the Narwhal I patrolled at 5kts instead of 1/3 which is 7kts.
I'll load up a save and see if I can make it this time. :Kaleun_Smile:
lol yes, standard speed in the donation Narwhal is too fast for transit , will burn up speed. Fine for most fleetboats, sometimes have to adjust speed a little due to distance of patrol area i.e. ring up standard speed then use the "knot meter" to set it to 14 knots instead of 15 knots. Still standard speed but that one knot will get a lot of extra mileage. Narhwal is its own beast, being one of the older boats.
Are you using the "Max Range at current speed" tool on the nav tools bar?
This will easily help you find the ideal speed/range balance for patrols. Just plot out your course and once at desired speed click on the button will display you may range at current speed. Sometimes, going too slow will actually burn more fuel and decrease range.
Also, with the frequent dives, make sure when surface to turn off your batteries, as recharging after every short dive will burn more fuel. Batteries automatically charge as you likely are aware.
Bubblehead1980
04-15-22, 10:40 PM
jumping in here....
when i started playing SH4 i encountered this fuel issue at the very start. when i learned about the Specials and how to use them, i made the leap to using them as a compensatory method of off-setting the Ubi design and programming.
i use the fuel consumption, battery consumption, and dive speed specials all of the time. i have them tuned to my satisfaction.
Yea, the fuel usage was a pain and top top it off they did not include the navigator feature, so had not range estimates, luckily the community changed that oversight.
Eh special abilities drive me nuts lol. I have nearly eliminated them from TMO in next update. Two exceptions being the Dive assist, because well drilled crew could dive in 40 seconds or less , some cases 35 seconds. Other is the ahead emergency, because in a emergency could bypass procedures , overload engines and sub could make 22-23 knots on surface (BARB for instance Jan 1945) The TMO "Battery" fix, do not consider it a special ability, its to fix the ridiculously long battery recharge bug.
I am debating on removing the engineer ability. Bit gamey he can repair anything, but his ability to make pumps operate in a more realistic manner is nice, testing something soon to see if can have one without the other, hopefully will work.
Captain Wreckless
04-15-22, 11:21 PM
lol yes, standard speed in the donation Narwhal is too fast for transit , will burn up speed. Fine for most fleetboats, sometimes have to adjust speed a little due to distance of patrol area i.e. ring up standard speed then use the "knot meter" to set it to 14 knots instead of 15 knots. Still standard speed but that one knot will get a lot of extra mileage. Narhwal is its own beast, being one of the older boats.
Are you using the "Max Range at current speed" tool on the nav tools bar?
This will easily help you find the ideal speed/range balance for patrols. Just plot out your course and once at desired speed click on the button will display you may range at current speed. Sometimes, going too slow will actually burn more fuel and decrease range.
Also, with the frequent dives, make sure when surface to turn off your batteries, as recharging after every short dive will burn more fuel. Batteries automatically charge as you likely are aware.
I believe Standard speed is 14kt, 2/3 is 10kt, and 1/3 is 7kt. I usually patrol at 5kt.
I use "Max Range at current speed" all of the time. That's how I knew I had enough juice to get to Midway. IJN patrols screwed it for me. :D I noticed going super slow decreased to range. Go figure.
I actually forgot about turning off the battery recharge until past Marcus.
I reloaded a save and I am about 3610nm for Midway and if I travel at 7kts I have about 4500+ range. We'll see if I make it this time. :haha:
Captain Wreckless
04-15-22, 11:25 PM
Yea, the fuel usage was a pain and top top it off they did not include the navigator feature, so had not range estimates, luckily the community changed that oversight.
Eh special abilities drive me nuts lol. I have nearly eliminated them from TMO in next update. Two exceptions being the Dive assist, because well drilled crew could dive in 40 seconds or less , some cases 35 seconds. Other is the ahead emergency, because in a emergency could bypass procedures , overload engines and sub could make 22-23 knots on surface (BARB for instance Jan 1945) The TMO "Battery" fix, do not consider it a special ability, its to fix the ridiculously long battery recharge bug.
I am debating on removing the engineer ability. Bit gamey he can repair anything, but his ability to make pumps operate in a more realistic manner is nice, testing something soon to see if can have one without the other, hopefully will work.
NOOOOO! I use the special abilities if they are available. I currently have "Battery Recharge Fix", "Engine Expert", and "Master Engineer". If I had the "Medic" or "Torpedo Expert" available I would use them.
If you plan on eliminating them, how about a mod to use them if you want.
Captain Wreckless
04-15-22, 11:28 PM
i use the fuel consumption, battery consumption, and dive speed specials all of the time. i have them tuned to my satisfaction.
Did you modify them somehow?
Captain Wreckless
04-16-22, 01:01 AM
Made it to Midway with 8% fuel left doing 8kt. Had to crash dive 3 times 'cuz of those pesky seaplanes.
My 1st reload I had to do a do over. I was 400nm west of Iwo Jima when lookouts spotted aircraft dead ahead. Ordered Crash Dive, no sooner had I ordered hard to port, bullets started ricocheting of the hull. There were 2 Zekes coming right at me. #1 put a bomb right at the base of the conning tower and #2 close by. That pretty much did me in.
There must have been a CV somewhere close.
:Kaleun_Salute:
Bubblehead1980
04-16-22, 02:02 AM
NOOOOO! I use the special abilities if they are available. I currently have "Battery Recharge Fix", "Engine Expert", and "Master Engineer". If I had the "Medic" or "Torpedo Expert" available I would use them.
If you plan on eliminating them, how about a mod to use them if you want.
Battery Recharge Fix will remain of course ..
I'll see about including a mod to keep them if want to use them, kind of depends on how many changes have to make and effects it has on other features. Things are often intertwined, so may not work.
One issue with the "Engine Expert" ability is I've changed the boats some, to have more realistic acceleration/deceleration times, turning radius, (boats are a little too agile) and dive times. A Gato can now dive when hit the D key at flank speed from surface to periscope depth in 35-40 seconds, which is historically accurate, but before was only possible with the special ability. When I had the engine expert on board while testing new changes, boat will dive in 15-20 seconds lol which is uh not possible for a Gato , Balao, etc. Basically, with my changes the need for the engines expert is not there his is how UBI should have done it, but they were uh lazy and just went the route of special abilities.
I am almost finished with this portion of mod, just trying to get few settings correct for fuel usage, hopefully will make it into the release, if not, will have to be patched. Very tedious, time consuming process to get it right.
Torpedo expert will be eliminated. Crew abilities really had no bearing on torpedo performance related to magnetic and duds, they were manufacturing/design issues inherent in torpedo. I've found this ability reduces the malfunction rate for too much, esp after loading a saved game.
Medic- I plan to assign the ability to a enlisted man and rename ability as "Pharmacists Mate" , as it is amore appropriate than "medic" for the Navy and the crew member having ability being a officer. All changes work well, will remain.
Chief Engineer, like I said it depends. If can eliminate ability to fix everything, but retain the pump speed (which believe can be done as I found in the files settings, havent tested yet though) will keep him, if not, he will go. With the revised (and further revised) damage model , the ability is really not needed and seems to interfere with things Some more testing to do before am sure though.
Gunnery Special Ability is definitely going, as well as the "Theoretician" .
Bubblehead1980
04-16-22, 02:09 AM
Made it to Midway with 8% fuel left doing 8kt. Had to crash dive 3 times 'cuz of those pesky seaplanes.
My 1st reload I had to do a do over. I was 400nm west of Iwo Jima when lookouts spotted aircraft dead ahead. Ordered Crash Dive, no sooner had I ordered hard to port, bullets started ricocheting of the hull. There were 2 Zekes coming right at me. #1 put a bomb right at the base of the conning tower and #2 close by. That pretty much did me in.
There must have been a CV somewhere close.
:Kaleun_Salute:
Ouch. Far as carrier hmm, maybe a CV, but not sure as I removed the air groups from enemy carriers due to the ridiculous way they spawn/behaved. What was the Date/Time they got you ? I can look it up and figure out if carrier was in range.
Carrier movements are pretty well reconstructed in campaign, like the BB's, very rare if they are randomly traveling about. On other hand Wake, Marcus, and Iwo airbases do have fighters in their air groups. They mainly spawn flying boats and Bettys but if you were detected and reported, they will dispatch Zeros or dive bombers to search for you.
Captain Wreckless
04-16-22, 02:39 AM
Ouch. Far as carrier hmm, maybe a CV, but not sure as I removed the air groups from enemy carriers due to the ridiculous way they spawn/behaved. What was the Date/Time they got you ? I can look it up and figure out if carrier was in range.
Carrier movements are pretty well reconstructed in campaign, like the BB's, very rare if they are randomly traveling about. On other hand Wake, Marcus, and Iwo airbases do have fighters in their air groups. They mainly spawn flying boats and Bettys but if you were detected and reported, they will dispatch Zeros or dive bombers to search for you.
I'm not sure of the date, probably last week of Jan '42. My patrol ended 2/15/42.
It's possible the Zekes came from Iwo. They could have been near the end of their patrol and about to turn back. Don't know why the AI would send them out on patrol that far from land.
Captain Wreckless
04-16-22, 03:35 AM
Battery Recharge Fix will remain of course ..
I'll see about including a mod to keep them if want to use them, kind of depends on how many changes have to make and things and effects it has on other features. Things are often intertwined so may not work.
One issue with the "Engine Expert" ability is I've changed the boats some, to have more realistic acceleration/deceleration times, turning radius, (boats are a little too agile) and dive times. A Gato can now dive when hit the D key at flank speed from surface to periscope depth in 35-40 seconds, which is historically accurate, but before was only possible with the special ability. When I had the engine expert on board while testing new changes, boat will dive in 15-20 seconds lol which is uh not possible for a Gato , Balao, etc. Basically, with my changes the need for the engines expert is not there his is how UBI should have done it, but they were uh lazy and just went the route of special abilities.
Understandable
I am almost finished with this portion of mod, just trying to get few settings correct for fuel usage, hopefully will make it into the release, if not, will have to be patched. Very tedious, time consuming process to get it right.
Torpedo expert will be eliminated. Crew abilities really had no bearing on torpedo performance related to magnetic and duds, they were manufacturing/design issues inherent in torpedo. I've found this ability reduces the malfunction rate for too much, esp after loading a saved game.
Agree. What about Master Torpedoman? I can see that being useful. Crews always trained to load faster.
Medic- I plan to assign the ability to a enlisted man and rename ability as "Pharmacists Mate" , as it is amore appropriate than "medic" for the Navy and the crew member having ability being a officer. All changes work well, will remain.
Never understood why UBI labeled him a "Medic" and an "Ensign". I think "PhM3", Petty Officer 3rd Class should be the lowest rank for him, due to the training involved to become one.
Chief Engineer, like I said it depends. If can eliminate ability to fix everything, but retain the pump speed (which believe can be done as I found in the files settings, havent tested yet though) will keep him, if not, he will go. With the revised (and further revised) damage model , the ability is really not needed and seems to interfere with things Some more testing to do before am sure though.
I kind of like the "Master Engineer" :D
Gunnery Special Ability is definitely going, as well as the "Theoretician"
Agree. Kind of useless if you ask me. Just use one of the crew that has a high "gunnery" rating.
"Theoretician"?
After reading through WWII submarine casualty lists PhM were either PO2, PO1, or Chief. Probably won't make a difference game wise.
KaleunMarco
04-16-22, 10:37 AM
Did you modify them somehow?
yes.i.did.
i am always fiddling with the settings...depends on the mod-set and boat i am driving.
KaleunMarco
04-16-22, 10:54 AM
Battery Recharge Fix will remain of course ..
I'll see about including a mod to keep them if want to use them, kind of depends on how many changes have to make and things and effects it has on other features. Things are often intertwined so may not work.
One issue with the "Engine Expert" ability is I've changed the boats some, to have more realistic acceleration/deceleration times, turning radius, (boats are a little too agile) and dive times. A Gato can now dive when hit the D key at flank speed from surface to periscope depth in 35-40 seconds, which is historically accurate, but before was only possible with the special ability. When I had the engine expert on board while testing new changes, boat will dive in 15-20 seconds lol which is uh not possible for a Gato , Balao, etc. Basically, with my changes the need for the engines expert is not there his is how UBI should have done it, but they were uh lazy and just went the route of special abilities.
Understandable
I am almost finished with this portion of mod, just trying to get few settings correct for fuel usage, hopefully will make it into the release, if not, will have to be patched. Very tedious, time consuming process to get it right.
Torpedo expert will be eliminated. Crew abilities really had no bearing on torpedo performance related to magnetic and duds, they were manufacturing/design issues inherent in torpedo. I've found this ability reduces the malfunction rate for too much, esp after loading a saved game.
Agree. What about Master Torpedoman? I can see that being useful. Crews always trained to load faster.
Medic- I plan to assign the ability to a enlisted man and rename ability as "Pharmacists Mate" , as it is amore appropriate than "medic" for the Navy and the crew member having ability being a officer. All changes work well, will remain.
Never understood why UBI labeled him a "Medic" and an "Ensign". I think "PhM3", Petty Officer 3rd Class should be the lowest rank for him, due to the training involved to become one.
during WWII the boat's medical resource was rarely an officer. if you get one in SH4 it is because the crew definition parameters were set to allow the assignment of that special ability to an officer.
Chief Engineer, like I said it depends. If can eliminate ability to fix everything, but retain the pump speed (which believe can be done as I found in the files settings, haven't tested yet though) will keep him, if not, he will go. With the revised (and further revised) damage model , the ability is really not needed and seems to interfere with things Some more testing to do before am sure though.
I kind of like the "Master Engineer"
i concur with Wreckless. a Master Engineer can help fix damage, especially the serious damage, however, contrary to the Ubi documentation, i have never seen one repair a destroyed item. that, my friends, is an Ubi prevarication. :03:
Gunnery Special Ability is definitely going, as well as the "Theoretician"
Agree. Kind of useless if you ask me. Just use one of the crew that has a high "gunnery" rating. "Theoretician"?
i disagree. having a Sharpshooter available makes your deck gun much more effective at finishing cripples.
and...a Theoretician provides leadership and can change the performance of the crew members, especially at critical times.
Bubblehead1980
04-17-22, 03:48 AM
during WWII the boat's medical resource was rarely an officer. if you get one in SH4 it is because the crew definition parameters were set to allow the assignment of that special ability to an officer.
i concur with Wreckless. a Master Engineer can help fix damage, especially the serious damage, however, contrary to the Ubi documentation, i have never seen one repair a destroyed item. that, my friends, is an Ubi prevarication. :03:
i disagree. having a Sharpshooter available makes your deck gun much more effective at finishing cripples.
and...a Theoretician provides leadership and can change the performance of the crew members, especially at critical times.
Yes, UBI , likely because failed to do research/just did not care made it where officers get the medic ability, looks like can be changed, so plan to do that and rename the ability as pharmacists mate, if do not delete it all together, find it a bit "gamey".
Actually, the Master Engineer ability can repair some "destroyed" items. I've surfaced with periscope heads, torpedo tubes, etc at 100 damage and once his ability is active (in TMO update he has to be placed in the DC compartment for ability to be active) the destroyed equipment , if he can repair it, will appear on the damage priorities list, take him off, will usually remove from the list.
Sometimes, even the Master Engineer can not repair things. A lot of it has to do with if the equipment is set as "destructible" in the .zon files. By default a lot of equipment is not actually set to destructible, as in the file under destructible most were set to "No". If 100 percent damaged, they are considered destroyed but actually are just inoperable and only the Master Engineer can fix them. If set to destructible, I've noticed he sometimes can not repair things, it depends. Torpedo tubes are one of mast common issues...if go to external view and notice the outer doors missing and/or (if have external view off) when hit the "Q" button to open/close tubes, do not hear any noise, means tube was destroyed and typically is beyond repair at sea. Then again, i've surfaced and found tube inoperable, door missing, and I put Chief with special ability on the DC party and that tube gets repaired, magically the outer door will reappear lmao. That is why I am considering removing the ability, its a bit gamey, too gamey at times.
Like I mentioned, I do appreciate having a more reasonable pump time when place him on the DC party, absurdly slow pump speed has always been a issue for SH 4, so my hope is to isolate that ability, I've fond some interesting entries in the files, will test soon. If comes out like I believe it will, then will keep him around to be put on DC party when need to pump out water in emergencies.
Yes, it can help improve shots but sharpshooter is a gamey feature, having one magic crew member improved that. I improved accuracy and max firing range of sub gun crews in the mod, and if "train" them i.e. hold actual gunnery drills say when leaving port en route to midway etc , get the crew experienced, player will notice when come into real action, gunnery is better at first engagement and will improve. Another key is to have one designated gun crew, pull them from other compartments when conduct a gun action, so they are gaining experience anyways vs just sitting idle in the gun slots most of the time. IMO, this is a better way to obtain a accurate gun crew than having one "magic" crew member. Submarines were not great gunnery platforms, so don't want them being too accurate in the sim.
Theoretician, while helpful, is a bit too gamey as well, in my opinion.
Bubblehead1980
04-17-22, 03:51 AM
After reading through WWII submarine casualty lists PhM were either PO2, PO1, or Chief. Probably won't make a difference game wise.
Makes a difference in immersion and historical accuracy. If must have a special ability "medic", then could have at least made it accurate to have a PhM. Hopefully, I can make this happen.
KaleunMarco
04-17-22, 06:39 AM
Makes a difference in immersion and historical accuracy. If must have a special ability "medic", then could have at least made it accurate to have a PhM. Hopefully, I can make this happen.
ok, ok, i did not get it at first but now i do.
you want to create a different rating within the game for PhM.
good luck with that. i believe that UBI had hardwired the 5 or 6 rates that exist today BUT you may be able to create a new one in the Ranks and Qualifications files.
Captain Wreckless
04-17-22, 08:10 PM
Sometimes, even the Master Engineer can not repair things. A lot of it has to do with if the equipment is set as "destructible" in the .zon files. By default a lot of equipment is not actually set to destructible, as in the file under destructible most were set to "No". If 100 percent damaged, they are considered destroyed but actually are just inoperable and only the Master Engineer can fix them. If set to destructible, I've noticed he sometimes can not repair things, it depends. Torpedo tubes are one of mast common issues...if go to external view and notice the outer doors missing and/or (if have external view off) when hit the "Q" button to open/close tubes, do not hear any noise, means tube was destroyed and typically is beyond repair at sea. Then again, i've surfaced and found tube inoperable, door missing, and I put Chief with special ability on the DC party and that tube gets repaired, magically the outer door will reappear lmao. That is why I am considering removing the ability, its a bit gamey, too gamey at times.
