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Bubblehead1980
06-12-22, 05:48 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!!




Welcome back, glad you're giving the improved TMO a try.


lol yea the "amphibs" are scenery issues I have not been able to resolve.

KaleunMarco
06-18-22, 03:18 PM
i cannot find the proper post to reply to, so please forgive me.

there was a minor discussion not long ago about being swept off the conning tower during tough weather and it was suggested that changing the Surface Depth might help.

i tried a deeper setting and the results were no better than standard depth.
then i tried a shallower setting and the results are much better.
6 m for a Balao seems to keep everyone in place during a 15 m/s wind.
rolling from the additional exposed freeboard does not seem to be a problem for either the crew or handling the boat and we do not seem to be detected any more than we usually do.

Bubblehead1980
06-18-22, 03:27 PM
i cannot find the proper post to reply to, so please forgive me.

there was a minor discussion not long ago about being swept off the conning tower during tough weather and it was suggested that changing the Surface Depth might help.

i tried a deeper setting and the results were no better than standard depth.
then i tried a shallower setting and the results are much better.
6 m for a Balao seems to keep everyone in place during a 15 m/s wind.
rolling from the additional exposed freeboard does not seem to be a problem for either the crew or handling the boat and we do not seem to be detected any more than we usually do.


No prob. T he post was in the Dark Waters forum for U Boats, I replied there and in the Type VIIB had mixed results, but somewhat better. I rarely have the issue in fleetboats likely because the bridge/conning tower is higher off the water.

4H_Ccrashh
06-22-22, 01:49 PM
Technically this is a small alteration for the Fleet Boat Interior MOD for TMO.


I'm putting it here because the new TMO has a pre-war career starting point.


I'm a details kinda geek.


Read that as borderline obsessive / compulsive to the point my wife sometimes dreams of putting a steak knife in my neck. (Stay tuned for the next episode of "COPS")


Any-who, I started the Prewar campaign. Decided to go with the USS Pike instead of Sailfish. I've never tried the P-boat class

After moving the deck gun aft to where it is belongs in mid 1941, I noticed that the publications in the wardroom and in the yeoman's office were post Pearl Harbor attack.

This tweek puts prewar news papers and magazines aboard the boat. They are dated a month or two prior to the start date of the first pre-war patrol.

One of the newspapers is Brit. I figured out in the Asiatic Fleet you get news wherever you can find it.


Drop in JSGME and activate. Can be done in port or on patrol.





https://www.mediafire.com/file/83c6iwl0sn8n1t9/PREWAR_MAGS_PAPERS.rar/file

Bubblehead1980
06-22-22, 02:18 PM
Technically this is a small alteration for the Fleet Boat Interior MOD for TMO.


I'm putting it here because the new TMO has a pre-war career starting point.


I'm a details kinda geek.


Read that as borderline obsessive / compulsive to the point my wife sometimes dreams of putting a steak knife in my neck. (Stay tuned for the next episode of "COPS")


Any-who, I started the Prewar campaign. Decided to go with the USS Pike instead of Sailfish. I've never tried the P-boat class

After moving the deck gun aft to where it is belongs in mid 1941, I noticed that the publications in the wardroom and in the yeoman's office were post Pearl Harbor attack.

This tweek puts prewar news papers and magazines aboard the boat. They are dated a month or two prior to the start date of the first pre-war patrol.

One of the newspapers is Brit. I figured out in the Asiatic Fleet you get news wherever you can find it.


Drop in JSGME and activate. Can be done in port or on patrol.





https://www.mediafire.com/file/83c6iwl0sn8n1t9/PREWAR_MAGS_PAPERS.rar/file



Very nice! Immersion matters in subsims so not OCD, it paying attention to details. I am sure vickers03 will appreciate it as well for the change.

I was very OCD with campaign lol...esp on historic movements of battles, certain convoys, etc. I could have finished a lot faster but the OCD when it comes to history and this sim kicked lol.

Far as deck gun. Did you use the aft deck gun mod from original TMO? This was included in download I believe, or that may have been V1.0

If not aware, default position for deck gun is forward due to the deck gun upgrade bug, but the aft deck gun was included. I use it when starting early war careers as well.

4H_Ccrashh
06-22-22, 03:15 PM
I used the after deck gun mod from TMO ver 2.0.



I know almost everyone is aware but just want make the point that you must have the aft deck gun mod loaded before you create your career. If you have already started a career, even if in port and try to load the mod it will not work.

Bubblehead1980
06-22-22, 03:56 PM
I used the after deck gun mod from TMO ver 2.0.



I know almost everyone is aware but just want make the point that you must have the aft deck gun mod loaded before you create your career. If you have already started a career, even if in port and try to load the mod it will not work.


Correct. When I decide to run a boat through the entire career, just switch the captains by editing the careertrack.upc, decide want it moved the gun forward or vice versa, I just do a "manual" refit, i.e. editing the subplayerunit.upoc, but its a bit of a pain and not something every captain wants to do though.

4H_Ccrashh
06-22-22, 04:20 PM
With TMO I have never survived long enough to get a newer boat. That is why I enjoy TMO so much.



Interrogative...





I'll run the mod through my P-class, might get to a Sargo boat.



I always save before I enter port.



If I get to port and have the option for a new boat, say a Gato, I'll exit the game remove the aft gun mod, reload my save, then enter port and accept that Gato.



That should work.



Right?????

4H_Ccrashh
06-22-22, 04:43 PM
Ok I had an epiphany..



I can go into the mod folder TMO_Aft_deckguns\Data\Submarine and REMOVE the Balao and Gato folders.


Then browse to the TMO_Aft_deckguns\Data\UPCData\UPCUnitsData folder.


In there delete the UnitParts1Gato.upc and UnitParts3Balao.upc files.



That will make the mod only impact the Salmon/Sargo and Porpoise boats.


Leaving the rest of my career free of upgrade headaches.




Right????

UDT_Seal
06-23-22, 11:22 AM
Download link seems to be not working. I tried to download it yesterday and mediafire link was dead

Mad Mardigan
06-23-22, 12:58 PM
Download link seems to be not working. I tried to download it yesterday and mediafire link was dead

In the interim, have it located here (as a back up source):


https://mega.nz/file/k5p1WLQD#_fm3NSSwWcn0qHXvFHtvWNeg_m_qmlwormRunzaKh 3c





:Kaleun_Salute:


M. M.

Bubblehead1980
06-23-22, 02:10 PM
Download link seems to be not working. I tried to download it yesterday and mediafire link was dead


My apologies, thanks for letting me know. I thought the mod had been uploaded to subsim (requires admin since it is a large file) and was not aware link had expired.

I am out of town at the moment, do not have the mod on my laptop and remote access is not working out on the desktop I use solely for SH 4 modding and play. Thus, for now, I am using the link MM kindly posted.

The download has been updated and should now be able to download it. I have emailed Neal about uploading it to subsim for permanent storage.

UDT_Seal
06-23-22, 03:29 PM
In the interim, have it located here (as a back up source):


https://mega.nz/file/k5p1WLQD#_fm3NSSwWcn0qHXvFHtvWNeg_m_qmlwormRunzaKh 3c





Thank you! I will try it when I get back home.


M. M.

My apologies, thanks for letting me know. I thought the mod had been uploaded to subsim (requires admin since it is a large file) and was not aware link had expired.

I am out of town at the moment, do not have the mod on my laptop and remote access is not working out on the desktop I use solely for SH 4 modding and play. Thus, for now, I am using the link MM kindly posted.

The download has been updated and should now be able to download it. I have emailed Neal about uploading it to subsim for permanent storage.
No worries! It’s all good.

Thanks for helping me out

Mad Mardigan
06-23-22, 06:03 PM
No worries! It’s all good.

Thanks for helping me out

:Kaleun_Cheers:


No sweat... enjoy.



Fair winds, smooth seas &... Good huntin'.! :arrgh!:





:Kaleun_Salute:


M. M.

Rhodes
06-24-22, 11:38 AM
From my last 2 missions, some oddities (do not know if i can call them bugs)


https://i.ibb.co/dpggMcD/SH4-Img-2022-05-25-18-42-12-780.png (https://ibb.co/3Fzzdsc)
New bow shape for easy parking!



https://i.ibb.co/qB9spVm/SH4-Img-2022-06-13-17-19-40-960.png (https://ibb.co/XXpstMF)
And someone unplugged the drain!


I notice that during my last mission, all my AA guns did not have any ammo to load and use them.

Could it be any error with AAtoDeckguns+Radio?