Maybe there is a way to code or whatever you do for things like torpedo tubes/doors, etc, that would require a drydock to no be repairable at see by crew and still keep master engineer.
I improved accuracy and max firing range of sub gun crews in the mod, and if "train" them i.e. hold actual gunnery drills say when leaving port en route to midway etc , get the crew experienced, player will notice when come into real action, gunnery is better at first engagement and will improve. Another key is to have one designated gun crew, pull them from other compartments when conduct a gun action, so they are gaining experience anyways vs just sitting idle in the gun slots most of the time. IMO, this is a better way to obtain a accurate gun crew than having one "magic" crew member. Submarines were not great gunnery platforms, so don't want them being too accurate in the sim.
How do you train the deck gun crew when there will be no targets for them to shoot? I look for the crewmen with high gunnery skills and use them for the deck gun/s and AA gun/s.
Theoretician, while helpful, is a bit too gamey as well, in my opinion.
I've still never seen the Theoretician ability in the game.
KaleunMarco
04-17-22, 08:46 PM
I've still never seen the Theoretician ability in the game.
that is because the crew member definition of the mod(s) you are using.
if the creator didn't include it then you won't see it.
Captain Wreckless
04-18-22, 12:20 AM
that is because the crew member definition of the mod(s) you are using.
if the creator didn't include it then you won't see it.
AHHH...
Captain Wreckless
04-18-22, 12:24 AM
Opps! :Kaleun_Goofy:
https://i.imgur.com/2zj43kh.png
Captain Wreckless
04-18-22, 12:25 AM
Torpedo net in an odd place at Midway. No place to anchor the ends.
https://i.imgur.com/DXKUKbT.png
Captain Wreckless
04-18-22, 12:35 AM
Cool thing happened on the way back to Midway. Around midnight, about 730nm WNW of Midway, sonar picked up a ship. I thought WTF?! Turned out to be a Sims Class DD coming up behind me. Sonar hit again, Benham Class DD. Lookout outs spotted a Northhampton Class CA and then a Yorktown Class CV.
I'm thinking what's going on. Turns out it was more likely the Doolittle raid ships returning to PH. I thought cool. Never happened to me before.
I was worried that since it was dark and I was running on the surface, 1) I was going to collide with the DD coming up behind or 2) get sunk by friendly fire.
Nope. Neither. I end up running into a torpedo net 10 miles west of Midway Island.
Bubblehead1980
04-18-22, 12:44 AM
Torpedo net in an odd place at Midway. No place to anchor the ends.
https://i.imgur.com/DXKUKbT.png
Lol. Midway is surrounded by a coral reef and in WW II the only entrance was a narrow channel dredged to the south end of the atoll. Actually, entering Midway was challenging due to narrow channel and the tides etc. Flier grounded on there in 1944, several others had close calls. Video below (link) is a nice little summary of the event.
Since UBI declined to give us such things, I put a net around the atoll the simulate this, as mentioned in the README:Kaleun_Salute: . Channel entrance is marked by small boats (still trying to get some buoys for SH 4). In upcoming version, channel is much narrower but is marked on map as well.
https://www.youtube.com/watch?v=yC91wPw6XlI
Bubblehead1980
04-18-22, 12:51 AM
Cool thing happened on the way back to Midway. Around midnight, about 730nm WNW of Midway, sonar picked up a ship. I thought WTF?! Turned out to be a Sims Class DD coming up behind me. Sonar hit again, Benham Class DD. Lookout outs spotted a Northhampton Class CA and then a Yorktown Class CV.
I'm thinking what's going on. Turns out it was more likely the Doolittle raid ships returning to PH. I thought cool. Never happened to me before.
I was worried that since it was dark and I was running on the surface, 1) I was going to collide with the DD coming up behind or 2) get sunk by friendly fire.
Nope. Neither. I end up running into a torpedo net 10 miles west of Midway Island.
Could be TF returning from Doolittle Raid, should be two CV (Hornet and Enterprise), but dark pre radar or if in early 42, could be Enterprise returning from strikes on Marcus Island in March 1942 as those fleet movements are present.
Date? 730 NM NNW Midway?
Captain Wreckless
04-18-22, 01:53 AM
Could be TF returning from Doolittle Raid, should be two CV (Hornet and Enterprise), but dark pre radar or if in early 42, could be Enterprise returning from strikes on Marcus Island in March 1942 as those fleet movements are present.
Date? 730 NM NNW Midway?
I was around April 20, 21 1942. It was after the message about the Doolittle Raid though.
Another strange occurrence. I had to recon a harbor in the Bungo Straits and on my way out I sank a TK, troop ship, and a cargo ship. Proceeded up the coast toward Yokohama and sank 2 fishing boats. Near Yokohama I got 2 cargos and a Aux sub chaser. That is 7 MS and 1 Subchaser.
When I docked in PH, it showed that I only sank 2 Merchants and the Subchaser. So I reloaded a previous save and the map showed all eight sunk icons. When I exited out the tally showed 2 Merchies and the warship.
WTF? This was my best patrol yet. Has anyone had this happen to them?
Bubblehead1980
04-18-22, 02:58 AM
I was around April 20, 21 1942. It was after the message about the Doolittle Raid though.
Another strange occurrence. I had to recon a harbor in the Bungo Straits and on my way out I sank a TK, troop ship, and a cargo ship. Proceeded up the coast toward Yokohama and sank 2 fishing boats. Near Yokohama I got 2 cargos and a Aux sub chaser. That is 7 MS and 1 Subchaser.
When I docked in PH, it showed that I only sank 2 Merchants and the Subchaser. So I reloaded a previous save and the map showed all eight sunk icons. When I exited out the tally showed 2 Merchies and the warship.
WTF? This was my best patrol yet. Has anyone had this happen to them?
Did you load a save game? Its a unfortunate bug thats been around in SH 4 a long time.
I have noticed it tends to happen more if save too soon after sinking or too close to site of sinking somewhere along the way in a career. Also believe based on experience that if enable/disable mods too often, especially if not on a truly clean save, can cause issue. Basically, things get corrupted, fiel may still load but won't load properly
Honestly, its why I chose to have a desk top just for the sim (well for games, but only use it for SH 4 lol) because sim has always acted strange when reloading saved games. I rarely get save related issues now because I just keep a patrol running. I know not everyone can do that so here are a few tips which can help reduce chances of this happening.
1. Before each patrol, after have made upgrades, promotions etc, if adding any new mods (if possible discouraged but not always a issue) add them, start back up, load into the office, delete current save file and make a brand new save file. This will be a "fresh" save, start after save.
2 Avoid enabling disabling mods through career if possible. Again, won't always hurt but frequency can screw things up.
3. Don't keep too many saved games, program does not like this.
4. Do not save too soon (I'd say wait 20-30 minutes) after sinking a ship, achieving a goal etc, saving too soon then when reload sim seems to not have logged it. Believe this is some type of "internal clock" issue.
5. Do not save near land (go out to sea if must) , near sunken vessels, or near any contacts. Always check radar/sound/visual...make sure ships like fishing boats which radar operator will not report even though they show up are not on the scope. Sound check, make sure no distant vessels can be heard. etc
Write it off as command did not award you credit, it happened. One famous case was Archerfish which sunk largest vessel ever by a submarine November 1944, the carrier Shinano (originally a Yamato Battleship, converted to carrier). Intelligence did not believe his account of sinking a carrier initially. Happened with other vessels as well through the war, some skippers were vindicated later, some were not.
Captain Wreckless
04-18-22, 03:14 AM
Did you load a save game? Its a unfortunate bug thats been around in SH 4 a long time.
I have noticed it tends to happen more if save too soon after sinking or too close to site of sinking somewhere along the way in a career. Also believe based on experience that if enable/disable mods too often, especially if not on a truly clean save, can cause issue. Basically, things get corrupted, fiel may still load but won't load properly
Honestly, its why I chose to have a desk top just for the sim (well for games, but only use it for SH 4 lol) because sim has always acted strange when reloading saved games. I rarely get save related issues now because I just keep a patrol running. I know not everyone can do that so here are a few tips which can help reduce chances of this happening.
1. Before each patrol, after have made upgrades, promotions etc, if adding any new mods (if possible discouraged but not always a issue) add them, start back up, load into the office, delete current save file and make a brand new save file. This will be a "fresh" save, start after save.
2 Avoid enabling disabling mods through career if possible. Again, won't always hurt but frequency can screw things up.
3. Don't keep too many saved games, program does not like this.
4. Do not save too soon (I'd say wait 20-30 minutes) after sinking a ship, achieving a goal etc, saving too soon then when reload sim seems to not have logged it. Believe this is some type of "internal clock" issue.
5. Do not save near land (go out to sea if must) , near sunken vessels, or near any contacts. Always check radar/sound/visual...make sure ships like fishing boats which radar operator will not report even though they show up are not on the scope. Sound check, make sure no distant vessels can be heard. etc
Write it off as command did not award you credit, it happened. One famous case was Archerfish which sunk largest vessel ever by a submarine November 1944, the carrier Shinano (originally a Yamato Battleship, converted to carrier). Intelligence did not believe his account of sinking a carrier initially. Happened with other vessels as well through the war, some skippers were vindicated later, some were not.
I had 5 progressive saves on the way to PH. None of them were near a sinking. I remember that lesson. Anyway, I loaded each save to check and everyone of them showed the sinkings on the map. The last save was about 300nm from Midway.
I always start a new patrol with a fresh save after I'm done with crew management, etc.
I don't mess with the mods mid patrol. Learned that lesson also.
I usually keep only 2 saves in game. When I get about 4, I delete the 2 oldest and keep the 2 newest.
This is the first it's ever happened to me of not getting full credit. Bummer that TK I sank was 11800 tons.
In the Bungo strait, right after I recceed the port I fired 4 fish at a LARGE TK: #1 Dud, #2 Bang, #3 Dud, #4 Bang. Didn't even slow it down. It was daylight at periscope depth and I couldn't get my rear tubes aligned before it went out of range. :(
Bubblehead1980
04-18-22, 03:38 AM
I had 5 progressive saves on the way to PH. None of them were near a sinking. I remember that lesson. Anyway, I loaded each save to check and everyone of them showed the sinkings on the map. The last save was about 300nm from Midway.
I always start a new patrol with a fresh save after I'm done with crew management, etc.
I don't mess with the mods mid patrol. Learned that lesson also.
I usually keep only 2 saves in game. When I get about 4, I delete the 2 oldest and keep the 2 newest.
This is the first it's ever happened to me of not getting full credit. Bummer that TK I sank was 11800 tons.
In the Bungo strait, right after I recceed the port I fired 4 fish at a LARGE TK: #1 Dud, #2 Bang, #3 Dud, #4 Bang. Didn't even slow it down. It was daylight at periscope depth and I couldn't get my rear tubes aligned before it went out of range. :(
Got it. Well, sometimes bug can't be avoided, unfortunately.
Tanker must have been empty (when loaded with fuel one torpedo usually sends them up, and two for sure) , tough luck.
propbeanie
04-18-22, 10:08 AM
Ship sinking credit can be very squirrelly - kind of like Eichhörnchen...
https://i.imgur.com/ZHOwtdK.jpg
anyway, what can happen, especially up inside the Inland Sea, is that a ship cannot "fully" sink and reach its "crush" depth, which is when it is 'finished' sinking and is then "destroyed". You have to "destroy" the unit completely, which can also be accomplished by hitting one of its magazines. Also, if the ship is "in the process" of sinking, and you then leave the visible "spawn" area, which is roughly 8-12nm, you might not get the credit either, in spite of seeing a ship-sunk icon. Another factor is that something else contributed to the sinking, such as a storm, and that is what actually pushed the "damage" amount over the top, and is what is then credited with the ship sinking, and not the player, that put the torpedoes into it. As BH mentions, it happened in real life also...
Captain Wreckless
04-18-22, 02:27 PM
Ship sinking credit can be very squirrelly - kind of like Eichhörnchen...
https://i.imgur.com/ZHOwtdK.jpg
anyway, what can happen, especially up inside the Inland Sea, is that a ship cannot "fully" sink and reach its "crush" depth, which is when it is 'finished' sinking and is then "destroyed". You have to "destroy" the unit completely, which can also be accomplished by hitting one of its magazines. Also, if the ship is "in the process" of sinking, and you then leave the visible "spawn" area, which is roughly 8-12nm, you might not get the credit either, in spite of seeing a ship-sunk icon. Another factor is that something else contributed to the sinking, such as a storm, and that is what actually pushed the "damage" amount over the top, and is what is then credited with the ship sinking, and not the player, that put the torpedoes into it. As BH mentions, it happened in real life also...
I always hang around to watch them sink. Just love the scene. :) All of them were completely destroyed. In fact the TK split in 2. All of the others went down in flames. 1 of them after the 1st torpedo hit and HUGH secondary explosion, was engulfed in flames, bow to stern. Even the 2 fishing boats went down burning. The water depth for all was over 1000ft.
Oh well "C'est la Vie".
goldmastersims
04-18-22, 05:24 PM
Any news for when the next update comes? Looking forward to trying this after finishing my FOTRSU career.
Bubblehead1980
04-18-22, 09:43 PM
Any news for when the next update comes? Looking forward to trying this after finishing my FOTRSU career.
April 29 is the goal. Of course, this is tentative. I am working on some final things currently, have a little testing as well, but confident in April 29 as release date.
Captain Wreckless
04-18-22, 11:57 PM
April 29 is the goal. Of course, this is tentative. I am working on some final things currently, have a little testing as well, but confident in April 29 as release date.
:Kaleun_Applaud:
goldmastersims
04-19-22, 06:44 PM
April 29 is the goal. Of course, this is tentative. I am working on some final things currently, have a little testing as well, but confident in April 29 as release date.
Thanks for all your hard work!
:Kaleun_Salute:
Millipede
04-22-22, 04:29 PM
Undoubtedly this has been covered before somewhere but, if so, I've yet to find it... on the other hand it's likely that I've just missed something obvious to everyone else.
I'm just getting back into SH4 w/ TMO after years away and I can't figure out how to get some of the hotkeys/functions to work. For example: While it's not critical it would make life simpler if I could return the view to match the heading by simply hitting a specific hotkey (supposedly the "-" key) but no joy. Definitely in the critical column is the chronometer and I can't get it to pop up with a click on the taskbar icon or find mention of a specific hotkey.
What am I missing?
KaleunMarco
04-22-22, 04:49 PM
Undoubtedly this has been covered before somewhere but, if so, I've yet to find it... on the other hand it's likely that I've just missed something obvious to everyone else.
I'm just getting back into SH4 w/ TMO after years away and I can't figure out how to get some of the hotkeys/functions to work. For example: While it's not critical it would make life simpler if I could return the view to match the heading by simply hitting a specific hotkey (supposedly the "-" key) but no joy. Definitely in the critical column is the chronometer and I can't get it to pop up with a click on the taskbar icon or find mention of a specific hotkey.
What am I missing?
welcome back.
the depending on the keyboard setup, the chronometer can be toggled with either C or X (lower case).
i suggest using one of the keyboard utilities to tidy up and customize your keyboard layout.
i use Keymapper by jimimadrid but there are others.
there are two keys in TMO for those.
the Heading to view that i have experienced is when i use the equal sign which is the lower case character of the keyboard-plus. i know for a fact that if you use the number pad plus, you will increase the time compression. i KNOW that equal will bring the boat to the heading in whatever you are viewing (periscope, UZT, binocs)
the view-to-heading should work as it works for me.
[Cmd148]
Name=Heading_to_view
Ctxt=1
Key0=0xBB,,"+"
[Cmd149]
Name=View_to_heading
Ctxt=1
Key0=0xBD,,"-"
Captain Wreckless
04-22-22, 05:23 PM
I had some interesting sinkings yesterday. I fired 2 MK-10s at a DD. He must have seen them because it increased speed. 1 hit in the stern and the other just missed. I went to external view ( I just Love it) and zoomed over to the DD. I could see that the port side prop wasn't turning, on fire and it was slowly going down. It finally went down stern first with the bow just bobbing in the waves. It went under and there were secondary explosions. All of a sudden the bow popped up again for about 15 secs then went under.
Another attack on a DD, I hit it amidships and the stern. It increased speed and started pinging away. Went to external view and watched as it was burning start a slow list to port. Eventually it stopped and continued its list to port until it capsized and went under. His partner moved off and for some reason and stopped. He was probably listening for me. The seas were rough and I had to come up to radar depth to see him in the periscope. I finally worked my way 900 yards of his port side and put 2 MK-10s into him. He increased speed and sank 10 minutes later.
I've always seen ships either sink in 2 pieces, bow first, or stern first. I've never had them capsize or sink then bob back up.
The secondary explosions were pretty cool also and loud.
:Kaleun_Cheers:
Captain Wreckless
04-22-22, 05:35 PM
I've been reading the message text in the campaign folder. I saw a few grammatical errors (it bugged me :)) and 1 or 2 factual errors and I cleaned it up a bit for me.
Bubblehead1980
04-23-22, 04:47 AM
I've been reading the message text in the campaign folder. I saw a few grammatical errors (it bugged me :)) and 1 or 2 factual errors and I cleaned it up a bit for me.
Are you talking about the mission orders or messages in the campaign (radio)
Yes, there are typos in both, some from me, some from original TMO.
Factual errors? Yes, a lot of the messages from original TMO were incorrect. I dislike it when they give information based on what we know now. I've tried to make it, for immersion purposes where only have info based on intel the had then. PM me with changes (and point out errors) for review please. I will incorporate them into the mod.
In fact, if you want to review the message (Radio) for typos etc, feel free. Basically my least favorite thing to do in modding lol . I plan to do a separate messages for when operating out of Asiatic Fleet/COMSUBSOWESPAC (looks silly always getting COMSUBPAC orders) and Subron 50/COMSUBLANT.