My mod list
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 4 Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
AAtoDeckguns+Radio
GatoLadder3
TMO Depth ChargeType2
V2.0 SubFix
TMO Sensors Patch

KaleunMarco
06-24-22, 04:19 PM
I notice that during my last mission, all my AA guns did not have any ammo to load and use them.

too much target practice on the way to your patrol zone, eh.
tell the gunner mates to ease up a bit so that you have some ammo for the patrol.:har:

Bubblehead1980
06-24-22, 07:13 PM
From my last 2 missions, some oddities (do not know if i can call them bugs)


https://i.ibb.co/dpggMcD/SH4-Img-2022-05-25-18-42-12-780.png (https://ibb.co/3Fzzdsc)
New bow shape for easy parking!



https://i.ibb.co/qB9spVm/SH4-Img-2022-06-13-17-19-40-960.png (https://ibb.co/XXpstMF)
And someone unplugged the drain!


I notice that during my last mission, all my AA guns did not have any ammo to load and use them.

Could it be any error with AAtoDeckguns+Radio?


My mod list
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 4 Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
AAtoDeckguns+Radio
GatoLadder3
TMO Depth ChargeType2
V2.0 SubFix
TMO Sensors Patch



Harbor Traffic spawning/delete issue, I will check into sometime when back home. I am out of town through 4 July holiday



Yes, the AA gun to deck gun mod....thought I explained it in the README, may have been V1.0.

Due to limitations of game...have to follow steps and have limited way can use them.

1. Order GQ.

2. Place crew in the AA gun slots . Place crew in main deck gun slots

3. Click on the ammo icons in the gun station (to the right) to "load " the gun. The AI will not do this on their own. You can only do this when the guns are "active" i.e. when at gq and guns manned. Otherwise it will not load ammo and if hit the space bar will say "gun not active". This is because when the guns are changed to deck gun, they are linked. I've tried to fix it to act otherwise with no luck.

4. Make sure the main deck gun is manned.


5. Select target/order open fire.

Rhodes
06-25-22, 04:35 AM
too much target practice on the way to your patrol zone, eh.
tell the gunner mates to ease up a bit so that you have some ammo for the patrol.:har:
Ah ah ah,very funny...:O::O::O:



Harbor Traffic spawning/delete issue, I will check into sometime when back home. I am out of town through 4 July holiday



Yes, the AA gun to deck gun mod....thought I explained it in the README, may have been V1.0.

Due to limitations of game...have to follow steps and have limited way can use them.

1. Order GQ.

2. Place crew in the AA gun slots . Place crew in main deck gun slots

3. Click on the ammo icons in the gun station (to the right) to "load " the gun. The AI will not do this on their own. You can only do this when the guns are "active" i.e. when at gq and guns manned. Otherwise it will not load ammo and if hit the space bar will say "gun not active". This is because when the guns are changed to deck gun, they are linked. I've tried to fix it to act otherwise with no luck.

4. Make sure the main deck gun is manned.


5. Select target/order open fire.


I see, thanks. :up:

Captain Wreckless
07-03-22, 07:15 PM
With TMO I have never survived long enough to get a newer boat. That is why I enjoy TMO so much.



Interrogative...





I'll run the mod through my P-class, might get to a Sargo boat.



I always save before I enter port.



If I get to port and have the option for a new boat, say a Gato, I'll exit the game remove the aft gun mod, reload my save, then enter port and accept that Gato.



That should work.



Right?????


Same here. I never survive past 2nd patrol.

StealthRabbit
07-14-22, 08:13 PM
Thank you thank you thank you.

For the last 8 years or so I only play TMO. Even with the loss of RSRDC proper it should still be an improvement.

I really need to paruze (sp?) the boards some more. This has only been out a year and I am just now seeing/hearing about it for the first time.

On the bright side however that's a years worth of bugs and other little problems that have already been experienced and then fixed... more or less... so I should have a smoother gaming experience overall. Yea, that's it. Finding out about it a year after it came out is actually better... sure.

I am in the middle of a campaign now that I want to finish (on TMO Classic) before I do a fresh install of the New and Improved TMO. That means I will have plenty of time to read the crap out of all the readmes.

Thanks again for all the work. The drive and dedication of all the moders that have to keep going back and do endless bug-squashing, tweaking, and improving is really something. Different people like different challenges for different reasons I guess.

Thanks again again.
-BR

Bubblehead1980
07-15-22, 01:14 AM
Thank you thank you thank you.

For the last 8 years or so I only play TMO. Even with the loss of RSRDC proper it should still be an improvement.

I really need to paruze (sp?) the boards some more. This has only been out a year and I am just now seeing/hearing about it for the first time.

On the bright side however that's a years worth of bugs and other little problems that have already been experienced and then fixed... more or less... so I should have a smoother gaming experience overall. Yea, that's it. Finding out about it a year after it came out is actually better... sure.

I am in the middle of a campaign now that I want to finish (on TMO Classic) before I do a fresh install of the New and Improved TMO. That means I will have plenty of time to read the crap out of all the readmes.

Thanks again for all the work. The drive and dedication of all the moders that have to keep going back and do endless bug-squashing, tweaking, and improving is really something. Different people like different challenges for different reasons I guess.

Thanks again again.
-BR


Thanks, believe you will enjoy the updated TMO between my changes and the excellent interiors vickers03 released recently. My favorite part of update is the the more realistic/historically accurate and somewhat dynamic campaign along with ability to conduct historically accurate night surface attacks. Additional ships etc is nice as well.


Yes, was a lot of work but worth it. I still have some things I want incorporate into mod that I have learned since, in so in distant future will be another release of TMO but taking a break for now. Make sure to share experiences etc with new TMO. I really enjoy feedback and it helps in mod development.

Mad Mardigan
07-15-22, 10:45 AM
Thank you thank you thank you.

For the last 8 years or so I only play TMO. Even with the loss of RSRDC proper it should still be an improvement.

I really need to paruze (sp?) the boards some more. This has only been out a year and I am just now seeing/hearing about it for the first time.

On the bright side however that's a years worth of bugs and other little problems that have already been experienced and then fixed... more or less... so I should have a smoother gaming experience overall. Yea, that's it. Finding out about it a year after it came out is actually better... sure.

I am in the middle of a campaign now that I want to finish (on TMO Classic) before I do a fresh install of the New and Improved TMO. That means I will have plenty of time to read the crap out of all the readmes.

Thanks again for all the work. The drive and dedication of all the moders that have to keep going back and do endless bug-squashing, tweaking, and improving is really something. Different people like different challenges for different reasons I guess.

Thanks again again.
-BR



Thanks, believe you will enjoy the updated TMO between my changes and the excellent interiors vickers03 released recently. My favorite part of update is the the more realistic/historically accurate and somewhat dynamic campaign along with ability to conduct historically accurate night surface attacks. Additional ships etc is nice as well.


Yes, was a lot of work but worth it. I still have some things I want incorporate into mod that I have learned since, in so in distant future will be another release of TMO but taking a break for now. Make sure to share experiences etc with new TMO. I really enjoy feedback and it helps in mod development.



Ahoy, StealthRabbit... :Kaleun_Cheers:


To add to what Bubblehead mentions on feedback, which is a BIG help in tracking down issues being reported on, or troubles run into in game... A few helpful hints to make that easier in doing:



1. Including the source of your copy of SH4... is it the proper version, is it installed properly... is a MAJOR BIG help. :yep: As it is, there are any # of means to obtain Silent Hunter IV, (the proper version here, to have... of course, being: Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5)


Best installation, is a complete avoidance of either of Window's... "Program files" locations. Better even still, is creating one's own folder well away from them, altogether.


If your source is from Steam, there are a few handy guides in how to go about moving the 'Library' that is created in using Steam... however, there is a means & method that has worked well for Me, in working within the 'Library' set up, & would be happy to outline for you... should 1 care to ask.



2. The next useful set of info that's of help, would be... Is the issue related to a career, a Single Mission... your, deciding to look at the 'Museum', prior to starting either of those options mentioned (Career or Single Mission). Going into Museum mode, then starting off in either option... is a very BIG NO NO.... the sim/game... does NOT take well to doing so.... though, a rare few have mentioned of NOT having issues in doing this... the vast majority of the rest, have. So, best advice here... is to Avoid doing this... EVER.



3. If the issues or problems, are related to a career started... it'd be helpful... to notate what Year, you started off in... from what base your sub is headquartered... as well as what sub you're rolling out in. Equally of import, is if you made any modifications changes to that submarine's equipment, beforehand, too... as sometimes that will... bollux things up.