Bubblehead1980
04-23-22, 04:57 AM
I had some interesting sinkings yesterday. I fired 2 MK-10s at a DD. He must have seen them because it increased speed. 1 hit in the stern and the other just missed. I went to external view ( I just Love it) and zoomed over to the DD. I could see that the port side prop wasn't turning, on fire and it was slowly going down. It finally went down stern first with the bow just bobbing in the waves. It went under and there were secondary explosions. All of a sudden the bow popped up again for about 15 secs then went under.
Another attack on a DD, I hit it amidships and the stern. It increased speed and started pinging away. Went to external view and watched as it was burning start a slow list to port. Eventually it stopped and continued its list to port until it capsized and went under. His partner moved off and for some reason and stopped. He was probably listening for me. The seas were rough and I had to come up to radar depth to see him in the periscope. I finally worked my way 900 yards of his port side and put 2 MK-10s into him. He increased speed and sank 10 minutes later.
I've always seen ships either sink in 2 pieces, bow first, or stern first. I've never had them capsize or sink then bob back up.
The secondary explosions were pretty cool also and loud.
:Kaleun_Cheers:
Nice! Yes, if hit them right, certain vessels will capsize, typically top heavy ships like BB's, CA's, some merchants. DD's, depending on class and where you torpedo them will capsize.
Captain Wreckless
04-23-22, 05:34 PM
Are you talking about the mission orders or messages in the campaign (radio)
Yes, there are typos in both, some from me, some from original TMO.
Factual errors? Yes, a lot of the messages from original TMO were incorrect. I dislike it when they give information based on what we know now. I've tried to make it, for immersion purposes where only have info based on intel the had then. PM me with changes (and point out errors) for review please. I will incorporate them into the mod.
In fact, if you want to review the message (Radio) for typos etc, feel free. Basically my least favorite thing to do in modding lol . I plan to do a separate messages for when operating out of Asiatic Fleet/COMSUBSOWESPAC (looks silly always getting COMSUBPAC orders) and Subron 50/COMSUBLANT.
Just the messages in the campaign. I'll send them when I finish. Saw some things during play I missed, so I'm adjusting it.
:Kaleun_Cheers:
Bubblehead1980
04-24-22, 05:18 AM
Just the messages in the campaign. I'll send them when I finish. Saw some things during play I missed, so I'm adjusting it.
:Kaleun_Cheers:
Nice. I sent you a link with the message from V2.0, includes the pre war traffic.
Millipede
04-24-22, 11:11 AM
welcome back.
the depending on the keyboard setup, the chronometer can be toggled with either C or X (lower case).
i suggest using one of the keyboard utilities to tidy up and customize your keyboard layout.
i use Keymapper by jimimadrid but there are others.
there are two keys in TMO for those.
the Heading to view that i have experienced is when i use the equal sign which is the lower case character of the keyboard-plus. i know for a fact that if you use the number pad plus, you will increase the time compression. i KNOW that equal will bring the boat to the heading in whatever you are viewing (periscope, UZT, binocs)
the view-to-heading should work as it works for me.[Cmd148]
Name=Heading_to_view
Ctxt=1
Key0=0xBB,,"+"
[Cmd149]
Name=View_to_heading
Ctxt=1
Key0=0xBD,,"-"
Thanks for the reply but, through no fault of yours, it didn't help. Something weird is going on, perhaps with my keyboard. The +/- numpad keys have always worked fine for time compression and the keyboard + key works great for Heading_to_view but the neighboring - key does absolutely nothing. The c key works for crash dive and the x key lights up the task bar chronometer icon but the chronometer itself doesn't pop up. Weird stuff!
I'll check out your suggested keyboard utility and see if that solves the problem.
Thanks for your help.
KaleunMarco
04-24-22, 05:16 PM
Thanks for the reply but, through no fault of yours, it didn't help. Something weird is going on, perhaps with my keyboard. The +/- numpad keys have always worked fine for time compression and the keyboard + key works great for Heading_to_view but the neighboring - key does absolutely nothing. The c key works for crash dive and the x key lights up the task bar chronometer icon but the chronometer itself doesn't pop up. Weird stuff!
I'll check out your suggested keyboard utility and see if that solves the problem.
Thanks for your help.
someone else was looking for it also.
https://www.subsim.com/radioroom/downloads.php?do=file&id=4715
Captain Wreckless
04-29-22, 02:58 AM
What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.
Bubblehead1980
04-29-22, 03:13 AM
What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.
Early war-Pre refit its about 60 feet in calm seas for attack scope depending on seas. , 54 or so for observation scope (Control room). may be about 56 in heavy seas for attack scope.
After refit with new conning tower/sail/periscope shears its 63 feet like most fleetboats. I have it set to 63 when hit P key, for when upgraded. Prior will need to set depth manually. Thought I mentioned this in README, if not, apologies.
EDIT:
Below is a link is a fix for early war Sargo periscope depth when hit P key. Corrected back to default TMO depth. Enable via JSGME when back in port. Will need to remove once Sargo has the new conning tower (not the bathtub or half bath tub) or new periscope shears will stick out of the water at the depth in the mod.
https://www.mediafire.com/file/bplni86lah6017m/SargoEarlyWarPDDepthFix.zip/file
KaleunMarco
04-29-22, 10:09 AM
What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.
+1 on BH post
or set it yourself by:
making a mini-personal-mod under JSGME.
copy the \Submarine\Sargo\Sargo.CFG into your personal mod.
use a text editor and change the entry in the CFG file for PeriscopeDepth.
the entry needs to be in meters. you can use the Win10 calculator to convert from feet to meters.
save the file and apply it to your installation.
:Kaleun_Salute:
Any news on the new update when it is coming?
Bubblehead1980
04-29-22, 03:06 PM
Any news on the new update when it is coming?
Late Sunday May 1st to early Monday May 2 Eastern Standard Time is the target...Ill post here if it changes.
Currently doing some final testing and run through as well as writing the README.
Captain Wreckless
04-29-22, 07:34 PM
+1 on BH post
or set it yourself by:
making a mini-personal-mod under JSGME.
copy the \Submarine\Sargo\Sargo.CFG into your personal mod.
use a text editor and change the entry in the CFG file for PeriscopeDepth.
the entry needs to be in meters. you can use the Win10 calculator to convert from feet to meters.
save the file and apply it to your installation.
:Kaleun_Salute:
Had I been able to find out what the periscope depth for the Sargo was early in the war I could have done that. I searched and searched online but could not find out what it was.
Anyway BH posted a file link so I'll go with that for now.
Bubblehead1980
05-01-22, 11:14 PM
*Announcement*
V2.0 scheduled for release today has been delayed.
During final run through, found some previously undetected issues with the map that have to be resolved. Issue likely are a result of trying to incorporate nav map makeover into the mod instead of applying separately. Anticipate will need a couple days to solve issue. Gotta love SH4 lol.
merc4ulfate
05-04-22, 07:42 PM
I ran into an issue. 1942 got issued a Tambor and transferred to Fremantle. AA gun still has a crew slot but will not move even if its manually done. Deck gun no longer has crew slots. The slots to add them to the gun are all gone. I can use it manually but the loading is like with no crew at all.
Bubblehead1980
05-04-22, 07:53 PM
I ran into an issue. 1942 got issued a Tambor and transferred to Fremantle. AA gun still has a crew slot but will not move even if its manually done. Deck gun no longer has crew slots. The slots to add them to the gun are all gone. I can use it manually but the loading is like with no crew at all.
So you had a boat, were offered a new boat(Tambor) and transferred to Fremantle? That is a old bug that predates the update or even TMO, that unfortunately I have been unable to fix. Not sure if anyone really has.
I avoid it by not upgrading boats in career. Part of problem is Tambor/Gar deck guns are stern mounted (as they were) and if you upgraded from a boat with a forward mounted deck gun, can cause the issue.
AA gun should not have been effected. Do you have the AA Deck gun mod installed (where AA gun AI will fire at ships?) if so, then it wont move unless deck gun is manned at GQ, unfortunately its only way have found for that to work.
Solutions are....
If familiar with editing the userplayerunit file in the Documents/SH 4 folder, can add the gun slots back. Let me find the instructions for this, perhaps can help. Actually pretty easy.
or reload a previous save and not accept transfer.
EDIT: Try this...
https://www.subsim.com/radioroom/downloads.php?do=file&id=5641
Kal_Maximus_U669
05-05-22, 10:05 AM
*Announcement*
V2.0 scheduled for release today has been delayed.
During final run through, found some previously undetected issues with the map that have to be resolved. Issue likely are a result of trying to incorporate nav map makeover into the mod instead of applying separately. Anticipate will need a couple days to solve issue. Gotta love SH4 lol.
Hey BH :D:up::salute:
Take your time as I always say there is no point in running you have to leave on time...
I am delighted that your work is coming to an end... in order to try your work
because for having followed your projects in the thread it promises...
already in your previous part we were able to appreciate the difficulty of attack as well as the aviation which prowls...
Good I wish you good luck for the Phenomenal work that you produce here My best Greetings Kal Maximus U669
:subsim::salute::salute:
Bubblehead1980
05-05-22, 02:45 PM
Hey BH :D:up::salute:
Take your time as I always say there is no point in running you have to leave on time...
I am delighted that your work is coming to an end... in order to try your work
because for having followed your projects in the thread it promises...
already in your previous part we were able to appreciate the difficulty of attack as well as the aviation which prowls...
Good I wish you good luck for the Phenomenal work that you produce here My best Greetings Kal Maximus U669
:subsim::salute::salute:
Thanks. Mod is almost ready, anticipated release is Friday evening.
Bubblehead1980
05-06-22, 05:29 PM
TMO Update BH V2.0 has been released.
Download Link
https://www.subsim.com/radioroom/downloads.php?do=file&id=5965
Please see the first post in this thread for details.
Make sure to read the README and all documentation files with the mod.
Enjoy :Kaleun_Salute:
BH1980
goldmastersims
05-06-22, 09:22 PM
TMO Update BH V2.0 has been released.
Download Link
https://www.subsim.com/radioroom/downloads.php?do=file&id=5965
Please see the first post in this thread for details.
Make sure to read the README and all documentation files with the mod.
Enjoy :Kaleun_Salute:
BH1980
Congratulations on this release!
Which components do we need to install? Just this?
Which other mods do you recommend alongside this?
Bubblehead1980
05-06-22, 09:52 PM
Congratulations on this release!
Which components do we need to install? Just this?
Which other mods do you recommend alongside this?
Thank you.
Install order is in the post #1 in the thread as well as further instructions in the V2.0 README file in the download.
Every mod I'd suggest is in the download, except for Stop the Shouting mod. Prevents crew from getting stuck in excited voices and shouting entire patrol.
Captain Wreckless
05-07-22, 12:40 AM
Can't download from the link. It's directing to Media Fire and this message:
Something appears to be missing…
The key you provided for file access was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.
Add blockers disabled for Subsim.
Bubblehead1980
05-07-22, 01:49 AM
Can't download from the link. It's directing to Media Fire and this message:
Something appears to be missing…
The key you provided for file access was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.
Add blockers disabled for Subsim.
Link was fine earlier. Working to resolve issue.
The link is also not working for me
I am getting the same error from MediaFire. Love the mod!
Jeff-Groves
05-07-22, 09:36 AM
Try this one.
https://www.mediafire.com/file/8dn221660wouaom/TMO+Update+BH+V2.0.zip/file
Kal_Maximus_U669
05-07-22, 10:38 AM
Magnifique :D Big thank's BH :salute:
Bubblehead1980
05-07-22, 11:12 AM
Subsim download link is now working.:Kaleun_Salute:
Bubblehead1980
05-07-22, 02:39 PM
Little mission error that did not show up in testing...it happens sometimes where things work one time, then do not.
Anyways if you're running SUBRON 50 campaign and assigned to support the landings at Safi...you may get a message after completing patrol in the area in days after landings on November 8, to rendezvous with a US submarine in need of spare parts due to engineering casualty and transfer parts via rubber boat(Some SUBRON 50 boats were of those equipped with notorious HOR engines, which were prone to failure. Gunnel for example, had to sail back from North Africa to Scotland on her aux diesel, because all four diesels failed. She was repaired for voyage and promptly sent home to have new engines installed. Many other boats with HOR's would suffer failures and eventually have engines replaced)
Way mission is designed, after rendezvous and deploying rubber boat, supposed to remain in area for about 24 hours, then receive orders to proceed to base at Rosneath Scotland via the coast of Spain and arrive by 1 December. I checked the mission and all is fine, run it again will prob work, sometimes things dont trigger properly, that is SH 4 for ya.
Anyways, if you get this assignment, complete it and then just proceed to Rosneath and arrive by 1 December.
Captain Wreckless
05-07-22, 05:49 PM
Looks like you incorporated the EAX Sound Sim SH4 mod into the EAX Clang Splash Dud mod. Is that correct?
Mad Mardigan
05-07-22, 06:46 PM
Looks like you incorporated the EAX Sound Sim SH4 mod into the EAX Clang Splash Dud mod. Is that correct?
Believe, if I am recalling it rightly... after just having finished reading the v2 read me, on that aspect...
It is a work from vickers03, that is a combi of a couple of different sound mixes from vickers03, done up into 1 add in mod for this particular mod set up.
Much thanx to vickers03 for his work in updating/upgrading this mod set.
Would like to humbly say, much appreciation for the honorable mention, at the end, for My wee... small... teeny tiny... part in helping with this latest update.
It was My extreme pleasure in the process for updating/upgrading TMO v2.5, to date... :shucks:
Would also want to add My own appreciation to the others, who also helped, as well.... & to Bubblehead1980, for his work in bringing this all about... & a nod of appreciation to, of course Ducimus, the original creator of TMO & those that worked with them in bringing about TMO, to begin with.
:Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Wink: :Kaleun_Salute:
:Kaleun_Salute:
M. M.
Captain Wreckless
05-07-22, 06:56 PM
Believe, if I am recalling it rightly... after just having finished reading the v2 read me, on that aspect...
It is a work from vickers03, that is a combi of a couple of different sound mixes from vickers03, done up into 1 add in mod for this particular mod set up.
Much thanx to vickers03 for his work in updating/upgrading this mod set.
Would like to humbly say, much appreciation for the honorable mention, at the end, for My wee... small... teeny tiny... part in helping with this latest update.
It was My extreme pleasure in the process for updating/upgrading TMO v2.5, to date... :shucks:
Would also want to add My own appreciation to the others, who also helped, as well.... & to Bubblehead1980, for his work in bringing this all about... & a nod of appreciation to, of course Ducimus, the original creator of TMO & those that worked with them in bringing about TMO, to begin with.
:Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Wink: :Kaleun_Salute:
:Kaleun_Salute:
M. M.
I was using the EAX sound mod before and that is why I asked. Comparing the files they appear identical date wise and such. I just didn't want to use it if it was incorporated into the new TMO mod addons.
BH, thanks for the honorable mention. Glad to have helped.
Bubblehead1980
05-07-22, 07:12 PM
Looks like you incorporated the EAX Sound Sim SH4 mod into the EAX Clang Splash Dud mod. Is that correct?
Yes, EAX sSound Sim Clang Splash Dud contains EAX Sound sim. This is one custom package for the TMO Update. This was done to resolve conflicts and avoid having to activate several different mods. Just need this one mod per install order in the README
Already enable the new version and etc. But (dont be mad at me:D) loaded the campaign that I was playing with the previous version.
The type 23 torpedo costs 500 renown now, I think that was 0 in the previous, correct?
Mad Mardigan
05-08-22, 12:26 PM
Already enable the new version and etc. But (dont be mad at me:D) loaded the campaign that I was playing with the previous version.
The type 23 torpedo costs 500 renown now, I think that was 0 in the previous, correct?
Ahoy, Rhodes... :Kaleun_Cheers:
From the read me, TMOverhauled v2.5 BH edition v2:
Installation:
This mod is for SH 4 v1.5 only.
Suggest a totally fresh/clean install of SH 4 and starting new campaign.
meaning, the previous version, campaign... is to be squashed... & a new career started... period.
Believe, therein, lies your problem... you did NOT start a new career.
This is even mentioned with other mod sets, cause... work done in newer release versions... are NOT compatible, with what has been released that is newer.
Just... take it with a grain of salt & scrap the old career... or if you still have v1, kicking about... play both versions, just making sure to keep their game saves, separate.
That is, if you have the space to do so... just a suggestion.
Hope this helps, clarify things.... :shucks:
:Kaleun_Salute:
M. M.
Bubblehead1980
05-08-22, 01:02 PM
Already enable the new version and etc. But (dont be mad at me:D) loaded the campaign that I was playing with the previous version.
The type 23 torpedo costs 500 renown now, I think that was 0 in the previous, correct?
Well, its up to you but you are putting your career at risk, risk of wasting a lot of time to eventually get CTD corrupted files etc. Best to just do a fresh install and career, at some point it will get ya. Even if get lucky, certain things in V2.0 will not function properly running with a V1.0 career, because of changes in the mod, so you will be missing out on things. Really bad idea, but up to you.
I am on a patrol so cant look at the moment but if I recall, MK 23 torpedo was made to cost renown when first introduced.
There is a bug in the game that no matter what date I set, sometimes the MK 23 (occasionally others) is available way too early as mentioned in the readme. To counter this I made them expensive in case offered early and very defective. They can also cause CTD as explained in readme if equipped before October 1943.
After they do cost for a period of time if I recall when first introduced, they become free eventually. I forget dates bu believe in January 1944 they drop to 0.
MK 23 in TMO is exactly the same as 14 (as it as in real life) minus the magnetic detonator (MK 23 was produced after they were deactivated ) or long range function (long range setting rarely used in early war, so was deemed not necessary, but became needed in later war so MK 14 became favored, MK 23's were modified into MK 14 or scrapped for parts).
The amount of fishes personally for me it's too much.
Mad Mardigan
05-08-22, 02:08 PM
Odd, cause for me... is hardly any, which... is fine.
Though, I do know... results, just as with mpg per vehicles, will wildly vary... from 1 computer set up, to another.
Bubblehead1980
05-08-22, 02:15 PM
The amount of fishes personally for me it's too much.
Well, better than the empty lifeless ocean before. I just added the mod, not the creator. Excellent bit of work though in my opinion. If bothers you that much, I'll see about making a mod to remove the sea life. Does it bother you that much ? lol
Please,do not get me wrong. I know that one should start a new career and even a fresh installation. The first is easy and will do in futures campaigns.
The second,after so many times installing the game when trying to get the game to work on win 11.