4. If the issue/s or problem/s, are related to a particular ship... it'd be helpful, to notate just what ship it is... if at all possible, barring that... a making note of the particular area, you encountered the occurrence of said issue/problem, is also equally helpful.



5. Lastly, but... certainly NOT least, in any means, way, shape or size... If issues pertain to the look of the mod set on startup... or in running into CTD's... or other glitches at start up... including a posting of your JSGME mod activation list, is EXTREMELY helpful...




These here, are just the tip of the iceberg... to be sure... as there are other tips & workarounds, but... this will be a good starting point, for now. :shucks:



Heres to you, enjoying the mod set that is TMOverhauled v.5 BH v2, StealthRabbit (& others).:yep:


Fair winds, smooth seas, plentiful targets &... :arrgh!: Good huntin'.!

Sink 'em all.!





:Kaleun_Salute:


M. M.

Rhodes
07-21-22, 12:05 PM
A question about the radar warning receiver in a Gato class, mid 1944.

I have the upgrade but the tower does not have a place to put that equipment.

Bug (vanilla one or mod one)? and historical accurate?

Bubblehead1980
07-21-22, 05:54 PM
A question about the radar warning receiver in a Gato class, mid 1944.

I have the upgrade but the tower does not have a place to put that equipment.

Bug (vanilla one or mod one)? and historical accurate?

In the equipment screen in port...look fo rthe area mid lower portion of screen with SJ radar and SD radar, there is a "slider" on the right, click and drag it down and should show the empty spot where you drag the APR-1 fromt he inventory to equip your boat.


If this is not showing, may be a bug but it is easy to miss, I did first time years ago when ws first added to TMO lol

KaleunMarco
07-24-22, 02:17 PM
normally, when we shove off on a mission, i use the default of starting away from the dock area.

well, i must have mis-clicked somewhere on the start screen and all of a sudden we were at the dock.
ok, so i know the drill and we shove off at slow speed because this is easier than RL shiphandling.
then, in the background, i think i hear Anchors Aweigh playing. i turn the sound up and, yes, it is, Anchors Aweigh playing. there was no visible band but i guess it was simulated.
very.nice.touch.

:salute:

Bubblehead1980
07-24-22, 08:09 PM
normally, when we shove off on a mission, i use the default of starting away from the dock area.

well, i must have mis-clicked somewhere on the start screen and all of a sudden we were at the dock.
ok, so i know the drill and we shove off at slow speed because this is easier than RL shiphandling.
then, in the background, i think i hear Anchors Aweigh playing. i turn the sound up and, yes, it is, Anchors Aweigh playing. there was no visible band but i guess it was simulated.
very.nice.touch.

:salute:

Pretty cool, but that is credited to Ducimus or NBjackso(creator of the nav map mod I use), the music at the sub base.

I always hated starting in port at Pearl until TMO, which finally added sub base. If I recall, in stock and every mod before sub base was not there in so had to start at incorrect location. Always annoyed me lol.

The band is visible over at the main shipyard and can hear them as well, I want to move them over to the sub base, but not sure how to correct that. Any ideas?

I would also like it if could have them play a couple different songs, if possible.

KaleunMarco
07-26-22, 09:32 PM
BH,

has anyone run into a CTD when torpedoing the Shokaku?
it has happened three times in a row.
Torpedoing a different ship does NOT result in a CTD, just the Shokaku.
the target was underway, making 10 kts, in heavy seas.

this is our second, actual war patrol, fourth or fifth patrol overall.
we sank ships in our first patrol with no issues.

i rebooted and re-loaded but it did not cure the issue.

just wondering if others have reported an issue.

this occurred in Area 8, on/about March 4, 1941.
Driving a Tambor, shooting Mk14's.

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

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
110 EAX_Clang_Splash_Dud for TMO Update
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO
Webster's 300' Underwater Visability for v1.5
330 SubPacMessages

Bubblehead1980
07-26-22, 11:37 PM
BH,

has anyone run into a CTD when torpedoing the Shokaku?
it has happened three times in a row.
Torpedoing a different ship does NOT result in a CTD, just the Shokaku.
the target was underway, making 10 kts, in heavy seas.

this is our second, actual war patrol, fourth or fifth patrol overall.
we sank ships in our first patrol with no issues.

i rebooted and re-loaded but it did not cure the issue.

just wondering if others have reported an issue.

this occurred in Area 8, on/about March 4, 1941.
Driving a Tambor, shooting Mk14's.

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

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
110 EAX_Clang_Splash_Dud for TMO Update
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO
Webster's 300' Underwater Visability for v1.5
330 SubPacMessages


No one has reported this issue previously.


March 1941? Do you mean March 1942? or did set things to start before June 1941?


Culprit may be the Clang Splash Dud mod. I had CTD in some circumstances that were solved after removing it and using the Splash Bang Clang used prior to V2.0.

Some undetermined issue with the "dud" splash associated with magnetic exploders when they try to premature, had a CTD when hit certain ships as well.

You will want to use the EAX_Clang_Splash. Use this link" https://www.subsim.com/radioroom/downloads.php?do=file&id=6210

I have updated the install order ib the first post.

KaleunMarco
07-27-22, 01:04 AM
No one has reported this issue previously.


March 1941? Do you mean March 1942? or did set things to start before June 1941?


Culprit may be the Clang Splash Dud mod. I had CTD in some circumstances that were solved after removing it and using the Splash Bang Clang used prior to V2.0.

Some undetermined issue with the "dud" splash associated with magnetic exploders when they try to premature, had a CTD when hit certain ships as well.

You will want to use the EAX_Clang_Splash. Use this link" https://www.subsim.com/radioroom/downloads.php?do=file&id=6210

I have updated the install order ib the first post.

yeah March 1942. '41 was a typo.
i'll try the other splash-clang file.

thanks.

KaleunMarco
07-27-22, 08:59 PM
No one has reported this issue previously.


March 1941? Do you mean March 1942? or did set things to start before June 1941?


Culprit may be the Clang Splash Dud mod. I had CTD in some circumstances that were solved after removing it and using the Splash Bang Clang used prior to V2.0.

Some undetermined issue with the "dud" splash associated with magnetic exploders when they try to premature, had a CTD when hit certain ships as well.

You will want to use the EAX_Clang_Splash. Use this link" https://www.subsim.com/radioroom/downloads.php?do=file&id=6210

I have updated the install order ib the first post.

where is this mod stored?
NavMapmakeoverTMOupdatePatch (Required-Included)
it is not in the three zipped subfolders.
it has to be somewhere because i have seen no other posts on the subject, but i'll be Joe Rochefort's left boot if i can see it.:hmmm:
https://i.ibb.co/4WCpbBL/Picture0020.jpg (https://ibb.co/R2tcXLK)
https://i.ibb.co/3NqPXV4/Picture0019.jpg (https://ibb.co/Kqk8ZBb)
https://i.ibb.co/SVj9MQH/Picture0018.jpg (https://ibb.co/P1LfPTJ)

Bubblehead1980
07-28-22, 12:12 AM
where is this mod stored?
NavMapmakeoverTMOupdatePatch (Required-Included)
it is not in the three zipped subfolders.
it has to be somewhere because i have seen no other posts on the subject, but i'll be Joe Rochefort's left boot if i can see it.:hmmm:
https://i.ibb.co/4WCpbBL/Picture0020.jpg (https://ibb.co/R2tcXLK)
https://i.ibb.co/3NqPXV4/Picture0019.jpg (https://ibb.co/Kqk8ZBb)
https://i.ibb.co/SVj9MQH/Picture0018.jpg (https://ibb.co/P1LfPTJ)


Right there, in there 01_Required mods folder.

NMMO Patch TMO Update V2.0

KaleunMarco
07-28-22, 11:44 AM
Right there, in there 01_Required mods folder.

NMMO Patch TMO Update V2.0

thank you!

Bubblehead1980
07-28-22, 01:38 PM
thank you!

:Kaleun_Salute:

KaleunMarco
07-28-22, 07:04 PM
No one has reported this issue previously.


March 1941? Do you mean March 1942? or did set things to start before June 1941?


Culprit may be the Clang Splash Dud mod. I had CTD in some circumstances that were solved after removing it and using the Splash Bang Clang used prior to V2.0.

Some undetermined issue with the "dud" splash associated with magnetic exploders when they try to premature, had a CTD when hit certain ships as well.