My question was more about memory,since I think that the type 23 was 0 renown cost. One thing that I did though,when seeing for the first time ,on V1.0, that's nice.
I was not pointing out any bug. I only played yet a few minutes.
Bubblehead1980
05-08-22, 04:19 PM
Please,do not get me wrong. I know that one should start a new career and even a fresh installation. The first is easy and will do in futures campaigns.
The second,after so many times installing the game when trying to get the game to work on win 11.
My question was more about memory,since I think that the type 23 was 0 renown cost. One thing that I did though,when seeing for the first time ,on V1.0, that's nice.
I was not pointing out any bug. I only played yet a few minutes.
Okay, I was able to look at it and def made a error. Did not intend for MK 23 to cost 500 during that time period. Thanks for asking/pointing it out.
I have corrected it to cost 150 from time of its introduction in Oct 1943 until Jan 44, then it becomes fre. Mod is included at link below, install via JSGME. There is another mod in with it to remove sea life, discard if do not want to use it.
https://www.mediafire.com/file/32dq3qpfah2snp4/RemoveSea+Life+and+Revis+Mk23TMOUpBh+V2.0.zip/file
Bubblehead1980
05-08-22, 04:22 PM
The amount of fishes personally for me it's too much.
Here is a link to a mod to remove the sea life. Will require you to manually remove some files in addition to activating the mod via JSGME, but pretty easy. Instructions are included. There is a mod for the MK 23 to correct renown cost in the download as well.
https://www.mediafire.com/file/32dq3qpfah2snp4/RemoveSea+Life+and+Revis+Mk23TMOUpBh+V2.0.zip/file
Bubblehead1980
05-08-22, 04:25 PM
*Type IX AI U boat Bug*
There is a bug with Type 9 AI U boats where can not hear them on the hydrophones at all (but your sound operator can) and when torpedoed they dont explode nor are giving credit, they just disappear. I did not encounter this in testing but did on my patrol in SUBRON 50. Working to get issues resolved and will release a fix for the AI U boat.
I would advise to create one patch which fixes all of the errors. instead of multiple tiny fixes
merc4ulfate
05-10-22, 11:50 AM
Since I did not see anything in the new documentation do we now not have to add the Allied Ships for TMO and Ships TMO to the list of mods?
merc4ulfate
05-10-22, 12:01 PM
ALSO :
Do we still need to add:
TDW ship plane fire damage
TMO2 different smoke and splash
or were they incorporated into this version?
Will TMO2 different smoke and splash now conflict or replace what was done with the sounds you added from EAX?
Bubblehead1980
05-10-22, 01:06 PM
Since I did not see anything in the new documentation do we now not have to add the Allied Ships for TMO and Ships TMO to the list of mods?
No, ship packs are no longer required, all ships required are included in the install. Disregard ship packs and V1.0 mods.
Double check, this is in the README :Kaleun_Salute:
Bubblehead1980
05-10-22, 01:08 PM
ALSO :
Do we still need to add:
TDW ship plane fire damage
TMO2 different smoke and splash
or were they incorporated into this version?
Will TMO2 different smoke and splash now conflict or replace what was done with the sounds you added from EAX?
Yes, TDW fire plane damage is a optional mod, apply at your discretion AFTER all required and TMO optional mods included
Different smoke and splashes are in the required EAX Sound sim..Bang Clang mod included in the download.
Vickers03 was kind enough to merge all of these together into one mod to avoid conflicts.
Bubblehead1980
05-10-22, 01:10 PM
I would advise to create one patch which fixes all of the errors. instead of multiple tiny fixes
Well, things pop up over time so may have to do individual release. The U Boat fix, along with some fixes/well reworks to a few patrol objectives for better function will be released as a patch.
merc4ulfate
05-10-22, 02:03 PM
Great replies to both my post good to hear what's added.
Now I just hope the AA gun will work this time as last version it never would work.
Bubblehead1980
05-10-22, 02:15 PM
Great replies to both my post good to hear what's added.
Now I just hope the AA gun will work this time as last version it never would work.
No problem, glad to help.:Kaleun_Salute:
Hmm I never had a problem with AA gun.
If you had the AAguntodeckgun+Radio enabled, then the AI on your sub will only will only fire against surface targets and can only be manually controlled when at GQ and main deck gun is manned.
Unofortunately, the shortsighted devs never bothered to give us multipurpose AA guns(what the hell really?) which is terrible because that is what US subs primarily used their AA guns for, to attack smaller ships not worth torpedoes etc. Aside from Pearl Harbor and maybe two other instances, in all the reports I have read, etc, AA guns were not used against aircraft often.
Whenever mod it, its a either they function as deck guns, or they are AA guns and they are linked to the main deck gun and activated as deck guns. They wont fire if not manned. Ive tried to work around this but no luck.
I remember explaining all of this in the V1.0 README and a README included with the AAtodeckgun mod.
In TMO Update by default the AA guns are AA guns, but the mod can be enabled to have them as deck guns. In early war when onyl have one deck gun I keep them as AA guns but when get into mid to late war and have multiple AA guns...they along with deck gun can put quite a bit of firepower on a surface target. WIll shred the small boats and quite useful in self defense situation.
If assigned lifeguard duties I may keep them active as AA guns, since may need to move into shallows on the surface to get a downed pilot, cant dive, Airplanes coming in, rare though.
merc4ulfate
05-10-22, 02:39 PM
No problem, glad to help.:Kaleun_Salute:
Hmm I never had a problem with AA gun.
If you had the AAguntodeckgun+Radio enabled, then the AI on your sub will only will only fire against surface targets and can only be manually controlled when at GQ and main deck gun is manned.
Unofortunately, the shortsighted devs never bothered to give us multipurpose AA guns(what the hell really?) which is terrible because that is what US subs primarily used their AA guns for, to attack smaller ships not worth torpedoes etc. Aside from Pearl Harbor and maybe two other instances, in all the reports I have read, etc, AA guns were not used against aircraft often.
Whenever mod it, its a either they function as deck guns, or they are AA guns and they are linked to the main deck gun and activated as deck guns. They wont fire if not manned. Ive tried to work around this but no luck.
I remember explaining all of this in the V1.0 README and a README included with the AAtodeckgun mod.
In TMO Update by default the AA guns are AA guns, but the mod can be enabled to have them as deck guns. In early war when onyl have one deck gun I keep them as AA guns but when get into mid to late war and have multiple AA guns...they along with deck gun can put quite a bit of firepower on a surface target. WIll shred the small boats and quite useful in self defense situation.
If assigned lifeguard duties I may keep them active as AA guns, since may need to move into shallows on the surface to get a downed pilot, cant dive, Airplanes coming in, rare though.
I had the mod enabled but nothing made it work. Even at GQ you could not load it nor move it and it also would never move or fire under AI control.
Bubblehead1980
05-10-22, 02:48 PM
I had the mod enabled but nothing made it work. Even at GQ you could not load it nor move it and it also would never move or fire under AI control.
Very strange, worked fine on my end.
Did have any other mods enabled that could conflict with it?
1. Make sure are at GQ
2. Make sure all guns are manned, the main deck gun, plus the AA guns/ Then you can click the shell to the right side, which will load the gun.
3. Order the deck gun via orders bar to fire at will, or using binoculars, target a ship (place in bicoluars, hit space bar)
4. Even with the fire at will off, should be able to manually fire the guns.
3.
merc4ulfate
05-10-22, 04:41 PM
My current mod order, giving it a try.
Clean install no saves.
Generic Mod Enabler - v2.6.0.157
Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
EAX_Clang_Splash_Dud for TMO Update
Subron50AddOn
SubRon50messages
AAtoDeckguns+Radio
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Bubblehead1980
05-10-22, 05:06 PM
Anyone else having trouble with CTD with DC/Torpedo explosions?
Didnt have it in testing but starting on current patrol...had one CTD when torpedo tried to prematurely exploded. Had another from a second DC explosion.
Bubblehead1980
05-10-22, 05:20 PM
My current mod order, giving it a try.
Clean install no saves.
Generic Mod Enabler - v2.6.0.157
Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
EAX_Clang_Splash_Dud for TMO Update
Subron50AddOn
SubRon50messages
AAtoDeckguns+Radio
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Looks good. One of the SUBRON 50 objectives caused CTD with another player. I think the briefing was too long (game is very sensitive). Worked fine in testing but CTD. I have a fix if it happens to anyone else. Im on patrol so havent had a chance to test yet.
Mad Mardigan
05-10-22, 05:24 PM
Mhmm... can't say that I have, though... to be frank about it, just got started off in My career set ups that I have set up, thus far.
Current set ups, include (separately, of course...)
1. Asiatic set up, for patrolling out of Manila, to begin with... am in the prewar time still... war, has not yet, broke out.
2. PH set up... same, as with # 1, above...
3. S class set up... (just finalized this set up, last night & just got started in a career in that one, earlier on today...) have yet to have ran into any enemies... YET.
4. SubRon 50 (See # 3 above, though ...) After getting it set up, started off on a career out of New London & have yet to have gotten over to the designated drop point/patrol area... yet.
so, as mentioned... have yet to really run into any enemies... YET.
:Kaleun_Salute:
M. M.
KriegsMarine
05-10-22, 07:32 PM
Hi, skippers, does this great mod need LAA support ? and if so, where can i download this LAA tool ? :Kaleun_Salute:
merc4ulfate
05-10-22, 07:37 PM
Looks good. One of the SUBRON 50 objectives caused CTD with another player. I think the briefing was too long (game is very sensitive). Worked fine in testing but CTD. I have a fix if it happens to anyone else. Im on patrol so havent had a chance to test yet.
I'm running it now. Didnt realize the second objective was to target a friendly during the attack and then hit photo button for the IR part. Figured it out.
Definitely slows the game down but no CTD with all those ships. I did have a CTD off Dakar after that part of the mission. No way of knowing why it was kind of out of the blue when it happened. Trying again and loving this aspect of the game. Fun to play around North Africa.
The French are legitimate targets here. I thought they were friendly LOL
The German planes ... don't mess with them.
The AA issue I had. I wasn't reading what you said very well. Fill the crew berth of BOTH AA and Deckgun then GQ. After I did that I was able to move the gun. Weird to have to do both but its all good.
merc4ulfate
05-10-22, 07:39 PM
Hi, skippers, does this great mod need LAA support ? and if so, where can i download this LAA tool ? :Kaleun_Salute:
Absolutely!! Don't even try without it.
Should still be in the download section
https://www.techpowerup.com/forums/threads/large-address-aware.112556/
Look on this page
KriegsMarine
05-10-22, 08:42 PM
Absolutely!! Don't even try without it.
Should still be in the download section
https://www.techpowerup.com/forums/threads/large-address-aware.112556/
Look on this page
downloading now, thank you sir! :Kaleun_Cheers:
Bubblehead1980
05-10-22, 08:58 PM
I'm running it now. Didnt realize the second objective was to target a friendly during the attack and then hit photo button for the IR part. Figured it out.
Definitely slows the game down but no CTD with all those ships. I did have a CTD off Dakar after that part of the mission. No way of knowing why it was kind of out of the blue when it happened. Trying again and loving this aspect of the game. Fun to play around North Africa.
The French are legitimate targets here. I thought they were friendly LOL
The German planes ... don't mess with them.
The AA issue I had. I wasn't reading what you said very well. Fill the crew berth of BOTH AA and Deckgun then GQ. After I did that I was able to move the gun. Weird to have to do both but its all good.
Could be mines causing slow down CTD. I am going to rework/remove some minefields.
Your first missions was off Casablanca yes? Observed bombardment, naval battle?
Yes, French units in sim are Vichy French units, they were allied with Axis at the time which ends after France is liberated in 44. There is a "Free French" nation added to the game, but very are to run into any of their units if at all.
Which boat do you have?
I am running the SUBRON 50 campaign as well, my part in Torch was to support landings at Safi (Real life mission of the Barb, I am in the Barb) on my 4th patrol, in the North Sea. I never got to do a serious play though, no time, but just made sure the objectives loaded, things worked etc. Now, I am enjoying it, its definitely a different pace than in the pacific as it was in real life but when do see some action and sink something, its worth it. Also challenging due to weather.
I found the game takes its primary cues on weather from the patrol objective mission file. In the pacific, they are all nearly set to calm weather as default with cycle set to the max of 96 hours and small changes, this overall keeps the weather pacific like. Exception being Alaska, i changed it up to have rougher weather and same with missions off Iceland, North/Norwegian Seas and North Atlantic, overall works. I have some Atlantic like weather, when go to pacific eventually will have pacific like weather.
I have not sunk any merchant ships yet as my assignments have not really put me in the areas would find axis merchant shipping until this patrol am currently on in the North Sea, but did sink a U boat and damage another. on second patrol. Prob would have sunk a DD if not for the CTD issue as had a shot lined up.
Yep planes do not play, especially the friendly fire, you're being tracked/attacked by Allied aircraft. My patrol off Iceland, I was bombed three time over 30 days in area by allied planes, twice at night. Their ASV radar picks player sub before SD radar picks them up.
Two Gleaves Class DD's depth charged me but were easy to escape in the heavy seas and water. Interesting how sim models the waters in area...they are darker and thermal layers are quite shallow usually 65-80 feet compared to the pacific. Further north of equator in SH 4 world, ASW sensors are not as effective.
Glad you are enjoying it. You should ran into something off Daka. Perhaps even a Vichy French warship:Kaleun_Salute:
Glad you figured the guns out. Yes weird, but thats SH 4 for ya lol. I havent found a fix yet and no one has to my knowledge
propbeanie
05-11-22, 09:33 AM
... The AA issue I had. I wasn't reading what you said very well. Fill the crew berth of BOTH AA and Deckgun then GQ. After I did that I was able to move the gun. Weird to have to do both but its all good.
The reason being, which is very much like the Narwhal, or any other boat with two regular deck guns, is that the game treats all of the guns of one class like one unit. Same way if you have two AA guns, and only crew the one, the game will not use that one manned AA gun, since both guns are not manned (another "gun unit"). If you happen to have two AA guns set to "DeckGun" status, and two "regular" deck guns, whether 2x 5", 2x 4" or 1x regular gun and 1x20mm, all 4 of the guns and their positions must be filled, since all four guns are "seen" by the game as one "gun unit". At least, that's the way it seems to be, no matter the mod.
Mad Mardigan
05-11-22, 12:16 PM
The reason being, which is very much like the Narwhal, or any other boat with two regular deck guns, is that the game treats all of the guns of one class like one unit. Same way if you have two AA guns, and only crew the one, the game will not use that one manned AA gun, since both guns are not manned (another "gun unit"). If you happen to have two AA guns set to "DeckGun" status, and two "regular" deck guns, whether 2x 5", 2x 4" or 1x regular gun and 1x20mm, all 4 of the guns and their positions must be filled, since all four guns are "seen" by the game as one "gun unit". At least, that's the way it seems to be, no matter the mod.
In the interest, of not cluttering up the thread... you have a PM/DM... ahh bollux... you got a message here, propbeanie... :shucks:
:Kaleun_Salute:
M. M.
DL'd and installed. Few questions:
Began a "New Construction BALAO" campaign. Had me going all the way to Convoy College from Mare Island. Told myself, "ah what the heck, probably going to do sea trials there" but was given the standard destroy enemy shipping orders when I reached the area. Is this normal or did I screw something up?
As for the different optional and add-on mods:
1) For the Radio Messages one, do we activate the entire "Radio Messages TMO Update 2.0" file folder in JSGME, or place the individual folders within "Radio Messages TMO Update 2.0" in JSGME and activate them from there (i.e. activate SubPacMessages by itself)?
2) There's a "Practice DC" mod in "02_Optional Mods" and "Practice Depth Charges for NewCon" in "03_Required AddOns". Both sound similar. Activate one or both? If both, what order?
Mad Mardigan
05-11-22, 02:08 PM
DL'd and installed. Few questions:
Began a "New Construction BALAO" campaign. Had me going all the way to Convoy College from Mare Island. Told myself, "ah what the heck, probably going to do sea trials there" but was given the standard destroy enemy shipping orders when I reached the area. Is this normal or did I screw something up?
As for the different optional and add-on mods:
1) For the Radio Messages one, do we activate the entire "Radio Messages TMO Update 2.0" file folder in JSGME, or place the individual folders within "Radio Messages TMO Update 2.0" in JSGME and activate them from there (i.e. activate SubPacMessages by itself)?
2) There's a "Practice DC" mod in "02_Optional Mods" and "Practice Depth Charges for NewCon" in "03_Required AddOns". Both sound similar. Activate one or both? If both, what order?
On # 1...
That, is dependent, on where you are following a career in being based from.
Asiatic, career... from the start of the war, bases ar Manila... then the fall back to Surabaya then to Freemantle/Perth... after that stage... the chain gets kinda fuzzy for Me...
For that career path, the Asiatic messages pack would be the one to go with there.
As for rolling out of Brisbane or doing an S class career... would look to using the Brisbane messages pack.
For a standard, straight up PH career... would NOT use any of the message packs, unless you do a transfer to say... Asiatic fleet or Brisbane... & then, would add in the appropro message pack, accordingly... I do believe. :hmmm:
As for doing a SubRon 50 career... at the start, of using that message pack tagged accordingly... til the end/demise of that squad's run... which... was only an 8 months stint... from Oct. of '42, to.... mhhmmmm... June, of '43...
After that, accordingly to which transfer you go with... be it, to the Asiatic fleet or the Brisbane command, would depend on what messages pack you'd add in, at the appropriate time (&... whilst in base, I might add... to avoid any mod swap out issues... as well. :yep:) at that stage... I believe...
Think I have all that rightly... I welcome confirm or refute from others... on this... :shucks:
As for point 2... not a clue, so will abstain from reply on that score...
:Kaleun_Salute:
M. M.
Bubblehead1980
05-11-22, 04:13 PM
DL'd and installed. Few questions:
Began a "New Construction BALAO" campaign. Had me going all the way to Convoy College from Mare Island. Told myself, "ah what the heck, probably going to do sea trials there" but was given the standard destroy enemy shipping orders when I reached the area. Is this normal or did I screw something up?
As for the different optional and add-on mods:
1) For the Radio Messages one, do we activate the entire "Radio Messages TMO Update 2.0" file folder in JSGME, or place the individual folders within "Radio Messages TMO Update 2.0" in JSGME and activate them from there (i.e. activate SubPacMessages by itself)?
2) There's a "Practice DC" mod in "02_Optional Mods" and "Practice Depth Charges for NewCon" in "03_Required AddOns". Both sound similar. Activate one or both? If both, what order?
1. So you started your career and first orders were to go to convoy college or you completed the sea trials and then were told to go to convoy college?
If started career and told you go strait to convoy college, then the damn bug is back lol. No, its not correct to go on to convoy college in a new construction career . I fixed it in testing, had three newcon starts in a row without the issue, guess decided to come back. I will look at it again. I would try another start and see if it gets it right, you should have three sea trials before going active....first one consists of dive tests as well as navigation exercises. Second is endurance testing of engines/fuel usage etc. Third is live fire exercises...sinking a target ship, depth charge indoctrination, and locating a convoy for night surface attack training off west coast (Balao career). Old bug from original TMO, SH 4 being temperamental. Did you start at the dock on Mare Island? I moved Mare Island to its actual location.
If you completed sea trials and then were told to go to convoy college, also a bug as supposed to go to Brisbane in a Balao after new construction is complete and should be assigned a patrol area within Brisbane's operational area., conduct war patrol en route and end patrol there.
No, you activate each radio mod in the folder independently based on current career. As mentioned in README, SUBPAC messages are the default messages in the sim, so do not need to activate them.
Sounds like I forgot to delete the practice DC after included it in the newcon mod. No need to activate practice DC if in new con mod
I will look into this start issue. SO aggravating when appears to have solved problems and they come back lol.
1. So you started your career and first orders were to go to convoy college or you completed the sea trials and then were told to go to convoy college?
If started career and told you go strait to convoy college, then the damn bug is back lol. No, its not correct to go on to convoy college in a new construction career . I fixed it in testing, had three newcon starts in a row without the issue, guess decided to come back. I will look at it again. I would try another start and see if it gets it right, you should have three sea trials before going active....first one consists of dive tests as well as navigation exercises. Second is endurance testing of engines/fuel usage etc. Third is live fire exercises...sinking a target ship, depth charge indoctrination, and locating a convoy for night surface attack training off west coast (Balao career). Old bug from original TMO, SH 4 being temperamental. Did you start at the dock on Mare Island? I moved Mare Island to its actual location.
If you completed sea trials and then were told to go to convoy college, also a bug as supposed to go to Brisbane in a Balao after new construction is complete and should be assigned a patrol area within Brisbane's operational area., conduct war patrol en route and end patrol there.
No, you activate each radio mod in the folder independently based on current career. As mentioned in README, SUBPAC messages are the default messages in the sim, so do not need to activate them.
Sounds like I forgot to delete the practice DC after included it in the newcon mod. No need to activate practice DC if in new con mod
I will look into this start issue. SO aggravating when appears to have solved problems and they come back lol.
Yea, no trials, straight to Convoy College. It was more of a "test career" and wanted to see what the trials would be, and bypassed a close slow large, lightly defended convoy (insert cringe here) to get there.
That being said, just fresh installed and Im going to try the NewCon again a few times to test. Ill let you know what I get.
Thanks for the help, and truly awesome work here BH.
Kal_Maximus_U669
05-11-22, 04:42 PM
1. So you started your career and first orders were to go to convoy college or you completed the sea trials and then were told to go to convoy college?
If started career and told you go strait to convoy college, then the damn bug is back lol. No, its not correct to go on to convoy college in a new construction career . I fixed it in testing, had three newcon starts in a row without the issue, guess decided to come back. I will look at it again. I would try another start and see if it gets it right, you should have three sea trials before going active....first one consists of dive tests as well as navigation exercises. Second is endurance testing of engines/fuel usage etc. Third is live fire exercises...sinking a target ship, depth charge indoctrination, and locating a convoy for night surface attack training off west coast (Balao career). Old bug from original TMO, SH 4 being temperamental. Did you start at the dock on Mare Island? I moved Mare Island to its actual location.
If you completed sea trials and then were told to go to convoy college, also a bug as supposed to go to Brisbane in a Balao after new construction is complete and should be assigned a patrol area within Brisbane's operational area., conduct war patrol en route and end patrol there.
No, you activate each radio mod in the folder independently based on current career. As mentioned in README, SUBPAC messages are the default messages in the sim, so do not need to activate them.
Sounds like I forgot to delete the practice DC after included it in the newcon mod. No need to activate practice DC if in new con mod
I will look into this start issue. SO aggravating when appears to have solved problems and they come back lol.
super BH I was going to ask you this question suddenly you answer my question thank you anyway there will be other questions :har:
meilleur salutation Kal_Maximus_U669
BH, tried NewCon quite a few times, same result with both '42 and '43. No sea trials, straight to CC.
Bubblehead1980
05-11-22, 05:32 PM
BH, tried NewCon quite a few times, same result with both '42 and '43. No sea trials, straight to CC.
Thanks:Kaleun_Salute: I started five times to test , 2/5 I received proper orders, rest were to CC. I am adjusting some dates now to see if it works. PITA:har: If can not get the bug resolved, I will post procedure to select proper patrol objectives for new con career manually. Of course, I want to get it working, fighting these bugs are a pain.
I don't know if this was reported already but there are magical trucks running around in Mannila above the water. Also Salmon class submarine has periscope depth setting to deep.
https://www.part.lt/img/3bb64c6db96ffe7a91861d2878a25f18528.bmp (https://www.part.lt/perziura/3bb64c6db96ffe7a91861d2878a25f18528.bmp)
Mad Mardigan
05-14-22, 01:08 PM
I don't know if this was reported already but there are magical trucks running around in Manila above the water. Also Salmon class submarine has periscope depth setting to deep.
https://www.part.lt/img/3bb64c6db96ffe7a91861d2878a25f18528.bmp (https://www.part.lt/perziura/3bb64c6db96ffe7a91861d2878a25f18528.bmp)
Huh... thought I saw that, about trucks... driving about, on the water... just, wasn't sure about it. Glad to know that I wasn't... seeing things then. (that's a relief...:salute:)
Think, the Salmon class, ain't the only 1 with PD set, too deep. Will have to boot up the 4 different set ups I have :
1.Asiatic career
2.Pearl Harbor career
3. S class - DHC TF42 career
4. SubRon 50 career
to recall which 1 of them, it is... that seems to be set deeper than it needs to be, for PD.
Know is 1 of them, that I noted that with... did write that down, with intentions of mentioning that to Bubblehead1980... then to see that, from another besides Myself, to note both those issues.
Bubblehead1980
05-14-22, 03:20 PM
Vickers03 has released the fleetboat (and S Boat) interior mods for TMO Update BH V2.0(!!)
I have been testing past few days while some final touches were made.
Truly amazing work and really changes the feel of the sim to have more than just the conning tower and control room. With the S Boat, have practically the entire boat.
Thanks again Vickers03 for this amazing work. :Kaleun_Salute:
https://www.subsim.com/radioroom/showthread.php?t=244691
Bubblehead1980
05-14-22, 03:24 PM
I don't know if this was reported already but there are magical trucks running around in Mannila above the water. Also Salmon class submarine has periscope depth setting to deep.
https://www.part.lt/img/3bb64c6db96ffe7a91861d2878a25f18528.bmp (https://www.part.lt/perziura/3bb64c6db96ffe7a91861d2878a25f18528.bmp)
The truck on water is a bug that long predates TMO Update, original TMO, etc. I've noticed it since stock. Its a scenery thing associated with the ports. Not sure how to solve it. I've just ignored it. Was this at Manila or Cavite?
Salmon/Sargo periscope depth changes with refits. With the refitted conning tower and periscope shears in mid-late war, periscope depth (for attack scope) is that of fleetboats 64 ft(otherwise the scopes stick far out of water and increase detection) , in early war its about 60 ft. The default set in the file is for mid-late war conning tower.
Periscope depth can be set manually. There is also a fix can enable pre refit, disable after refit, I posted in this thread a couple weeks back, I will see if can find it.
Link to fix. Sargo and Salmon fix should be in there, if not, let me know.
https://www.mediafire.com/file/bplni86lah6017m/SargoEarlyWarPDDepthFix.zip/file
Mad Mardigan
05-14-22, 04:14 PM
The truck on water is a bug that long predates TMO Update, original TMO, etc. I've noticed it since stock. Its a scenery thing associated with the ports. Not sure how to solve it. I've just ignored it. Was this at Manila or Cavite?
Salmon/Sargo periscope depth changes with refits. With the refitted conning tower and periscope shears in mid-late war, periscope depth (for attack scope) is that of fleetboats 64 ft(otherwise the scopes stick far out of water and increase detection) , in early war its about 60 ft. The default set in the file is for mid-late war conning tower.
Periscope depth can be set manually. There is also a fix can enable pre refit, disable after refit, I posted in this thread a couple weeks back, I will see if can find it.
Link to fix. Sargo and Salmon fix should be in there, if not, let me know.
https://www.mediafire.com/file/bplni86lah6017m/SargoEarlyWarPDDepthFix.zip/file
Cavite... :shucks:
KaleunMarco
05-14-22, 04:36 PM
The truck on water is a bug that long predates TMO Update.
well of course the truck on the water precedes the TMO Update.
how else would we have had Smoke on the Water?
don't you Kaleuns read the AllNavs that your comm officers give you?
https://i.ibb.co/nmYzVmQ/maxresdefault.jpg
Captain Wreckless
05-17-22, 05:49 PM
Huh... thought I saw that, about trucks... driving about, on the water... just, wasn't sure about it. Glad to know that I wasn't... seeing things then. (that's a relief...:salute:)
Think, the Salmon class, ain't the only 1 with PD set, too deep. Will have to boot up the 4 different set ups I have :
1.Asiatic career
2.Pearl Harbor career
3. S class - DHC TF42 career
4. SubRon 50 career
to recall which 1 of them, it is... that seems to be set deeper than it needs to be, for PD.
Know is 1 of them, that I noted that with... did write that down, with intentions of mentioning that to Bubblehead1980... then to see that, from another besides Myself, to note both those issues.
Sargo class is to deep also. Unless it's been fixed already.
Mad Mardigan
05-17-22, 06:00 PM
Huh... thought I saw that, about trucks... driving about, on the water... just, wasn't sure about it. Glad to know that I wasn't... seeing things then. (that's a relief...:salute:)
Think, the Salmon class, ain't the only 1 with PD set, too deep. Will have to boot up the 4 different set ups I have :
1.Asiatic career
2.Pearl Harbor career
3. S class - DHC TF42 career
4. SubRon 50 career
to recall which 1 of them, it is... that seems to be set deeper than it needs to be, for PD.
Know is 1 of them, that I noted that with... did write that down, with intentions of mentioning that to Bubblehead1980... then to see that, from another besides Myself, to note both those issues.
Sargo class is to deep also. Unless it's been fixed already.
On this... in retrospect... conversed with Bubblehead about... & believe that PD was set to be a wee bit deeper, so that when coming up to PD from deep submergence... to alleviate the risk of broaching... I think. :hmmm:
Know that broach could occur in some instances... such as when unloading a torp at a target... weather would also be a causal factor, as well... iirc, too.
Some instances, were also caused by not really experienced crew, inadvertently causing that to happen... just to name but a few.
Is not too terribly difficult, to use the depth gauge... to bump up the sub a weeeeee bit closer up to the surface, to have the peri head to clear the water... after doing a sound check, before using the peri.
:Kaleun_Salute:
M. M.
Bubblehead1980
05-17-22, 06:14 PM
Sargo class is to deep also. Unless it's been fixed already.
Yes, as previously mentioned the Sargo/and Salmons periscope depths are set to what are needed post refit in mid to late war when they get new conning towers and periscope shears., If keep the early war the scopes stick out too far and increase visibility. In testing I found their scopes were spotted easier than others due to this issue.
Periscope depth( now default) for mid to late war is 63-64 feet depending on sea state. In early war its 60 ft for the conning tower scope and 55-58 feet for control room scope, depending on sea state. In early war, have to set periscope depth manually. However, if this is just too much, I did post a fix recently to enable for early war conning towers on sargo and salmon.
MM did mentioned another reason this was done and it was to avoid broaching, it can happen and did happen in testing.
KaleunMarco
05-17-22, 06:22 PM
to alleviate the risk of broaching... I think.
Know that broach could occur in some instances...
weather would also be a causal factor, as well... iirc, too.
major causes of broaching (causal factors, per MM).
1. weather
2. speed
broaching can be fatal.
Captain Wreckless
05-18-22, 02:25 AM
major causes of broaching (causal factors, per MM).
1. weather
2. speed
broaching can be fatal.
I haven't experienced broaching, Yet. :doh:
KaleunMarco
05-18-22, 11:18 AM
I haven't experienced broaching, Yet. :doh:
that's good news.
coming to periscope depth from a deep dive with too much speed can lead to broaching the boat. if there are surface ships in the area, even merchies, things can get lethal, quickly.
broaching ...very dangerous....you go first.:haha:
Bubblehead1980
05-18-22, 08:27 PM
After much testing I have determined some CTD issues with torpedo explosions are associated with the new EAX sound with the "dud" splash. The new EAX sound sim should be removed. Use previous EAX sounds mod from V1.0.
I am currently on patrol and do not want to shell out to windows, but will post a combined EAX sound/smokesplash/clang mod minus the new dud splash later in this thread. Will work to resolve the dud splash ctd issue.
propbeanie
05-18-22, 08:39 PM
ID conflict?
Bubblehead1980
05-18-22, 08:57 PM
ID conflict?
Not sure, possibly....multiple tests...When mod enabled...CTD, esp when a torpedo prematurely detonates, not every time, but often. When removed, no issues. Eliminated multiple other causes.
propbeanie
05-18-22, 09:14 PM
A CTD on a premie?... :hmmm: most interesting... surely there is a significance to that... maybe. We are already talking above my skill levels though... :oops:
Bubblehead1980
05-18-22, 09:25 PM
A CTD on a premie?... :hmmm: most interesting... surely there is a significance to that... maybe. We are already talking above my skill levels though... :oops:
Yes, somewhat above my skill level as well lol. Based on testing though My guess is the "splash" effect tied to the dud in the mod is conflicting with the splash of premature explosions. No CTD when a torpedo is a dud with the mod enabled...but one torpedo prematurely detonate...ctd. Someties first one causes CTD but had one go, no issue, then second one does, hear the sound maybe initial splash them boom CTD. Sometimes happens on first one, sometimes on second, but its prematures the set it off. However, when mod with the dud splashes is removed, no CTD from prematures.
Bubblehead1980
05-19-22, 12:43 AM
A CTD on a premie?... :hmmm: most interesting... surely there is a significance to that... maybe. We are already talking above my skill levels though... :oops:
Finally got to test the Type 9 AI u boat in campaign, could hear it on sound, but CTD when torpedo hit the u boat. Torpedo did not CTD on merchant.
Bubblehead1980
05-19-22, 11:19 PM
Required Patch for TMO Update BH V2.0
See README for details.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6138
KaleunMarco
05-20-22, 08:09 AM
Finally got to test the Type 9 AI u boat in campaign, could hear it on sound, but CTD when torpedo hit the u boat. Torpedo did not CTD on merchant.
well, then, stop shooting torpedoes at Uboats!!!!!
:doh::ping:
Bubblehead1980
05-20-22, 06:12 PM
well, then, stop shooting torpedoes at Uboats!!!!!
:doh::ping:
Yeaaa, thats the ticket lol
Kal_Maximus_U669
05-21-22, 08:51 AM
December 9, 1941 Pearl Harbor..
I just did a fresh install here is my list
[MODS]
Trigger Maru Overhaul 2.5 UpdateBH V2.0=1
Nav Map Make-Over TMO Update 2.0=2
NMMO Patch TMO Update V2.0=3
TMO Update BH V2.0 PATCH 01=4
Fleetboat_Interior_TMO2.5_BH_U_2.0=5
EAX_Clang_Splash=6
AAtoDeckguns+Radio=7
Pre-PearlHarborPatch TMO Update V2.0=8
BBPearlHarbor Pre War TMO=9
Torpedoes Early_TNTV4B=10
TDW_Ship_Plane_Fire_Damage_v1_3=11
now the reconnaissance manual the scale under the hull is shifted...
http://image.noelshack.com/fichiers/2022/20/6/1653140922-sh4img-2022-05-21-15-40-14-399.png
sorry for posting in the wrong place...
now here in Pearl Harbor..
http://image.noelshack.com/fichiers/2022/20/6/1653137077-sh4img-2022-05-21-14-34-36-975.png???problem..
départ 2 messages 2X
http://image.noelshack.com/fichiers/2022/20/6/1653140915-sh4img-2022-05-21-15-39-26-707.png
I find that plankton should be reduced...slightly it would be better with the marine fauna
http://image.noelshack.com/fichiers/2022/20/6/1653137060-sh4img-2022-05-20-23-52-11-799.png
I'm glad you reworked the mines because several times died because of it
I have had ctds several times I think because of her... several things have not been... but hey I have all reinstalled... so we are off again... we will see... but the Pearl has started evil...!!!
see you soon BH greeting is thank you Kal maximus U669 :salute:
Bubblehead1980
05-21-22, 09:32 AM
December 9, 1941 Pearl Harbor..
I just did a fresh install here is my list
[MODS]
Trigger Maru Overhaul 2.5 UpdateBH V2.0=1
Nav Map Make-Over TMO Update 2.0=2
NMMO Patch TMO Update V2.0=3
TMO Update BH V2.0 PATCH 01=4
Fleetboat_Interior_TMO2.5_BH_U_2.0=5
EAX_Clang_Splash=6
AAtoDeckguns+Radio=7
Pre-PearlHarborPatch TMO Update V2.0=8
BBPearlHarbor Pre War TMO=9
Torpedoes Early_TNTV4B=10
TDW_Ship_Plane_Fire_Damage_v1_3=11
now the reconnaissance manual the scale under the hull is shifted...
http://image.noelshack.com/fichiers/2022/20/6/1653140922-sh4img-2022-05-21-15-40-14-399.png
sorry for posting in the wrong place...
now here in Pearl Harbor..
http://image.noelshack.com/fichiers/2022/20/6/1653137077-sh4img-2022-05-21-14-34-36-975.png???problem..
départ 2 messages 2X
http://image.noelshack.com/fichiers/2022/20/6/1653140915-sh4img-2022-05-21-15-39-26-707.png
I find that plankton should be reduced...slightly it would be better with the marine fauna
http://image.noelshack.com/fichiers/2022/20/6/1653137060-sh4img-2022-05-20-23-52-11-799.png
I'm glad you reworked the mines because several times died because of it
I have had ctds several times I think because of her... several things have not been... but hey I have all reinstalled... so we are off again... we will see... but the Pearl has started evil...!!!
see you soon BH greeting is thank you Kal maximus U669 :salute:
Repeat message noted, will remove.