You will want to use the EAX_Clang_Splash. Use this link" https://www.subsim.com/radioroom/downloads.php?do=file&id=6210

I have updated the install order ib the first post.

rebooted. re-installed. changed the mod order to match the suggested order.
took a CTD just as the Mk14 was about to contact the Shokaku.
madness.

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

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
135 EAX_Clang_Splash TMO V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO
330 SubPacMessages
400 Webster's 300' Underwater Visability for v1.5

Mad Mardigan
07-28-22, 08:13 PM
rebooted. re-installed. changed the mod order to match the suggested order.
took a CTD just as the Mk14 was about to contact the Shokaku.
madness.

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

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
135 EAX_Clang_Splash TMO V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO
330 SubPacMessages
400 Webster's 300' Underwater Visability for v1.5

Think mod 135 there... needs being replaced with the alternate one for that... the EAX Clang Splash (no dud) version.... as I recall, using that one there "135 EAX_Clang_Splash TMO V2.0" was an issue with the dud splach portion that caused CTD issues, as I recall... rightly.


Just can't seem to find that post off hand, that states that... from Bubblehead1980. :shucks:





:Kaleun_Salute:


M. M.

KaleunMarco
07-28-22, 10:56 PM
Think mod 135 there... needs being replaced with the alternate one for that... the EAX Clang Splash (no dud) version.... as I recall, using that one there "135 EAX_Clang_Splash TMO V2.0" was an issue with the dud splach portion that caused CTD issues, as I recall... rightly.

Just can't seem to find that post off hand, that states that... from Bubblehead1980. :shucks:

:Kaleun_Salute:

M. M.
that's an interesting observation...because BH gave me the list/order of the mods.
no offense.
hopefully, BH will see the post and have some ideas. after further review, he may even suggest the same thing that you did.:ping:

Bubblehead1980
07-28-22, 11:42 PM
that's an interesting observation...because BH gave me the list/order of the mods.
no offense.
hopefully, BH will see the post and have some ideas. after further review, he may even suggest the same thing that you did.:ping:


If you are using the mod I suggested in earlier post, you have it correct.

You may have found a issue with the Shokaku?

Mad Mardigan
07-28-22, 11:58 PM
that's an interesting observation...because BH gave me the list/order of the mods.
no offense.
hopefully, BH will see the post and have some ideas. after further review, he may even suggest the same thing that you did.:ping:

None taken, bud. Just the basics of what I recall... at best.

I know that he mentioned of the mod 135 there, having some issues with causing CTD's & then released that other Clash Bang (no dud) mod, not long after that.

Have spent some time, but... seem to be missing finding that particular post... else I would share it. I'll keep poking through the threads & such, beating the bushes to see if I can locate it.


On the other hand, I do happen to have that (no dud) version of 135... & can see of zipping it, hosting it on mega & sharing the link to it, if needs be.... whichever comes 1st. :yep: :shucks:





:Kaleun_Salute:


M. M.

Jeff-Groves
07-29-22, 10:16 AM
1 page back. Post #1028

KaleunMarco
07-29-22, 12:38 PM
If you are using the mod I suggested in earlier post, you have it correct.

You may have found a issue with the Shokaku?

are you thinking it's a damage model issue? would it help if i setup a situation where i take the carrier under gunfire?

Bubblehead1980
07-29-22, 01:09 PM
are you thinking it's a damage model issue? would it help if i setup a situation where i take the carrier under gunfire?

Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

KaleunMarco
07-29-22, 03:59 PM
Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.
i simplified the detonations by eliminating the duds but still got a CTD at impact.
how can i verify the links under Detonating?
https://i.ibb.co/0YNGWhG/Picture0021.jpg (https://ibb.co/VMyqh2q)

KaleunMarco
07-29-22, 04:06 PM
BH,

do you have an optional mod to stop the screen scroll when the mouse moves to the edge of the screen? if not, no problem, i'll make one for myself. i just didn't want to re-create if there was one available.

in my defense, i did search the thread, but found no reference. doesn't mean there wasn't one because the search engine is not the best. :D

KaleunMarco
07-29-22, 04:47 PM
i simplified the detonations by eliminating the duds but still got a CTD at impact.
how can i verify the links under Detonating?

i do not know what to think now.:timeout:

we closed with the Shokaku to take it under fire.
https://i.ibb.co/4YPrB0L/SH4-Img-2022-07-29-16-32-52-297.png (https://ibb.co/tx8ry16)
then they got close enough to fire back and we took some casualties. Lost a man. so i took control of the gun and shot-the-crap out of their forward weapon.
https://i.ibb.co/rQG5DSw/SH4-Img-2022-07-29-16-36-55-636.png (https://ibb.co/NF6WcPy)

https://i.ibb.co/jTSMsBN/SH4-Img-2022-07-29-16-40-31-716.png (https://ibb.co/PNdh03L)

then got bored and submerged. armed an aft torpedo and shot the SOB.
and it hit!
https://i.ibb.co/YPfC2dn/SH4-Img-2022-07-29-16-40-47-606.png (https://ibb.co/RYQF26r)

so i guess, i need to shoot some targets with the stern tubes and some with the bow tubes. :har:

KaleunMarco
07-30-22, 09:58 AM
Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

ok, continuing the testing.
i shuffled the test convoy and put a tanker as lead ship.
fired one mk14 at the tanker from approx 1100 yds.
displayed the chronometer to track the fish.
when the chronometer reached approx 20 seconds before detonation, the screen froze, went blank, then CTD. the event camera was displaying the torpedo as it traveled and i could see the tanker in the background.
so, the issue does not seem to be the Shokaku, any ship can be a target and the thing will fail.
it can't be the torpedoes because it is failing before contact/detonation.
what is effed up?:doh::doh::doh:

KaleunMarco
07-30-22, 12:24 PM
Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

it is definitely torpedo-related or torpedo-sound-related, not sure if it is just Mk14 so my next test will be with Mk10's, since this is early 1942.

i say it is torpedo-related or torpedo-sound-related because i removed the Clang-Splash mod and then purposefully aimed for a less-than-optimal AOB hit, outside of the 75-105 degree envelope. got hits and no CTD's.

i'm going to test with Mk10's then i'm going to reenable the Clang-Splash mod and test the a less-than-optimal AOB to see if sound is the issue.

p.s.
using the a less-than-optimal AOB, i got hits with the Mk10 with and without the Sound mod.
so, it would appear that there is something amiss with an imminent torpedo hit when the AOB is nominally optimal (75-105). could this also be related to the sound of such an imminent hit?

Bubblehead1980
07-31-22, 10:57 AM
it is definitely torpedo-related or torpedo-sound-related, not sure if it is just Mk14 so my next test will be with Mk10's, since this is early 1942.

i say it is torpedo-related or torpedo-sound-related because i removed the Clang-Splash mod and then purposefully aimed for a less-than-optimal AOB hit, outside of the 75-105 degree envelope. got hits and no CTD's.

i'm going to test with Mk10's then i'm going to reenable the Clang-Splash mod and test the a less-than-optimal AOB to see if sound is the issue.

p.s.
using the a less-than-optimal AOB, i got hits with the Mk10 with and without the Sound mod.
so, it would appear that there is something amiss with an imminent torpedo hit when the AOB is nominally optimal (75-105). could this also be related to the sound of such an imminent hit?

Could torpedo changes. I will look it over but in meantime, since you have TMO loaded up etc, try using the default USTorpedo.sim, .dat, .zon files from original TMO 2.5, make a mod and run it on top of the TMO Update V2.0.

KaleunMarco
07-31-22, 12:48 PM
Could torpedo changes. I will look it over but in meantime, since you have TMO loaded up etc, try using the default USTorpedo.sim, .dat, .zon files from original TMO 2.5, make a mod and run it on top of the TMO Update V2.0.

i did as you suggested but it still CTD approx 15 seconds prior to detonation.

Revus
08-15-22, 01:12 PM
Has anyone tried the "Rubinis 3D Clouds SH4" mod within TMO? Looks great. Downloaded it, but I dont want to screw up my current patrol by adding a mod at sea.

If you've used it, have there been any issues?

Bubblehead1980
08-15-22, 01:18 PM
Has anyone tried the "Rubinis 3D Clouds SH4" mod within TMO? Looks great. Downloaded it, but I dont want to screw up my current patrol by adding a mod at sea.

If you've used it, have there been any issues?

Not sure if it works.

However, should mever add a mod "at sea", even if seems to work, it will cause issues, some subtle, some glaring. Wait until back in port. After adding and starting SH 4, make sure to make a new "master" in port save, delete old saves.