Not a problem (the grounded BB). USS Nevada, the only battleship at Pearl Harbor to get underway during the Pearl Harbor attack, was damaged. In order to avoid possibly sinking in the channel and thus blocking entry and exit to the harbor for some time, the Captain purposely grounded her at Nevada near Hospital Point, where the battleship remained for some time , until Feb 1942 if I recall. I placed the BB there to represent the Nevada, although she spawned a bit different than did in testing, happens sometimes.
Plankton is not my call, its a third party mod added in. There is a updated sea life mod by vickers03 can enable, see if it works better.
Yes, mines were a issue, thus the removal.
The image of fuel tank, just cant be avoided, have to ignore it. Fuel tanks are technically ships, but they dont move etc. THey have to be so AI will target them, since won't target land objects, thus as ships show up in rec manual.
Kal_Maximus_U669
05-21-22, 09:41 AM
Hey BH ... when is the manual then? :D
thanks for the other details... :up: :salute:
Mad Mardigan
05-21-22, 10:37 AM
December 9, 1941 Pearl Harbor.. I just did a fresh install here is my list
[MODS]
Trigger Maru Overhaul 2.5 UpdateBH V2.0=1
Nav Map Make-Over TMO Update 2.0=2
NMMO Patch TMO Update V2.0=3
TMO Update BH V2.0 PATCH 01=4
Fleetboat_Interior_TMO2.5_BH_U_2.0=5
EAX_Clang_Splash=6
AAtoDeckguns+Radio=7
Pre-PearlHarborPatch TMO Update V2.0=8
BBPearlHarbor Pre War TMO=9
Torpedoes Early_TNTV4B=10
TDW_Ship_Plane_Fire_Damage_v1_3=11
now the reconnaissance manual the scale under the hull is shifted...
http://image.noelshack.com/fichiers/2022/20/6/1653140922-sh4img-2022-05-21-15-40-14-399.png
sorry for posting in the wrong place...
now here in Pearl Harbor..
http://image.noelshack.com/fichiers/2022/20/6/1653137077-sh4img-2022-05-21-14-34-36-975.png???problem..
départ 2 messages 2X
http://image.noelshack.com/fichiers/2022/20/6/1653140915-sh4img-2022-05-21-15-39-26-707.png
I find that plankton should be reduced...slightly it would be better with the marine fauna
http://image.noelshack.com/fichiers/2022/20/6/1653137060-sh4img-2022-05-20-23-52-11-799.png
I'm glad you reworked the mines because several times died because of it
I have had ctds several times I think because of her... several things have not been... but hey I have all reinstalled... so we are off again... we will see... but the Pearl has started evil...!!!
see you soon BH greeting is thank you Kal maximus U669 :salute:
http://image.noelshack.com/fichiers/2022/20/6/1653137077-sh4img-2022-05-21-14-34-36-975.png
Here, as Bubblehead pointed out, is as was in the aftermath of the attack on Pearl.
The U.S.S. Nevada, after sustaining numerous hits, flooding taking her down & would have blocked the channel had Capt. Francis W. Scanland & his XO, continued to make for open water & not made the call to beach her.... as they did.
This, was something that I had discussed with Bubblehead about... the incorrect appearance of in Stock & other follow up mods that looked to rectify the error... (& I use that term here, loosely for the screw up that Ubi made of things here in regards to the SH lineage...:shucks:) the aftermath that was Pearl.
If that, makes your comment of "but the Pearl has started evil...!!!" be the cause of it... then I'll take the knocks for that. :shucks:
have yet to ship out of Pearl, in the wake of the attack.... YET, I might add... so don't know how the ability to get underweigh is out of Pearl, as I am 1 of those that follows a do as they did back then, sort of gamer/sim player, with such as what SH4 is... from My perspective... a simulation of actual events that occurred & how those that were there... faced them.
It's, as close to history as 1 can get... short of travelling back in time, to actually be there. :yep:
Kal_Maximus_U669
05-21-22, 01:00 PM
Hey Mad Mardigan... :salute:
As I have already said, I do not know well this USS Pacific war which was yours..
I only know the outline is still... now after the fact... at first I thought about this attack the day before... but I told myself that it didn't fit with the image then... now I learn that this is normal...
we are still far from reality by looking at the archives
Battleship USS Nevada
http://image.noelshack.com/fichiers/2022/20/6/1653156178-1424205211985.jpg
Now I understand the technical aspect of production...but I think it's really not good here...!
For those who want to know more about Pearl Harbor attack see here
https://www.spokesman.com/stories/2020/dec/07/dec-7-1941-ships-pearl/
Now I would like to know if you have these recognition manual problems ... as for the rest I understand very well that BH cannot do everything because it already does a lot ... I understand that BH is trying to new to enjoy a lot of realistic things which brings a real unique atmosphere which gives life to this mods which I find really excellent...now I am far from having seen all of them so much there is..
the campaign so many possibilities it's very good all that ... hours of play in perspective ..
here is my dear Mardigan I am waiting for feedback from you on the recognition manual please.. thank you..
My sincere friendship Mad Mardigan.. kind regards Kal_Maximus_U669 :salute:
Mad Mardigan
05-21-22, 01:16 PM
Hey Mad Mardigan... :salute:
As I have already said, I do not know well this USS Pacific war which was yours..
I only know the outline is still... now after the fact... at first I thought about this attack the day before... but I told myself that it didn't fit with the image then... now I learn that this is normal...
we are still far from reality by looking at the archives
Battleship USS Nevada
http://image.noelshack.com/fichiers/2022/20/6/1653156178-1424205211985.jpg
Now I understand the technical aspect of production...but I think it's really not good here...!
For those who want to know more about Pearl Harbor attack see here
https://www.spokesman.com/stories/2020/dec/07/dec-7-1941-ships-pearl/
Now I would like to know if you have these recognition manual problems ... as for the rest I understand very well that BH cannot do everything because it already does a lot ... I understand that BH is trying to new to enjoy a lot of realistic things which brings a real unique atmosphere which gives life to this mods which I find really excellent...now I am far from having seen all of them so much there is..
the campaign so many possibilities it's very good all that ... hours of play in perspective ..
here is my dear Mardigan I am waiting for feedback from you on the recognition manual please.. thank you..
My sincere friendship Mad Mardigan.. kind regards Kal_Maximus_U669 :salute:
having just finished up, on initial install of v2 of the mod set... side testing on a few other set up works... including some side testing on this 1, mind you... have just barely scratched the surface thus far...
That said, I shall see of taking a casual stroll through the Rec Man... note, that it will take a bit... after I finish posting off this reply, Mon cher ami Kal_Maximus_U669... :shucks: N’ayez crainte, je vous ferai part de ce que je trouverai.
:Kaleun_Salute:
M. M. :Kaleun_Cheers:
Bubblehead1980
05-21-22, 07:01 PM
Hey BH ... when is the manual then? :D
thanks for the other details... :up: :salute:
Again, fuel tanks are technically ships in the game, but they are not. They don't move , can placed on land etc. They don't have a image in the rec manual as no image exists for them to be placed there. They are on the roster as ships for reasons previously mentioned, so the game automatically places them in the rec manual.
Kal_Maximus_U669
05-22-22, 08:09 AM
Again, fuel tanks are technically ships in the game, but they are not. They don't move , can placed on land etc. They don't have a image in the rec manual as no image exists for them to be placed there. They are on the roster as ships for reasons previously mentioned, so the game automatically places them in the rec manual.
Hey BH..greeting..
Yes, but that in no way explains the displacement of the scale...
It seems that fitzcarraldo also has this problem... that said, thank you for the detail.. I encountered several difficulties during the reassembly.. because there were several updates... which is great for the follow-up... ! This is why I recommend everyone here to start their own career again...otherwise the penalty will be 'ctd' for sure...
A few questions dear BH...
_Can we use the superb torpedoes of 'Jimimadrids Torpedos' without causing any problem to your masterpiece..?
_Have you looked at the astvitaliy1982 map with the new bathymetry?..do you plan to use it...? although yours and really very detailed I like it a lot...!!
_Do you plan to introduce a real uss narwhal...(I like this one for its firepower...) Luckner managed to introduce it in his compilation so it must work for you too, right?
_The models of these boats are those of RFB Ducimus... which its TMO... which is yours too...if I'm not mistaken...?
Well here you go BH thank you for the class S your update.. I suppose that you would do a global update of the elements to bring to your masterpiece..
cordially Kal Maximus U669:up:
fitzcarraldo
05-22-22, 09:01 AM
This is the problem with scales in the recognitio manual. See the arrow of the mouse. The scale under the ship silhouette.
With or without Interiors.
The imags are from Museum, but it is the same in patrol and in all boats.
https://i.imgur.com/P45gvWM.jpg
https://i.imgur.com/dRfkUD2.jpg
My resolution is 1920x1080.
Regards.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
05-22-22, 09:05 AM
Hey BH..greeting..
Yes, but that in no way explains the displacement of the scale...
It seems that fitzcarraldo also has this problem... that said, thank you for the detail.. I encountered several difficulties during the reassembly.. because there were several updates... which is great for the follow-up... ! This is why I recommend everyone here to start their own career again...otherwise the penalty will be 'ctd' for sure...
A few questions dear BH...
_Can we use the superb torpedoes of 'Jimimadrids Torpedos' without causing any problem to your masterpiece..?
_Have you looked at the astvitaliy1982 map with the new bathymetry?..do you plan to use it...? although yours and really very detailed I like it a lot...!!
_Do you plan to introduce a real uss narwhal...(I like this one for its firepower...) Luckner managed to introduce it in his compilation so it must work for you too, right?
_The models of these boats are those of RFB Ducimus... which its TMO... which is yours too...if I'm not mistaken...?
Well here you go BH thank you for the class S your update.. I suppose that you would do a global update of the elements to bring to your masterpiece..
cordially Kal Maximus U669:up:
I didn´t try the Donation Narwhal but I think it should work, because it was compatible with TMO and TMO plus RSRDC.
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
05-22-22, 09:33 AM
can you imagine my dear fitz... that's what i thought to myself...but maybe make some minor adjustments...so
I recall for the aficionados of the class S .... BH has just produced an update here
..
:Kaleun_Wink:
https://www.subsim.com/radioroom/showthread.php?p=2809597#post2809597
:Kaleun_Cheers::Kaleun_Cheers:
Kal_Maximus_U669
05-22-22, 10:13 AM
:DI started but there is to do.. as I suspected... it would have been too easy haha.. :har:
http://image.noelshack.com/fichiers/2022/20/7/1653232141-sh4img-2022-05-22-17-01-23-585.png
http://image.noelshack.com/fichiers/2022/20/7/1653232149-sh4img-2022-05-22-17-03-11-465.png
here there are no guns yet then there are connection problems with cables and other... :wah:
good after flying over all that .. there is a lot to do I think with the knots etc .. lots of Verif to do I don't have time for that I leave this work to our experts who are much better than me and will know how to be fast for the job.. BH.. vickers.. Beanie.. and many others here.!!! Otherwise there will be problems let the design guru operate...
I'm going back to enjoy BH's masterpiece... otherwise I'll never play and enjoy...
Mad Mardigan
05-22-22, 11:39 AM
This is the problem with scales in the recognitio manual. See the arrow of the mouse. The scale under the ship silhouette.
With or without Interiors.
The images are from Museum, but it is the same in patrol and in all boats.
https://i.imgur.com/P45gvWM.jpg
https://i.imgur.com/dRfkUD2.jpg
My resolution is 1920x1080.
Regards.
Fitzcarraldo :Kaleun_Salute:
Hey BH... greeting...
Yes, but that in no way explains the displacement of the scale...
It seems that fitzcarraldo also has this problem... that said, thank you for the details. I encountered several difficulties during the reassembly.. because there were several updates... which is great for the follow-up... ! This is why I recommend everyone here to start their own career again...otherwise the penalty will be 'ctd' for sure...
cordially Kal Maximus U669:up:
I did day trip through the Rec Man & can't figure it out, only to say... that it may be down to every ones computers being different makes, different manufacturers of individual parts... ll' green men aka gremlins... a blackhole in space throwing up cause it ate too much... who knows for sure..
bottom line is, on a tour of My Rec Man, the issues you guys are seeing with regards to the 'scale' beneath some ships... I'm not really seeing... with the exception of with just 1 ship.
The craziest part of it all, with that 1 on My end, is not even a ship that you've reported on... is small patrol craft/ship.
:hmmm: :doh: :o
Go figure... am just dumbfounded by the... craziness of SH4. :06: It's... the only thing I've ran across, that can cause sooooo much headache wrapped up in 1 package, yet do so with so many people & half of the issues are never the same from 1 individual to, another.
Add to that, of around... mhmmmm... :hmmm: gonna go out on a limb here & say... 50% of the time.. can't be reproduced, yet that another individual somewhere, invariably ends up running smack headlong into it somewhere down the road, later on.
Though, for all it's... faults, warts & idiosyncrasies.... still love the ol' gal.
1 thing I did note, & as well noted it NOT being mentioned by either of you ( fitzcarraldo & Kal_Maximus_U669 ) did either of you, notice of some ships missing half their body, or looking pale as like the ship image got acid washed into a pale shade of itself, perhaps...
As I did notice a few of both instances, as I described not many, but... a few.
:Kaleun_Salute:
M. M.
StickMasterSteven
05-22-22, 03:33 PM
Been running the 2.0 patch and can't get Fleetboat Interiors to work properly. Camera bugs out to an external underwater view.
Had a few other problems as well:
1. Selected PacDiv 2 from campaign start menu (based out of Pearl) and selected the 'docked outside of harbor' option when first taking command of the boat... it starts me at Midway rather than Pearl. Not sure if that's meant to happen but selecting 'docked at tender' keeps me at Pearl.
2. Game continues to CTD moving out of Midway. Tried lowering TC to see if that would help but it didn't.
3. (edit) I also noticed that the Sub School training missions are no longer there. Again, not sure if that's supposed to be that way.
Any help is appreciated. I'll post the load order below. One thing I noticed is that when installing the Fleetboat Interiors mod, vickers' instructions say to delete the Users/Documents/SH4 folder. Not sure if that would have anything to do with causing problems.
5227
fitzcarraldo
05-22-22, 04:06 PM
Been running the 2.0 patch and can't get Fleetboat Interiors to work properly. Camera bugs out to an external underwater view.
Had a few other problems as well:
1. Selected PacDiv 2 from campaign start menu (based out of Pearl) and selected the 'docked outside of harbor' option when first taking command of the boat... it starts me at Midway rather than Pearl. Not sure if that's meant to happen but selecting 'docked at tender' keeps me at Pearl.
2. Game continues to CTD moving out of Midway. Tried lowering TC to see if that would help but it didn't.
3. (edit) I also noticed that the Sub School training missions are no longer there. Again, not sure if that's supposed to be that way.
Any help is appreciated. I'll post the load order below. One thing I noticed is that when installing the Fleetboat Interiors mod, vickers' instructions say to delete the Users/Documents/SH4 folder. Not sure if that would have anything to do with causing problems.
5227
Try without Gato ladder. Not for FB interiors...
Fitzcarraldo :Kaleun_Salute:
StickMasterSteven
05-22-22, 05:26 PM
Try without Gato ladder. Not for FB interiors...
Fitzcarraldo :Kaleun_Salute:
Worked a treat, thanks. Doing that also seemed to solve all of the other issues that I was having. Very much appreciated. :)
Bubblehead1980
05-22-22, 06:48 PM
Been running the 2.0 patch and can't get Fleetboat Interiors to work properly. Camera bugs out to an external underwater view.
Had a few other problems as well:
1. Selected PacDiv 2 from campaign start menu (based out of Pearl) and selected the 'docked outside of harbor' option when first taking command of the boat... it starts me at Midway rather than Pearl. Not sure if that's meant to happen but selecting 'docked at tender' keeps me at Pearl.
2. Game continues to CTD moving out of Midway. Tried lowering TC to see if that would help but it didn't.
3. (edit) I also noticed that the Sub School training missions are no longer there. Again, not sure if that's supposed to be that way.
Any help is appreciated. I'll post the load order below. One thing I noticed is that when installing the Fleetboat Interiors mod, vickers' instructions say to delete the Users/Documents/SH4 folder. Not sure if that would have anything to do with causing problems.
5227
As stated in the README, you should not use the Pacific Fleet Div 2 campaign start in this version. Patrol objectives and Flotillas were extensively reworked. "Fremantle Div 2" is now "SPYRON" as it was actually called and focuses mostly on special missions, primarily to the Philippines 1943-1945, per history.
Pacific Fleet far as have found, did not have a specific SPYRON type operation , boats were selected as COMSUBPAC saw fit. Nautilus and Narwhal, before were sent to SPYRON in Australia, performed some special missions such as Makin Raid, landing scouts on Attu, . After that, boats were assigned special missions based on mission requirements, suitability ofr boat, crew, availability etc. For example, in 1944 and 1945, most of the older fleet boats such as Salmon and Sargos that were not sent stateside , began to patrol areas of bypassed bases such as Truk, conducting lifeguard, as well as other special missions,
In a future patch, Pacific Fleet Div 2 will be reworked or eliminated, have not decided yet. I tried to eliminate it from this release but would result in CTD, its linked somehow, so I restored it as did not want to waste time figuring it out.
Please make sure to review the README.
Not sure about Midway, I have had no issues. Please provide more info such as Date/Time (per the README) so can easily isolate any potential issues.
Not sure about the sub school missions. Will check into it.
Bubblehead1980
05-22-22, 06:51 PM
:DI started but there is to do.. as I suspected... it would have been too easy haha.. :har:
http://image.noelshack.com/fichiers/2022/20/7/1653232141-sh4img-2022-05-22-17-01-23-585.png
http://image.noelshack.com/fichiers/2022/20/7/1653232149-sh4img-2022-05-22-17-03-11-465.png
here there are no guns yet then there are connection problems with cables and other... :wah:
good after flying over all that .. there is a lot to do I think with the knots etc .. lots of Verif to do I don't have time for that I leave this work to our experts who are much better than me and will know how to be fast for the job.. BH.. vickers.. Beanie.. and many others here.!!! Otherwise there will be problems let the design guru operate...
I'm going back to enjoy BH's masterpiece... otherwise I'll never play and enjoy...
The Donation Narwhal, is a bit out of date. The TMO patch is for old versions of TMO, its not compatible with my update at this time.
StickMasterSteven
05-22-22, 07:35 PM
As stated in the README, you should not use the Pacific Fleet Div 2 campaign start in this version. Patrol objectives and Flotillas were extensively reworked. "Fremantle Div 2" is now "SPYRON" as it was actually called and focuses mostly on special missions, primarily to the Philippines 1943-1945, per history.
Pacific Fleet far as have found, did not have a specific SPYRON type operation , boats were selected as COMSUBPAC saw fit. Nautilus and Narwhal, before were sent to SPYRON in Australia, performed some special missions such as Makin Raid, landing scouts on Attu, . After that, boats were assigned special missions based on mission requirements, suitability ofr boat, crew, availability etc. For example, in 1944 and 1945, most of the older fleet boats such as Salmon and Sargos that were not sent stateside , began to patrol areas of bypassed bases such as Truk, conducting lifeguard, as well as other special missions,
In a future patch, Pacific Fleet Div 2 will be reworked or eliminated, have not decided yet. I tried to eliminate it from this release but would result in CTD, its linked somehow, so I restored it as did not want to waste time figuring it out.
Please make sure to review the README.
Not sure about Midway, I have had no issues. Please provide more info such as Date/Time (per the README) so can easily isolate any potential issues.
Not sure about the sub school missions. Will check into it.
I don't see anything about avoiding selecting PacFltDiv 2 in the readme. I changed my load order around and removed GatoLadder while using Fleetboat Interiors and that seemed to work. Something I did also solved the issue of spawning at Midway instead of Pearl, not sure what I did though to fix that, same thing with the training missions. They have suddenly reappeared and seem to be working.
Bubblehead1980
05-22-22, 07:50 PM
I don't see anything about avoiding selecting PacFltDiv 2 in the readme. I changed my load order around and removed GatoLadder while using Fleetboat Interiors and that seemed to work. Something I did also solved the issue of spawning at Midway instead of Pearl, not sure what I did though to fix that, same thing with the training missions. They have suddenly reappeared and seem to be working.
99.9 percent sure I mentioned it in the documentation for the reason it causes CTD. if somehow it was left out, my error. I am on patrol right now and do not want to shell out to windows as it will foul the sim up. I will look later.
Anyways, don't use Pacific Fleet Div 2 for now, I have to figure out what to do with it. Special missions were completely reworked ( I know I mentioned this for sure) to eliminate the absurd, boring hollywoodesque missions and to make them interesting. Since SUBPAC did not have a SPYRON, these were merged into the campaign for all subpac boats, so have a chance in a "Regular" subpac career of getting special missions, where appropriate for time period and class of sub.
If you want to do a special mission oriented career in Subpac, select a Narwhal, the orders for Narwhal follows that of Nautilus...youll be on patrol missions mostly in 41/42, then have the Makin Raid in Aug 42 and start having more special missions esp into 1943. In 1944 you are transferred to Australia (SPYRON) and its special missions for rest of war. Of course there are opportunities to patrol while at sea and a pretty dramatic Wolfpack action in 1944 off Mindoro (I posted about it when testing).
If don't mind going to Australia, can start SPYRON in January 1943...Tambor or Gar...special missions, in June 1943 Narwhal becomes available there as well.
Outside spyron Australia boats may get special missions as well. Orders randomly assigned by the sim.
Glad things are working now.:Kaleun_Salute:
Bubblehead1980
05-22-22, 08:03 PM
This is the problem with scales in the recognitio manual. See the arrow of the mouse. The scale under the ship silhouette.
With or without Interiors.
The imags are from Museum, but it is the same in patrol and in all boats.
https://i.imgur.com/P45gvWM.jpg
https://i.imgur.com/dRfkUD2.jpg
My resolution is 1920x1080.
Regards.
Fitzcarraldo :Kaleun_Salute:
Not sure about the "scale" issue, the line , its not present when I look at the rec manual
Kal_Maximus_U669
05-23-22, 07:52 AM
the problem with this scale... it is the screen resolution which does not work as it should.!! I have the mod mounted on 1920x1080 the scale on the right..
1368x768 she on the left is still not good. So correct something in INI the position of the Edition of this scale..
here is BH.. greetings... :salute:
fitzcarraldo
05-23-22, 08:15 AM
the problem with this scale... it is the screen resolution which does not work as it should.!! I have the mod mounted on 1920x1080 the scale on the right..
1368x768 she on the left is still not good. So correct something in INI the position of the Edition of this scale..
here is BH.. greetings... :salute:
Maybe addon mods for several resolutions. In general, the GUIs needs them.
Also I tried with different resolutions and the scales are wrong and displaced in different places.
Regards.
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
05-23-22, 02:34 PM
hey soon we will be entitled to the Eclipse... :D:D
it was while spotting this destroyer... that I had this phenomenon... :ping:
http://image.noelshack.com/fichiers/2022/21/1/1653334365-sh4img-2022-05-23-20-59-30-152.png
http://image.noelshack.com/fichiers/2022/21/1/1653334379-sh4img-2022-05-23-21-06-49-234.png
http://image.noelshack.com/fichiers/2022/21/1/1653334372-sh4img-2022-05-23-21-06-21-942.png
:salute::salute:
Bubblehead1980
05-23-22, 10:39 PM
October 2 1943 on patrol in Area B4 South China Sea, nearly got it.
Low flying EMILY patrol flying boat spotted at 5 miles, not detected on SD as altitude was below 1000 ft. Ordered a crash dive. Fortunately in a Balao and got to 150 ft, leveled off, few explosions above but no serious damage, just some busted lights and glass fixtures.
Anyone else enjoying the new SD in TMO? lol
Outside of testing, first time in a "real" campaign have experienced this.
I think the SJ (Early) radar may need some tweaking, seems like range may not to be raised, typically only getting contacts at 8 miles should be 10 Wondering if just me or...
Bubblehead1980
05-24-22, 12:38 PM
Anyone else getting a CTD after sinking ships? After theyve had time to sink.
KaleunMarco
05-24-22, 12:44 PM
Anyone else getting a CTD after sinking ships? After theyve had time to sink.
so....CTD, not at hit time, but when the target is sinking?
Kal_Maximus_U669
05-24-22, 01:53 PM
hello Kaleun Marco..
I had CtDs chasing a destroyer at the start of the night in the Marshall Islands I'm playing a pre war campaign Pearl Harbor approaching Uss Nautiluss.. the moment I opened fire I hit them CtD
I also had the blow with the torpedoes at the time of the shooting... since then I redid a whole fresh Install... does it seem to be better I have had nothing since...
I think this is due to a certain update, there must be a problem with the GUC backup, piss us off again...as I said, some update means that I have to reset everything...
Good but that said the mods of BH is really very good... the destroyers are very clever.. is difficult to fight if you pay the nerve to type one do not miss it...!! with these early war torpedoes you never know..
there are so many things that I haven't seen yet... there is already a sacred atmosphere, especially with the work of Vickers, the marine fauna... the interiors...
the pressure in the submarines when I spot a target there really is an atmosphere of attack that I do not find in FORTS (Beanie will kill me ..) no I do not criticize his work but in his I do not have the same apprehension his work is different as always what one has.. the other does not.. and aims towards that.. there are a lot of things to deal with which means that he will necessarily have adjustments I know that BH takes care of his foal and it's very good.. because I "loved" RFB.. now his has the podium for me...
USS Gar
http://image.noelshack.com/fichiers/2022/21/2/1653418703-sh4img-2022-05-22-20-51-07-187.png
USSnautilus
http://image.noelshack.com/fichiers/2022/21/2/1653419258-sh4img-2022-05-22-15-43-48-447.png
http://image.noelshack.com/fichiers/2022/21/2/1653419265-sh4img-2022-05-24-01-19-29-788.png
good continuation BH Regards Kal_Maximus U669...:yep::up::salute:
Bubblehead1980
05-24-22, 01:57 PM
so....CTD, not at hit time, but when the target is sinking?
Yes, twice now. October 1943...after attacking convoys, sunk a tanker (ichiyu maru) on first attack. Second one, after fresh install of SH 4 and mod, same boat though, one day later, prob same convoy as in nearly same position...
After sinking ships...while was submerged deep and evading after took a few depth charges, about 10-15 minutes in, roughly time it takes most ships to sink. External cam was off but heard the sinking noises. Assuming they reach a certain point in sinking and then CTD, both times. I've ruled out depth charges, etc. Four days before when I ran into a lone merchant en route to patrol area, sunk it with no problems. No CTD. Took depth charges for 12 hours a few days later in Sibutu Pass when a patrol detected me, no CTD.
Second ship was the Ryusei Maru (not a clone, formerly the Ryunn Maru , a "native" TMO ship) and boom another CTD under nearly identical circumstances.
Something related to sinking OR running the interiors, perhaps too much for system to handle, but would be shocked as plenty of RAM etc and never had these issues in TMO. I had no CTD issues in testing. I'm wondering if its related to the cloned ships as the Ichiyu Maru is a cloned ship from Nippon Maru for TMO.
I am about to test out V2.0 without interiors on another clean install, see if same issue happens. Just wondering if anyone else had issues.
KaleunMarco
05-24-22, 03:20 PM
Yes, twice now. October 1943...after attacking convoys, sunk a tanker (ichiyu maru) on first attack. Second one, after fresh install of SH 4 and mod, same boat though, one day later, prob same convoy as in nearly same position...
After sinking ships...while was submerged deep and evading after took a few depth charges, about 10-15 minutes in, roughly time it takes most ships to sink. External cam was off but heard the sinking noises. Assuming they reach a certain point in sinking and then CTD, both times. I've ruled out depth charges, etc. Four days before when I ran into a lone merchant en route to patrol area, sunk it with no problems. No CTD. Took depth charges for 12 hours a few days later in Sibutu Pass when a patrol detected me, no CTD.
Second ship was the Ryusei Maru (not a clone, formerly the Ryunn Maru , a "native" TMO ship) and boom another CTD under nearly identical circumstances.
Something related to sinking OR running the interiors, perhaps too much for system to handle, but would be shocked as plenty of RAM etc and never had these issues in TMO. I had no CTD issues in testing. I'm wondering if its related to the cloned ships as the Ichiyu Maru is a cloned ship from Nippon Maru for TMO.
I am about to test out V2.0 without interiors on another clean install, see if same issue happens. Just wondering if anyone else had issues.
ok, i do not mean to impugn....
are you running Mission Editor from your TMO_BH installation folder?
i have experienced specious CTD's that i traced back to using the ME stored in one installation folder for a different installation of SH4.
one must use ME from the same folder as the installation.
Kal_Maximus_U669
05-24-22, 05:13 PM
I just did the vickers update the one today I just had Ctd while I restarted this mission already three times without problem... because I have fun with the destroyer NDD_Mutsuki in order to see these reactions is there at moment of the torpedo firing the torpedoes leave then Ctd.. so there must be something with the interior maybe.... there you are gentlemen, good evening. Hope it works out because it sucks... I'm almost sure I'm starting a career again is it's settled... :salute:
Bubblehead1980
05-24-22, 09:51 PM
ok, i do not mean to impugn....
are you running Mission Editor from your TMO_BH installation folder?
i have experienced specious CTD's that i traced back to using the ME stored in one installation folder for a different installation of SH4.
one must use ME from the same folder as the installation.
No offense taken. ME is in the same folder its always been with no issues, the main SH 4 folder.
CharlieReddog
05-27-22, 05:01 AM
Hi, new user here.
I've downloaded JGSME, set up the shortcut to start in the SH4 folder, and downloaded this mod, which I've unzipped into a folder called MODS. However, I'm wondering if that's correct since the screenshot and readme talk about load order, which I don't have only having a single entry in JGSME for Trigger Maru Overhaul 2.5 UpdateBH V2.0.
I'm wondering if I've missed a step somewhere in the million odd links I've clicked through trying to info or a guide?
Bubblehead1980
05-27-22, 05:16 AM
Finished up my first full war patrol in V2.0 last night. Had to start over multiple times due to release of new mods/updates, bugs. Plus wanted to use interiors mod. I ended up going without it as working to resolve a CTD issue, plus wanted to run without map contacts and have the 3D TDC and Radar Range unit, that unfortunately we don't have in the new interiors yet. 3D TDC and Radar Range Unit mod, for me is required to run without contacts and get a proper experience.
Anyways...was a interesting patrol, link to full report below. A few screenshots with descriptions are in the second post.
https://www.subsim.com/radioroom/showthread.php?p=2810670#post2810670
Bubblehead1980
05-27-22, 05:23 AM
Hi, new user here.
I've downloaded JGSME, set up the shortcut to start in the SH4 folder, and downloaded this mod, which I've unzipped into a folder called MODS. However, I'm wondering if that's correct since the screenshot and readme talk about load order, which I don't have only having a single entry in JGSME for Trigger Maru Overhaul 2.5 UpdateBH V2.0.
I'm wondering if I've missed a step somewhere in the million odd links I've clicked through trying to info or a guide?
Once the mods are placed in mod folder, you need to click on te JSGME desk top icon, which should have been added automatically when installed JSGME in the SH 4 folder(unless you denied it permission). Once mods are in folder, you have to activate the mods via the desktop icon.
Click the Icon...
On the left of JSGME , you will see the name of the mods in the mods folder, click on it to highlight, then you will see the buttons in he middle...one is activate mod, other is deactivate mod, third is deactivate all mods. You will highlight TMO Update BH V2.0 first and activate it. Follow install order in the README.
Every mod REQUIRED to run the TMO Update BH V2.0 is included in the download. Consult the README, go into the TMO folder (which is in SH/MODS)you will need to go into the folder, click on the Required mods folder, drag and drop them into the SH4/MODS folder as did with TMO Update V2.0 and follow the activation order.
CharlieReddog
05-27-22, 05:43 AM
Once the mods are placed in mod folder, you need to click on te JSGME desk top icon, which should have been added automatically when installed JSGME in the SH 4 folder(unless you denied it permission). Once mods are in folder, you have to activate the mods via the desktop icon.
Click the Icon...
On the left of JSGME , you will see the name of the mods in the mods folder, click on it to highlight, then you will see the buttons in he middle...one is activate mod, other is deactivate mod, third is deactivate all mods. You will highlight TMO Update BH V2.0 first and activate it. Follow install order in the README.
Every mod REQUIRED to run the TMO Update BH V2.0 is included in the download. Consult the README, go into the TMO folder (which is in SH/MODS)you will need to go into the folder, click on the Required mods folder, drag and drop them into the SH4/MODS folder as did with TMO Update V2.0 and follow the activation order.
Hi, thanks, I figured it out. (I think).
I'm now trying to stop the time compression resetting to 1 every time I get a radio FOX or FLASH message. I've amended the main.cfg in data as I found on another thread, but it does absolutely nothing to the behaviour. Is this because the mods change things, or because I've installed them wrong, or because I'm doing something incorrectly.
Bubblehead1980
05-27-22, 05:53 AM
Hi, thanks, I figured it out. (I think).
I'm now trying to stop the time compression resetting to 1 every time I get a radio FOX or FLASH message. I've amended the main.cfg in data as I found on another thread, but it does absolutely nothing to the behaviour. Is this because the mods change things, or because I've installed them wrong, or because I'm doing something incorrectly.
I've yet to figure that out myself, I've made changes but has not worked and have not fooled with it in a while. If I recall, you have to the edit the main in the SH 4 folder (stock game) and in the TMO mod if its in there(I forget if I included it)
I would strongly advise against setting it where radio traffic does not bring you out of Time Compression. Radio traffic has been heavily reduced in this mod, but the messages you do receive are often important. This includes ULTRAS and orders. When running at CT without the stop, you may not even receive these messages and will find yourself in a confusing situation or missing out on important things all together. Really can alter the experience of the mod in a negative way. As mentioned, radio traffic is reduced as I removed a lot of the superfluous traffic. Up to you, but again, strongly advise against it.
Bubblehead1980, do the new version have the depth charges mod included?
Bubblehead1980
05-31-22, 11:10 AM
Bubblehead1980, do the new version have the depth charges mod included?
Yes, the Type 95 is the standard/default DC in the install, when time comes to use type 2 (November 1943-end of war) Type 2 (included in download) can be activated via JSGME.
I apologise, i was asking about the depth charge distortions mod. The DC_Water_Disturbance_NewV1.
Bubblehead1980
05-31-22, 12:16 PM
I apologise, i was asking about the depth charge distortions mod. The DC_Water_Disturbance_NewV1.
Ah got it. No, its not included in the mod. I've found it nerfs the AI too much for my tastes, too easy to escape so did not include it. Will have to enable via JSGME.
Thank you. I was not able to evade an escort, mid 44, at 600 ft and then a charge "landed" right on my deck and :dead:, but was saved by a CTD.
So save game reloaded! :D
Bubblehead1980
05-31-22, 12:36 PM
Thank you. I was not able to evade an escort, mid 44, at 600 ft and then a charge "landed" right on my deck and :dead:, but was saved by a CTD.
So save game reloaded! :D
Ahh yea it happens Hmm wonder if the "clang" effec of depth charge dropping on deck t in EAX caused the CTD. Are you using the vickers interiors for TMO by chance? I have not had that happen when charge landed on deck, usually hear the clang and that is it. Very rare I get one on the deck though esp at that depth. Speed bursts are your friend sir lol:Kaleun_Salute:
Interesting you bring this up, has long annoyed me I can be at 650-700 ft in Balao and they track me like I am at periscope depth and can never get away by getting below their sonar depth, as should be able to in some circumstances. I have tested a fix for that issue last couple patrols and plan to release when back in port as I do not want to tab out.