Kal_Maximus_U669
08-15-22, 01:29 PM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2819564&postcount=4927
:salute:

Bubblehead1980
08-15-22, 02:30 PM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2819564&postcount=4927
:salute:

:Kaleun_Salute:

Revus
08-15-22, 04:05 PM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2819564&postcount=4927
:salute:
:Kaleun_Cheers:

Kal_Maximus_U669
08-15-22, 05:13 PM
:Kaleun_Cheers:
Hey :D:D
http://image.noelshack.com/fichiers/2022/33/2/1660601413-sh4img-2022-07-28-16-53-23-743.png
Won't work even with latest update...
With a "fresh install" won't work either...
It is necessary to discuss it with Master vickers03 for a future adaptation..??
Also pay attention to your graphic settings .. under penalty of having "clipping"
during phases of time acceleration... reduce slowly... in order to let the system digest... otherwise things can become strange. This mod is still in run-in vickers03 is fine-tuning it...
I myself am trying two different graphics settings..
Here are my friends, this mod only works on FoTrS for the moment, however I haven't tried it on RFB..
Greetings KM U669..

Zee AK Rowdy
08-17-22, 12:46 AM
I've installed the previous version of TMO and loved it. However, this time, when I try to do a clean install and only use the mods stated in the readme, the game will load the TMO splash screen and then crash.

Here are the current steps I have taken:

- Updated the sh4.exe file with the Large Address Aware utility
- Installed the game from Steam to Z:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific
- Installed the JSGME.exe with the following mods (in order):
1. Trigger Maru Overhaul 2.5 UpdateBH V2.0
2. Nav Map Make-Over TMO Update 2.0
3. NMMO Patch TMO Update V2.0
4. EAX_Clang_Splash_Dud for TMO Update
5. Radio Messages TMO Update 2.0

I'm sorry if I've missed anything obvious. For the life of me, I can't figure out what I've been doing wrong.

Thanks

Aktungbby
08-17-22, 01:26 AM
Zee AK Rowdy!:Kaleun_Salute:

Kal_Maximus_U669
08-17-22, 08:09 AM
I've installed the previous version of TMO and loved it. However, this time, when I try to do a clean install and only use the mods stated in the readme, the game will load the TMO splash screen and then crash.

Here are the current steps I have taken:

- Updated the sh4.exe file with the Large Address Aware utility
- Installed the game from Steam to Z:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific
- Installed the JSGME.exe with the following mods (in order):
1. Trigger Maru Overhaul 2.5 UpdateBH V2.0
2. Nav Map Make-Over TMO Update 2.0
3. NMMO Patch TMO Update V2.0
4. EAX_Clang_Splash_Dud for TMO Update
5. Radio Messages TMO Update 2.0

I'm sorry if I've missed anything obvious. For the life of me, I can't figure out what I've been doing wrong.

Thanks

Hy :D Zee AK Rowdy..
Try like this it should work out... Now be careful for the rest it depends on the period you want to play.. read the instructions carefully.. good assembly

Z:\SteamLibrary\steamapps\common\Silent
[MODS]
Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash

amicalement Kal Maximus U669 :salute:

Kal_Maximus_U669
08-17-22, 09:08 AM
Hey BH :D:D
I got my hands on your problem again.. :yep:

[CareerTrack 1.CareerStatusSave 5]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=USS Sculpin (SS-191)
CurrentDate=1941-06-03 13:00:00
DepartureBaseIDLink=Cavite Navy Yard
DepartureFlotillaIDLink=FremantleCommand
ObjectiveTypesAssigned=

here I see this this product with Sargo & Salomon
http://image.noelshack.com/fichiers/2022/33/3/1660742462-sh4img-2022-08-17-01-59-14-823.png

there are also trucks that ride on the sea...!!! I could see that when we go up the forum positioning problems with various things we have already been reported ..!!
the problem of the recce manual still not corrected...!!
that's a lot of little things.. do you plan to update?
I'm bored with the details .... but I like when it turns "NKL"
I would add recently that of Beanie has a superb underwater atmosphere
another asset that I would like to see in yours...
As I'm boring I would like the navigation of the models TMO way
in his and it will be very good...the FoTrS team takes time in things but over time offers us a lot...

Personally, I have already shared some comments with you:

1 = manual recce scale to be reviewed
2 = review the positioning of things in the ports at various times
3= reduce overplaying plankton (use that of Fotrs "DDS particles" it is impeccable.. Webster's @ Kaleun Marco I find unrealistic attention with "scene.dat" after I know you an expert but I tell you by the way)
4=Make marine life optional (because I find that when compressing time to elevate... it creates unnecessary things..
5=have 4K vickers03 skins adapt to mods
6= have the real Narhwall
7=change the loading page when starting the game... by one more representative of your work. This page is really outdated
8=some ships have "Badass" texture.. really bad reflection on AO map...(colossal job..)
9=have the rubini clouds

Dear BH, I'm not criticizing your work.. far be it from me, this idea.. I know very well that modders are not at my disposal... these are suggestions..! I would like to see it corrected.. yours is difficult.. Beanie's a little less... to advise the beginner here if I may allow myself..
it's very good to cultivate the difference but some thing needs correction in yours... I know that you are not interested in the graphic aspect of the game..
but to make a "must" nothing must be neglected it is an "all"
I wish you good luck BH in your work and see you soon Kal Maximus U669 :salute:

KaleunMarco
08-17-22, 10:10 AM
http://image.noelshack.com/fichiers/2022/33/3/1660742462-sh4img-2022-08-17-01-59-14-823.png



Angels!!!!

I knew they were involved.

better than United States Marines, eh?

:har:

Mad Mardigan
08-17-22, 10:52 AM
URL="https://tenor.com/view/muthey-gif-19655543"



https://c.tenor.com/oNFc6eFPASMAAAAd/muthey.gif

Kal_Maximus_U669
08-17-22, 11:09 AM
certainly Kaleun Marco..

thx MM ...
probleme de dll gif :har::har:

Mad Mardigan
08-17-22, 11:24 AM
certainly Kaleun Marco..

thx MM ...
probleme de dll gif :har::har:

Pas de problème mon ami... jouir. :Kaleun_Cheers:

Pour les gifs que vous souhaitez utiliser, faites un clic droit et sélectionnez copier le lien pour cela ... puis dans les réponses ici, n’oubliez pas de sélectionner et d’utiliser l’outil d’insertion d’image et de coller le lien que vous avez saisi ... plutôt que d’utiliser l’outil d’insertion de lien.







:Kaleun_Salute:


M. M.

Kal_Maximus_U669
08-17-22, 11:47 AM
Pas de problème mon ami... jouir. :Kaleun_Cheers:

Pour les gifs que vous souhaitez utiliser, faites un clic droit et sélectionnez copier le lien pour cela ... puis dans les réponses ici, n’oubliez pas de sélectionner et d’utiliser l’outil d’insertion d’image et de coller le lien que vous avez saisi ... plutôt que d’utiliser l’outil d’insertion de lien.







:Kaleun_Salute:


M. M.

Hey MM greeting old sea dog.. :D:D
yes, I know..!! but I don't know why? I couldn't get the dll
My best regards Kal Maximus U669 :salute:

Mad Mardigan
08-17-22, 12:27 PM
Hey MM greeting old sea dog.. :D:D
yes, I know..!! but I don't know why? I couldn't get the dll
My best regards Kal Maximus U669 :salute:

Best regards back atcha, Mon ami. :shucks:






:Kaleun_Salute:


M. M.

Bubblehead1980
08-17-22, 01:13 PM
Hey BH :D:D
I got my hands on your problem again.. :yep:

[CareerTrack 1.CareerStatusSave 5]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=USS Sculpin (SS-191)
CurrentDate=1941-06-03 13:00:00
DepartureBaseIDLink=Cavite Navy Yard
DepartureFlotillaIDLink=FremantleCommand
ObjectiveTypesAssigned=

here I see this this product with Sargo & Salomon
http://image.noelshack.com/fichiers/2022/33/3/1660742462-sh4img-2022-08-17-01-59-14-823.png

there are also trucks that ride on the sea...!!! I could see that when we go up the forum positioning problems with various things we have already been reported ..!!
the problem of the recce manual still not corrected...!!
that's a lot of little things.. do you plan to update?
I'm bored with the details .... but I like when it turns "NKL"
I would add recently that of Beanie has a superb underwater atmosphere
another asset that I would like to see in yours...
As I'm boring I would like the navigation of the models TMO way
in his and it will be very good...the FoTrS team takes time in things but over time offers us a lot...