Sensors fixed ensures escorts active and passive sonar are tough as ever so TMO does not lose its edge, but their max effective depth is changed so in the deeper diving boats like a Balao or Tench can theoretically get "under" their sonar beam as they did in real life. However, also has a lot to do with skill level of escort, type of sonar gear they have equipped, and weather can play a role. Later war sonar is of course not as easy to defeat. I'm pretty happy with the changes.
The default TMO max depth of both active and passive sonar was set to 984 feet (300 meters!) lol which I would say is a bit much for WW II (especially IJN) sonar. Effective depth is still rather depth and varies as mentioned, but will find its a bit more realistic, while maintaining the challenge.
No, I am not using vicker interior mod, since want to finish this career and then began a new one more earlier in the war, etc.
Just v2.0 and the patches.
The charge landed on my deck and then exploded, I thought that would be and instant kill, but no. I began to sink and possible when I should had the death screen, I had the CTD.
I am with a Gato class, even at 550ft, silent running and 1 knot, after a good evasion, the destroyer would get me and ping me. :ping::ping::ping:
Pez volador
05-31-22, 01:11 PM
I have started the pre-war campaign, but already after Dec 7th 41 I have fired 6 torpedoes and all of them have failed, as if they go away under the ship without exploding. It is normal? I set minimal depth and impact pistols. They not hit the hull, I see the contrail go on behind, like the ship was a ghost. I have the mods in the order as the readme file, over a clean installation (Steam). Thanks a lot for your job
propbeanie
05-31-22, 01:41 PM
That sounds about correct Pez volador. You can refer to several readily findable articles, such as The Great Torpedo Scandal, 1941-43 (https://weaponsandwarfare.com/2020/02/17/the-great-torpedo-scandal-1941-43/) (scroll down the page a pinch for the article). Suffice to say, the US torpedo club was even more hard-headed than the Germans, so it took them even longer to find the issues that were wrong with their "perfect" torpedoes... TMO by default has a realistic setting of what US skippers ran into when shooting at targets in later 1941 through mid- to late 1943.
There are user player options you can set on the Main Menu, Options, Gameplay Settings, and tick the "Dud Torpedoes" box in the middle column clear. That will influence the Single Missions, Quick Patrols and Multi-Player modes of the game. If you are doing a career, you have to be in port, in the Captain's Office. Look to the left at the brown & black wooden radio console, and click on it. You'll get a very similar "Options" menu with "Gameplay Options", and the same choice for "Dud Torpedoes" in the middle column. This particular setting can be different in each career you have, and does not affect the Single Mission and other modes of the game. If you play the German side, you also have to be in port and in the Captain's Office, but click on the 2nd drawer of the Filing Cabinet between the wall map and door to get to that Options menu. :salute:
Bubblehead1980
05-31-22, 01:58 PM
I have started the pre-war campaign, but already after Dec 7th 41 I have fired 6 torpedoes and all of them have failed, as if they go away under the ship without exploding. It is normal? I set minimal depth and impact pistols. They not hit the hull, I see the contrail go on behind, like the ship was a ghost. I have the mods in the order as the readme file, over a clean installation (Steam). Thanks a lot for your job
Yes, that is normal. Propbeanie posted link regarding torpedo problems US subs experienced so I wont.
Setting torpedoes to minimum depth no longer guarantees a hit as before but does increase chance. Yes, should set them shallow in early war period, but they may still run too deep to hit target or trigger the magnetic detonator if armed. Setting to contact only in early war increases chance of miss actually.
These settings were implemented to reduce reliability of torpedoes and match history much as possible. Torpedoes were far too reliable before, was able to sink way too much tonnage in early war.
Dud rate was increased, based on angle of impact. A "glancing" blow will reduce chance of dud somewhat, while a standard broadside shot will drastically increase dud rate, especially set to contact only. With magnetic set, the dud rate tends to be lower as it masks the dud issue (as did in real life) since magnetic will set off torpedo before the impact pistol, esp if running deep and just below the keel.
Of course, with magnetic detonator run chance of prematurely explosion, especially with longer torpedo runs.
Frustrated yet? lol That was my goal, to simulate a inkling of frustration skippers did.
You're welcome, glad you are running (hopefully enjoying) the mod. Let me know if have any other questions.:Kaleun_Salute:
Bubblehead1980
05-31-22, 01:59 PM
That sounds about correct Pez volador. You can refer to several readily findable articles, such as The Great Torpedo Scandal, 1941-43 (https://weaponsandwarfare.com/2020/02/17/the-great-torpedo-scandal-1941-43/) (scroll down the page a pinch for the article). Suffice to say, the US torpedo club was even more hard-headed than the Germans, so it took them even longer to find the issues that were wrong with their "perfect" torpedoes... TMO by default has a realistic setting of what US skippers ran into when shooting at targets in later 1941 through mid- to late 1943.
There are user player options you can set on the Main Menu, Options, Gameplay Settings, and tick the "Dud Torpedoes" box in the middle column clear. That will influence the Single Missions, Quick Patrols and Multi-Player modes of the game. If you are doing a career, you have to be in port, in the Captain's Office. Look to the left at the brown & black wooden radio console, and click on it. You'll get a very similar "Options" menu with "Gameplay Options", and the same choice for "Dud Torpedoes" in the middle column. This particular setting can be different in each career you have, and does not affect the Single Mission and other modes of the game. If you play the German side, you also have to be in port and in the Captain's Office, but click on the 2nd drawer of the Filing Cabinet between the wall map and door to get to that Options menu. :salute:
Thanks for the link. :Kaleun_Salute:
Pez volador
05-31-22, 02:10 PM
Thank you propbeanie. I like the realism of this mod, but I just wanted to know if it was correct. It's a little frustrating, but that's how it really was. So I'll keep it that way and hope the US Torpedo Club fixes it.
Thank you Bubblehead1980, I really enjoy your mod a lot
Bubblehead1980
05-31-22, 02:18 PM
No, I am not using vicker interior mod, since want to finish this career and then began a new one more earlier in the war, etc.
Just v2.0 and the patches.
The charge landed on my deck and then exploded, I thought that would be and instant kill, but no. I began to sink and possible when I should had the death screen, I had the CTD.
I am with a Gato class, even at 550ft, silent running and 1 knot, after a good evasion, the destroyer would get me and ping me. :ping::ping::ping:
Yep, I pretty much eliminated the "insta death" from TMO., sub loss usually comes from flooding/sinking beyond crush depth because system was overwhelmed, but a close charge can cause hull collapse, depending on depth you are at. A charge blowing up on deck will typically cripple in some form if not collapse the hull when at deep submergenc. Often will cause it to sink as you described. CTD likely has to do with damage model.
Sometimes, SH 4 does not like the changes I made to the damage model
lol.
550 ft in a Gato, man you were pushing it lol. I assumed your were in Balao. I never go below 415-420 feet in a Gato unless forced by damage/flooding. One well placed charge beyond that depth and you're usually done. Something I found in testing is SH 4 does model the enhanced effects depth charge shockwaves have at the deeper depths.
CTD may have been that your boat was actually destroyed by the close depth charge, but the sim did not "register" it to display to you on damage screen. After it catches up with this, can CTD sometimes. I've had it happen before.
Well, my record with a gato is 610 ft :D!
I think that the gato can go easily to 500-600ft, with out any damage prior to. And any well placed charge beyond that depth will give us one way trip to :dead:! :03:
Bubblehead1980
05-31-22, 04:07 PM
Well, my record with a gato is 610 ft :D!
I think that the gato can go easily to 500-600ft, with out any damage prior to. And any well placed charge beyond that depth will give us one way trip to :dead:! :03:
In V2.0?
500 ft no problem. While Gato's did not routinely operate at such depth, some were forced there and did fine. 600 ft is far too deep though.
I will have to check the files and adjust, Gato is not supposed to survive that deep.
In V2.0?
500 ft no problem. While Gato's did not routinely operate at such depth, some were forced there and did fine. 600 ft is far too deep though.
I will have to check the files and adjust, Gato is not supposed to survive that deep.
Yes, i am using V2 and the latest patch.
Shifting the matter to real life, the Gato class never went that deep during ww2? At least on sub during a intense battle?
I thoughts were that, even not been able/or suppose to dive so deep, US subs manage to do so to escape their hunters, even if only a few times.
Bubblehead1980
06-01-22, 04:29 AM
Yes, i am using V2 and the latest patch.
Shifting the matter to real life, the Gato class never went that deep during ww2? At least on sub during a intense battle?
I thoughts were that, even not been able/or suppose to dive so deep, US subs manage to do so to escape their hunters, even if only a few times.
Well, US subs test depths were generally conservative for safety reasons, most exceeded them during the war, usually by 50-100 feet, a "safety margin" that is present in TMO submarines.
In all the patrol reports I read, the memoirs by CO, crew, and everything thing else, deepest I am aware that a Gato went and survived was about 545 ft and they were there because of flooding, not by choice. They were beyond depths measured on their depth gauges if I recall correctly and had to estimate depth by other means. They were most likely right on the edge of crush depth.
Gato's were rated for 300 ft, US engineers were conservative in their ratings, so it was found in combat Gato's could safely make it to 350-400 ft with no issues, although given the risk and unknown I believe most kept it under 400 feet, somewhere around 350-375 ft, as it would be seen as reckless to go beyond those depths on purpose. Balao class came about and while test depth was 400 ft, they could operate a 600-650 feet or more. I believe 675 is deepest one went during war time.
When I reworked the damage models in TMO, I accounted for all of this, since with the reworked damage models and depth charges, its no longer impossible to survive staying at a realistic depth as it used to be in TMO. Much as loved TMO, it was something that irritated me to no end how had to dive 500 feet plus to survive after reached mid war period. I made it in the update mods can stay at a realistic depth, take a beating and survive in most cases. Depends on skill and a bit of luck.
Damage models were reworked so there was a difference in the boats
and their capabilities/liabilities, as much as possible within the bounds of SH 4.
"100 ft" safety factor. Of course survivability at depths depends on the boat. Basically, your boat can operate 100 ft deeper than test depth with full hull integrity. Now, boats can go deeper of course, as you have found out.
Thing I discovered during develop of damage model and depth charges in V1.0 was that the sim does actually model the increased effectiveness of depth charge explosions at deeper depths.
Take a Gato at 300-400 feet, depth charge explosions somewhat close, may damage equipment , but no hull damage, no fatal blow.
Put a Gato at 500+ feet , same charge, exact same distance and position to sub...damage will be heavier, likely cause some hull damage. If you're at 500 feet and that close depth charge takes sends you hull damage to 20 (which can and does happen on occasion, if close), good chance within a few seconds your hull will collapse and damage will go to 100 and its all over. If this happened at 400 feet, low chance this would happen.
Bubblehead1980
06-01-22, 05:20 AM
USS Cisco SS-290 Third War Patrol Report and Screenshots Part I and Part II at this link.
https://www.subsim.com/radioroom/showthread.php?t=107786
Bubblehead1980
06-01-22, 07:21 AM
See link below.:Kaleun_Salute:
https://www.subsim.com/radioroom/showthread.php?p=2811588#post2811588
Canonicus
06-01-22, 11:31 AM
BH..
Here's the link to the Pampanito three alarm surface klaxon sound mod.
Glad to help.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6156
Bubblehead1980
06-01-22, 12:04 PM
BH..
Here's the link to the Pampanito three alarm surface klaxon sound mod.
Glad to help.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6156
Excellent. Thank you! Will test out this evening.:Kaleun_Salute:
Bubblehead1980
06-02-22, 06:29 AM
If you are assigned to lifeguard off Palau in March 1944 in support of Operation Desecrate I , just avoid the area and head on to Yap. Apparently there are too many ships in the harbor, which assigned lifeguard station is just few miles from. Anyways, really slows things down, if use TC causes CTD or when plane arrive seems too much for sim to handle. Most likely one of the random groups in harbor traffic file has a typo, spawning hundreds of ships. I will correct this when in port and release a fix. Just avoid and go on to Yap or go there to hit the marker and get credit, then proceed to Yap.
Mad Mardigan
06-02-22, 01:16 PM
Is Run Silent Run Deep campaign compatible with this mod?
See :
https://www.subsim.com/radioroom/showpost.php?p=2811909&postcount=4689
Same answer, here... as well, for this mod set. :shucks:
:Kaleun_Salute:
M. M.
Bubblehead1980
06-02-22, 03:36 PM
Is Run Silent Run Deep campaign compatible with this mod?
No, not compatible.
RSRD, while a great mod and a all time favorite of mine, is quite outdated as its creator has not been active for sometime. There have been many advances in SH 4 since its last update.
When I started my mod I intended to update RSRD for TMO, but RSRD is a finicky mod, editing it with the mission editor breaks things. I do not have time not inclination to edit everything via text lol. Need the visualization of the mission editor. Plus, RSRD makes the AI in TMO far too easy, takes the bite out of the mod. Thus, I chose to update TMO alone.
TMO Update BH V2.0 has a redesigned campaign, which is inspired by RSRD. Campaign change is a major aspect of the mod and strives to be historically accurate, balanced with playability and adds many ships , planes, to the roster.
Tenants of the campaign are:
1. Overall campaign traffic follows history. Start of war you will run into
mostly lone merchants, some traveling in pairs, unescorted, some armed, s
some unarmed until mid 42 or so. This reflects the Japanese disregard for
submarines as a real threat.
As war goes on will see more convoys and escorted vessels at appropriate times. Convoy size and composition will change as well. Convoy routes become more defined as they were as well. In late 1944, most traffic shifts to costal waters, as it really did, forcing player into the shallows and to use discretion.
2. Historic Contacts
Inspired by RSRD, the "random" silly Allied style task forces of IJN warships have been removed and using historical documents, most movements, even seemingly insignificant ones , of ships such as BB, CV, CA, CL are recreated. Especially those where a submarine did encounter them.
Campaign orders are structured to put player in the vicinity so they have a chance to contact ships, and in some cases player is directed via a ULTRA message, where appropriate. Example,
current patrol I am on, I received a ULTRA about a Japanese submarine departing Palau in March 1944. I waited, encountered him at night zig zagging. In a fairly dramatic action (will be in the report I post when patrol is over) sunk the submarine .
Major battles from Midway to Okinawa recreated, many minor battles as well. Movements and timing of various forces are as historic as possible.
3. For first time in SH 4, can perform realistic/historical night surface attacks,
even in some circumstances get inside the convoy and attack from within.
4. Reworked depth charges and damage model for player subs. Basically
subs now have a more realistic damage model when it comes to depth charge damage, flooding etc. Player sub is lost due to failure of damaged/destroyed systems overwhelming player and crew and sinking beyond crush depth or taking so much damage over time hull collapses, but this is rare.
5. Completely reworked special missions. No more absurd and boring hollywood nonsense special ops Missions are based on actual missions that occurred, taken from patrol reports and other sources.
There is much more, make sure to check out ALL documentation if download the mod. README for V1.0 has most info on the campaign. V2.0 README has the additions made.
I really like the sounds of depthcharge explosions they do not cut off prematurely like in KSDII. I am searching for a fix but I can't find it. The depth charge sound sound cuts off in the middle of the sound. Perhaps you have an idea how to fix this? I wonder is it because the explosion effect itself is very short thus the actual sound is also short so that's why it gets cut.?:hmmm:
Bubblehead1980
06-04-22, 05:12 PM
Patrolling area BRIAR PATCH in June 1944.
Caught Ozawa's force exiting San Bernadino Strait on 15 June 1944 (Flying Fish spotted this force in real life).
Per orders I sent a contact report, then attacked.
Sunk the Taiho, damaged a CA, BB, and unknown ship (three torpedoes fired from long range hit Taiho, which I aimed at. Other three missed and lucky hits on others. DD's paid me back for it though.
Believe this is worst damage I have ever survived in TMO. Depth charge attack was brutal and shocked even. Then the plane getting us the next day. Boat was a total constructive loss. Fifth patrol and planned to change commanders, do a overhaul, and see if could make it to the end, but TMO had other plans lol.
Going to give U boats a try for a while and see if can get the night surface attacks working way I did in TMO. Hell of a last patrol in TMO for a bit.
https://www.subsim.com/radioroom/showthread.php?p=2812332#post2812332
Bubblehead1980
06-07-22, 11:07 AM
I really like the sounds of depthcharge explosions they do not cut off prematurely like in KSDII. I am searching for a fix but I can't find it. The depth charge sound sound cuts off in the middle of the sound. Perhaps you have an idea how to fix this? I wonder is it because the explosion effect itself is very short thus the actual sound is also short so that's why it gets cut.?:hmmm:
Depth charge explosions are from EAX Sound mod....they are excellent. Im hoping we can get vickers to do a EAX version for KSDII and Dark Waters
achmed242242
06-08-22, 03:46 PM
Hey Bubblehead, posting in this thread instead of pvt message as you asked. So I did the things you mentioned, moved the install folder out of my main program files, made sure it wasn't read only, installed the LAA (4gig wouldn't work, invalid directory), yet still get a crash on start. I can tell it is enabled as the load screen changes to the TMO one. I'm adding a screenshot of my JSGME as you requested since these other things did not work.
I forgot to mention, I saw you had the update patch for TMO as well, so I was installing that mod/patch as well, including the EAX clang splash mod in there. However, there are two versions of that EAX mod, one in the original TMO and one in the new patch. I didn't know if I should enable both, and this is shown in the screenshot, I went with the newer one.
https://imgur.com/a/cQCOdut
Any help is much appreciated!
Aktungbby
06-08-22, 04:31 PM
achmed242242!:Kaleun_Salute:
Mad Mardigan
06-08-22, 09:36 PM
achmed242242! :Kaleun_Cheers:
:Kaleun_Salute:
Jimbuna
06-09-22, 05:53 AM
Welcome aboard :Kaleun_Salute:
4H_Ccrashh
06-12-22, 02:04 PM
Been away for a bit, came back to see a new version of TMO along with the Fleetboat Interior to go along with it.
Thank you Bubblehead and Vickers.
I love the idea of prewar patrols.
Thanks to the choosing my own boat Mod I started my career in my favorite prewar boat, Sailfish.
First mission to go practice with Marblehead in Lingayen Gulf. That is so cool.
I had to reload the mission to get myself four MK-10's.
Here's my boat tied up at the sub tender. You can see Marblehead in the upper right corner.
Note the truck driving on the water to her right.
Amphib trucks..
I WANT ONE!!
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