Personally, I have already shared some comments with you:

1 = manual recce scale to be reviewed
2 = review the positioning of things in the ports at various times
3= reduce overplaying plankton (use that of Fotrs "DDS particles" it is impeccable.. Webster's @ Kaleun Marco I find unrealistic attention with "scene.dat" after I know you an expert but I tell you by the way)
4=Make marine life optional (because I find that when compressing time to elevate... it creates unnecessary things..
5=have 4K vickers03 skins adapt to mods
6= have the real Narhwall
7=change the loading page when starting the game... by one more representative of your work. This page is really outdated
8=some ships have "Badass" texture.. really bad reflection on AO map...(colossal job..)
9=have the rubini clouds

Dear BH, I'm not criticizing your work.. far be it from me, this idea.. I know very well that modders are not at my disposal... these are suggestions..! I would like to see it corrected.. yours is difficult.. Beanie's a little less... to advise the beginner here if I may allow myself..
it's very good to cultivate the difference but some thing needs correction in yours... I know that you are not interested in the graphic aspect of the game..
but to make a "must" nothing must be neglected it is an "all"
I wish you good luck BH in your work and see you soon Kal Maximus U669 :salute:


I have never had the issue shown in your screenshot, may want to check your install order.


1. We've talked about the rec manual many times on here if I recall, not something I can fix. In fact, on my end I do not see the problem I remember you pointing out. Could be a resolution issue.


2. Yes in future I will review positioning in ports. I did a bit of work on ports. Harbor traffic is low on the list of priorities when it comes to modding. Specifically? Talking about the nurses? See above.


3.Plankton is a personal preference. I mostly run without external cam for realism purposes so never noticed. May be tied in with sea life, I don't know. Either way not something in my skill set to address.


4. I probably will not make marine life optional, I like it. I will incorporate
updated versions. I've had no issues due to it, but Ill think about it. If want to remove, files can be easily replaced.


5. That is up to vickers to make those skins for TMO. Fubars hi res skins are included as optional mod and look great. I see no need but to each their own.


6. I have to get permission to get the "real" Narhwal , otherwise have to get it from the bonus downloads. Only FOTRS has permission to include it in their mod and doubt I will get permission, I will inquire.


7. Loading page is original TMO. I am A not sure how to change it and B don't really want to unless someone created a great fresh one for my mod.


8. Texturing is not my department, there are native ships and imported, cloned ships. S7rikeback did a lot of work on fixing texture issues in V2.0. Perhaps he will address any you find.


9. Rubini clouds obviously not my mod, creator of that mod would need to create a version of the mod to work with TMO Update BH V2.0

Rinaldi
08-17-22, 04:33 PM
Getting consistent CTDs with sound, even after downloading your new, dud-less EAX. Cannot fire on the Mogami in Torpedo attack school, for example, without the game hard crashing.

Mad Mardigan
08-17-22, 04:40 PM
Getting consistent CTDs with sound, even after downloading your new, dud-less EAX. Cannot fire on the Mogami in Torpedo attack school, for example, without the game hard crashing.

Do ya have your mod mix, set up with either a 4GB patch or using Large Address Aware, to tell your computer to assign it access to 4 gigs of RAM access...:hmmm:


Sounds like... a "no" there... am guessing.






:Kaleun_Salute:


M. M.

Rinaldi
08-17-22, 04:43 PM
No, no, have the LAA. Thanks for checking though - always the first thing I do when I reinstall SH4 and create a mod. I'll have a play around with the mod load order but am concerned. Never had a Mod, or the previous version of this one give me guff.

Mad Mardigan
08-17-22, 04:47 PM
No, no, have the LAA. Thanks for checking though - always the first thing I do when I reinstall SH4 and create a mod. I'll have a play around with the mod load order but am concerned. Never had a Mod, or the previous version of this one give me guff.

:hmmm: :06: :hmmm: :doh: :hmmm:


Mind taking a mo & open up your jsgme, & task it with importing a copy of your mod activation list to clipboard... then posting that in a reply back here... so as to have other set of eyes eyeball it, if ya would. Thanks.






:Kaleun_Salute:


M. M.

Rinaldi
08-17-22, 04:50 PM
No worries, see below:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

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 TMO V2.0
TMO Update BH V2.0 PATCH 01
DC_Water_Disturbance_NewV1
AAtoDeckguns+Radio
DecoysTMO
EarlyWarScopesV1
TMO Depth ChargeType2
SubPacMessages


_____

Have had a play around with it now. Consistent crash about 15 seconds before impact.

Mad Mardigan
08-17-22, 05:24 PM
No worries, see below:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

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 TMO V2.0
TMO Update BH V2.0 PATCH 01
DC_Water_Disturbance_NewV1
AAtoDeckguns+Radio
DecoysTMO
EarlyWarScopesV1
TMO Depth ChargeType2
SubPacMessages


_____

Have had a play around with it now. Consistent crash about 15 seconds before impact.

Ok...

Couple of things, that raise... red flags for me here.



1. Install locality, for starters... on your computer, how ya set, for hard drives.???

Reason asked, is it is best, to NOT install any games... & NOT even game launchers subsequent games libraries, for that matter... there in Window's UAC terror-tory... namely "Program files or Program files (x86)".... EVER.

Know that with some... newer games, that it is said that they are "supposed" to be worked up, to work in said eviron's... BUT... UAC, has a baaaaaad habit, of failing to listen to the computer user, even if that said user tells UAC, that dinking about with file of games, to mod them... is cool.


There is a... manual on side shifting Steam's library, to another area or another drive... Myself, I went with a scorched earth approach & just wiped it out, then reset it all back up... was... a pain, but... well worth it, from My perspective.

2. Mods: Only 2, that I can see... that may or may not be a bone of contention, are... that EAX clang/splash & that DC water disturbed one... there is a EAX clash/splash (no dud) version... as the clash/splash w/ dud, was a problem, as I recall with causing CTD's... iirc.

As for that DC water mod... not sure if that 1, is a j squared away, in compatibility for use with BH's TMO reworx mix... but... that said, ain;t gonna swear to that, 100% either, that it won't play well with the mix... either. :yep:


other than those 2, everything else looks good there... on the order of them. That Depth charge Type 2, is for after Oct of '43... if ya looking to do a career thereabouts... then that's in good. Think BH injected the Type 95, into the main v2.0 mix... iirc.

Only other thing I can think of... that "may" cause issues... if you started off on a career... backed out & then... backed out a mod or some of them, then proceeded to try & continue...

that, as I recall... is a BIG no no there... if you do remove or back out any mods... the prudent course, is to make sure that the save folder gets wiped out... aka nuked.


On a circle back to LAA... can make sure that it is locked in on your SH4.exe (heck, literally any game, for that matter...) by doing the following:

1st off, open it up to where it looks like the screenshot & select the game in question you want to make sure is locked on by LAA as is My copy of this mod set up... in the screenie.

http://snipboard.io/4NtYrp.jpg

2. After selecting it, click on where it is highlit in the screenie... that section where it reads: "With selected" to open up the sub menu & choose... "Force Large Address Aware".


This will lock LAA on to it, like a heat seeking missile.


That will erase all doubts if LAA is locked on or not... :shucks:


Ok...


hopefully this will help... & on that DC water mod, someone can confirm or refute My concerns on that particular mod... if it could be causing your CTD woes... maybe... :hmmm:






:Kaleun_Salute:


M. M.

Rinaldi
08-17-22, 05:41 PM
Appreciate the in depth response. I managed to find the EAX_Clang_Splash version tucked away in the Patch update that has no dud. Also, for good measure, did what you suggested with the LAA, because you never know.

By far not a large sample size, but was able to recreate the CTD with the exact same conditions three times, again, with the following conditions:

1. All mods as above with the appropriate EAX subbed in.

2. Removing DC_Water_Disturbance_NewV1

No dice. The only time I didn't CTD is when I got subjected to the Mk14 effect and had all four deep run. Seems any type of impending impact, dud or otherwise, causes a CTD still. Will try the nuclear option of a fresh install, but if not will likely have to slink off to FOTRSU again. Shame, because I rate this much better personally.

Mad Mardigan
08-17-22, 05:50 PM
Appreciate the in depth response. I managed to find the EAX_Clang_Splash version tucked away in the Patch update that has no dud. Also, for good measure, did what you suggested with the LAA, because you never know.

By far not a large sample size, but was able to recreate the CTD with the exact same conditions three times, again, with the following conditions:

1. All mods as above with the appropriate EAX subbed in.

2. Removing DC_Water_Disturbance_NewV1

No dice. The only time I didn't CTD is when I got subjected to the Mk14 effect and had all four deep run. Seems any type of impending impact, dud or otherwise, causes a CTD still. Will try the nuclear option of a fresh install, but if not will likely have to slink off to FOTRSU again. Shame, because I rate this much better personally.

For the record... I have (at this time...)

13 modded copies, of SH4.

4 of those, are TMO v2.5 BH v2 mod mix set ups...

1 Asiatic, 1 PH, 1 Alaska DH & the 4th & final one is SubRon 50 mod mix...


:shucks:


My SH4 v1.5 copy that I use to run those... is through Steam... as I 1st tried with Ubi & their... launcher set up, to do that &... got bupkiss... despite everything to make that work.


Steam was the only 1, I had any success with... go figure... :hmmm:






:Kaleun_Salute:


M. M.

KaleunMarco
08-17-22, 08:13 PM
certainly Kaleun Marco..

thx MM ...
probleme de dll gif :har::har:

i was quoting a line from Raiders of the Lost Ark.
it seemed to be appropriate, at the time.
you were meant to laugh.

Bubblehead1980
08-17-22, 10:09 PM
No worries, see below:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

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 TMO V2.0
TMO Update BH V2.0 PATCH 01
DC_Water_Disturbance_NewV1
AAtoDeckguns+Radio
DecoysTMO
EarlyWarScopesV1
TMO Depth ChargeType2
SubPacMessages


_____

Have had a play around with it now. Consistent crash about 15 seconds before impact.



In the readme for the mod, it is stated to not install in the program files x86) drive as this can and does cause issues with sim and mods.

Another issue is the steam game. I've noticed higher incidents of issues among those with steam version of SH4. I have a disc and do not use steam, so not sure on troubleshooting there.

Kal_Maximus_U669
08-18-22, 10:08 AM
I have never had the issue shown in your screenshot, may want to check your install order.


1. We've talked about the rec manual many times on here if I recall, not something I can fix. In fact, on my end I do not see the problem I remember you pointing out. Could be a resolution issue.


2. Yes in future I will review positioning in ports. I did a bit of work on ports. Harbor traffic is low on the list of priorities when it comes to modding. Specifically? Talking about the nurses? See above.


3.Plankton is a personal preference. I mostly run without external cam for realism purposes so never noticed. May be tied in with sea life, I don't know. Either way not something in my skill set to address.


4. I probably will not make marine life optional, I like it. I will incorporate
updated versions. I've had no issues due to it, but Ill think about it. If want to remove, files can be easily replaced.


5. That is up to vickers to make those skins for TMO. Fubars hi res skins are included as optional mod and look great. I see no need but to each their own.


6. I have to get permission to get the "real" Narhwal , otherwise have to get it from the bonus downloads. Only FOTRS has permission to include it in their mod and doubt I will get permission, I will inquire.


7. Loading page is original TMO. I am A not sure how to change it and B don't really want to unless someone created a great fresh one for my mod.


8. Texturing is not my department, there are native ships and imported, cloned ships. S7rikeback did a lot of work on fixing texture issues in V2.0. Perhaps he will address any you find.


9. Rubini clouds obviously not my mod, creator of that mod would need to create a version of the mod to work with TMO Update BH V2.0

Bonjour BH ..
I show you my installation order

[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_splash_clang_TMOV2.0=6
AAtoDeckguns+Radio=7
BBPearlHarbor Pre War TMO=8
Pre-PearlHarborPatch TMO Update V2.0=9
Torpedoes Early_TNTV4B=10
jimimadrid Torpedos adjust Tmo2.0=11
TDW_Ship_Plane_Fire_Damage_v1_3=12

1 this recce manual should be able to be repaired ask Beanie I'm sure he knows how to handle this kind of problem..

2 yes there must be a positioning problem in the ports, can it be linked to the campaign? besides these trucks and the fanfare can be removed it will please the frame rate for the trucks to make them static ... another thing the port cranes are really out of place I think it will be good to position them in a logical way by compared to the mooring quay.. there are even too many I find...
It would be good to see all of that again, wouldn't it?
https://www.subsim.com/radioroom/showpost.php?p=2813584&postcount=1000
https://www.subsim.com/radioroom/showpost.php?p=2808629&postcount=911

3 & 4 For these points you contradict yourself..!!! you tell me I quote " 3. Plankton is a personal preference. I mostly run without an external camera for realism purposes, so never noticed. Maybe related to marine life, I don't know."
so I don't see the point of having marine life since you don't see it!!!
I will add that by strong compression of time there are sometimes thousands of them.. so I find that it should be optional I have no problem removing them... moreover it is done.. something else since I use " DDS" particles of FoTrS the plankton is much better as well as the smoke from the boats is very good it's strange all the same remember you I already told you about this smoke problem

5 The high resolution Fubars skins are not bad... but 4k vickers is in my eyes a must today. Hoping that Master vickers03 tinkers with this for us..
what do you want I tell you I'm boring with the detail..

6 I'm glad you're considering this request.

7 I don't have time... but I think it should be done to differentiate your work then it's always nice to have a nice page.. that of FotRs are really splendid..

8 for this point it represents a colossal work we would need model experts like VonDos.. Alex B.. Mr. M Kapuhy.etc

9 In the hope that it comes.. imagine with your night these clouds during night attack
in FoTrS this is really very good..

Dear BH I am aware of all these remarks that I am making to you but I am telling you I am annoying I like everything to be in order..
ah yes don't forget to tell me for my list what's wrong
My best regards Kal Maximus U669

Kal_Maximus_U669
08-18-22, 10:19 AM
i was quoting a line from Raiders of the Lost Ark.
it seemed to be appropriate, at the time.
you were meant to laugh.


Hi KaleunMarco I understood..!!! but I couldn't Dll the gif.. Mad Mardigan was able to upload it...

tell me you have these problems could you confirm for Raiders of the Lost Ark & Mad trucks

[CareerTrack 1.CareerStatusSave 5]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=USS Perch (SS-176)
CurrentDate=1941-06-03 13:00:00
DepartureBaseIDLink=Cavite Navy Yard
DepartureFlotillaIDLink=FremantleCommand
ObjectiveTypesAssigned=

:Kaleun_Salute::Kaleun_Salute:

Mad Mardigan
08-18-22, 11:19 AM
Bonjour BH ..
I show you my installation order

[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_splash_clang_TMOV2.0=6
AAtoDeckguns+Radio=7
BBPearlHarbor Pre War TMO=8
Pre-PearlHarborPatch TMO Update V2.0=9
Torpedoes Early_TNTV4B=10
jimimadrid Torpedos adjust Tmo2.0=11
TDW_Ship_Plane_Fire_Damage_v1_3=12

1 this recce manual should be able to be repaired ask Beanie I'm sure he knows how to handle this kind of problem..

2 yes there must be a positioning problem in the ports, can it be linked to the campaign? besides these trucks and the fanfare can be removed it will please the frame rate for the trucks to make them static ... another thing the port cranes are really out of place I think it will be good to position them in a logical way by compared to the mooring quay.. there are even too many I find...
It would be good to see all of that again, wouldn't it?
https://www.subsim.com/radioroom/showpost.php?p=2813584&postcount=1000
https://www.subsim.com/radioroom/showpost.php?p=2808629&postcount=911

3 & 4 For these points you contradict yourself..!!! you tell me I quote " 3. Plankton is a personal preference. I mostly run without an external camera for realism purposes, so never noticed. Maybe related to marine life, I don't know."
so I don't see the point of having marine life since you don't see it!!!
I will add that by strong compression of time there are sometimes thousands of them.. so I find that it should be optional I have no problem removing them... moreover it is done.. something else since I use " DDS" particles of FoTrS the plankton is much better as well as the smoke from the boats is very good it's strange all the same remember you I already told you about this smoke problem

5 The high resolution Fubars skins are not bad... but 4k vickers is in my eyes a must today. Hoping that Master vickers03 tinkers with this for us..
what do you want I tell you I'm boring with the detail..

6 I'm glad you're considering this request.

7 I don't have time... but I think it should be done to differentiate your work then it's always nice to have a nice page.. that of FotRs are really splendid..

8 for this point it represents a colossal work we would need model experts like VonDos.. Alex B.. Mr. M Kapuhy.etc

9 In the hope that it comes.. imagine with your night these clouds during night attack
in FoTrS this is really very good..

Dear BH I am aware of all these remarks that I am making to you but I am telling you I am annoying I like everything to be in order..
ah yes don't forget to tell me for my list what's wrong
My best regards Kal Maximus U669


Mon ami...

Même si l’on n’utilise pas les caméras externes (aucune d’entre elles, du tout) serait toujours la vue de la vie marine, à travers le péri. Cela inclurait également le plancton flottant librement.

Cela pourrait être d’un certain soulagement, si la quantité d’entre eux (plancton, vie marine et autres choses flottant librement dans les eaux, d’ailleurs) pouvait, peut-être... être rappelé un peu.






:Kaleun_Salute:


M. M.

Kal_Maximus_U669
08-18-22, 01:15 PM
Mon ami...

Même si l’on n’utilise pas les caméras externes (aucune d’entre elles, du tout) serait toujours la vue de la vie marine, à travers le péri. Cela inclurait également le plancton flottant librement.

Cela pourrait être d’un certain soulagement, si la quantité d’entre eux (plancton, vie marine et autres choses flottant librement dans les eaux, d’ailleurs) pouvait, peut-être... être rappelé un peu.






:Kaleun_Salute:


M. M.

Hey Mad Mardigan :salute::salute:
I solved the smoke problem. As well as the plankton uses "DDS particles" from FotRs it's nice..!!
when the marine life disappeared due to overfishing...:har::har::har:
http://image.noelshack.com/fichiers/2022/33/4/1660846851-g-arche-01.jpg
MM can you tell me if you have these bores? Raiders of the Lost Ark & Mad trucks
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2823634&postcount=1077

kind regards your friend Kal Maximus U669 :up::Kaleun_Cheers:

Mad Mardigan
08-18-22, 01:28 PM
Hey Mad Mardigan :salute::salute:
I solved the smoke problem. As well as the plankton uses "DDS particles" from FotRs it's nice..!!
when the marine life disappeared due to overfishing...:har::har::har:
MM can you tell me if you have these bores?
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2823634&postcount=1077

kind regards your friend Kal Maximus U669 :up::Kaleun_Cheers:


I've seen... the amphibious trucks... *chuckles* though, can't say as to seeing angels floating above some ships though... guess I wasn't luck enough or in the right place/right time to.

Did note some... serious waterfront property... (as in some partially under the water, not to mention trees & bushes at waters edge... (but, know that I have seen some fauna *think I have that rightly described there... :hmmm:* that was rooted in, along the waters edge, to be frank about it. :shucks:)

Not to mention, some foliage floating in air, above land... as well.


Just notating things for future reference to look into Bubblehad1980 bud... no recriminations...






:Kaleun_Salute:


M. M.

StealthRabbit
08-19-22, 08:06 AM
First off thank you again BubbleHead for the Overhaul to the Overhaul. I have only ever played the original TMO with RSRDC, and although great as it was, it has become very dated.

I do have a question or two for BubbleHead or another knowledgeable player.
I have read threw all of the documentation in search for an answer for this however I could not find one, so if it is there and I missed it I apologize.

I am wanting to know if moving the deck gun from the aft to the fore when getting a new sub class problem has been fixed some how some way, or do I still have to do some text editing with note pad (or the like) so the deck gun slots don't vanish when I get my new command. Over the years I have been able to deal with the 2 or 3 other little quarks of SH-4 no problem, but the deck gun problem, that one is my nemesis, we are old adversaries.

No rush on a reply. I do not expect to be promoted for a while yet, much less offered a new boat, so like I said..... no rush.

Also, if a work around is still required to move the deck gun from aft to fore when taking command of a new sub, what is the best/easiest way to proceed? I would be greatfull for any help.

At one time I was able to pull it off, but it was such a multi step process that was easy to mess up I just started beginning my new careers in a Gato as soon as possible (about early-mid '42) which means I have not done it in a while and now have totally forgot how. The bane of my SH-4 existence that one bug/flaw is.

And lastly... another question for BubbleHead, or any other kindly helpful soul....

I have always tried to keep my MOD sets very lean.

This is what I have so far.

Generic Mod Enabler - v2.6.0.157
[D:\00_SH-4\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
Webster's Eliminate Floating Plankton
IJN_Radar_Fix_2
Snarf_Digicamo_allclasses
Tracer Mod v3

See any red flags, problems, situations, predicaments, issues, troubles, or anything just plain wrong?
The reason I ask is because the first time I loaded my first save it did this weird thing where when I tried to set up way points the little line to show where your boat will go did not appear when I was using the tool to set up the way points, and every time I tried to set one, nothing would appear and the helmsman would say “Returning to cores” and then right after that he would say “All stop” like when you reach your last way point. I closed the game, restarted the computer, reloaded and then everything was fine. In the preceding 8 or 10 times after that it has also been fine, it was just that one time, and I have never had that situation/bug/problem before in playing the game ever. That was a weird one.

Any and all info is much appreciated, and thank you in advance for any info... from BubbleHead or anyone else.

StealthRabbit

Bubblehead1980
08-19-22, 12:33 PM
First off thank you again BubbleHead for the Overhaul to the Overhaul. I have only ever played the original TMO with RSRDC, and although great as it was, it has become very dated.

I do have a question or two for BubbleHead or another knowledgeable player.
I have read threw all of the documentation in search for an answer for this however I could not find one, so if it is there and I missed it I apologize.

I am wanting to know if moving the deck gun from the aft to the fore when getting a new sub class problem has been fixed some how some way, or do I still have to do some text editing with note pad (or the like) so the deck gun slots don't vanish when I get my new command. Over the years I have been able to deal with the 2 or 3 other little quarks of SH-4 no problem, but the deck gun problem, that one is my nemesis, we are old adversaries.

No rush on a reply. I do not expect to be promoted for a while yet, much less offered a new boat, so like I said..... no rush.

Also, if a work around is still required to move the deck gun from aft to fore when taking command of a new sub, what is the best/easiest way to proceed? I would be greatfull for any help.

At one time I was able to pull it off, but it was such a multi step process that was easy to mess up I just started beginning my new careers in a Gato as soon as possible (about early-mid '42) which means I have not done it in a while and now have totally forgot how. The bane of my SH-4 existence that one bug/flaw is.

And lastly... another question for BubbleHead, or any other kindly helpful soul....

I have always tried to keep my MOD sets very lean.

This is what I have so far.

Generic Mod Enabler - v2.6.0.157
[D:\00_SH-4\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
Webster's Eliminate Floating Plankton
IJN_Radar_Fix_2
Snarf_Digicamo_allclasses
Tracer Mod v3

See any red flags, problems, situations, predicaments, issues, troubles, or anything just plain wrong?
The reason I ask is because the first time I loaded my first save it did this weird thing where when I tried to set up way points the little line to show where your boat will go did not appear when I was using the tool to set up the way points, and every time I tried to set one, nothing would appear and the helmsman would say “Returning to cores” and then right after that he would say “All stop” like when you reach your last way point. I closed the game, restarted the computer, reloaded and then everything was fine. In the preceding 8 or 10 times after that it has also been fine, it was just that one time, and I have never had that situation/bug/problem before in playing the game ever. That was a weird one.

Any and all info is much appreciated, and thank you in advance for any info... from BubbleHead or anyone else.

StealthRabbit


Glad you are checking the mod out:Kaleun_Salute:


Unfortunately moving deck gun and conning tower upgrade issues remain, I have been unable to resolve them as was original creator of TMO. Thought I covered it in the README, if left it out, oops.


There is a TMO Aft deck guns mod included, its from the original TMO, can activate it before career start and will have aft deck gun, forward deck is default. This is not necessary is using Tambor or Gar as their deck guns are always aft mounted (my understanding is pretty much of them kept aft mounted deck guns, I could be wrong). This was the work around mod.

To switch mid career, will require the procedure, editing files.


Your mod list: What is Snarf_Digicamo_allclasses? Your non "official" mods(those no prescribed in README) may be interfering with things, thus your issue.

Make sure follow readme on install, esp location of where SH 4 is installed etc.



The IJN radar fix is not needed, radar fix was improved incorporated into TMO Update mod. This was mentioned in the README I thought?


Enjoy the mod, let us know how it goes.

StealthRabbit
08-20-22, 02:08 PM
Glad you are checking the mod out:Kaleun_Salute:


Unfortunately moving deck gun and conning tower upgrade issues remain, I have been unable to resolve them as was original creator of TMO. Thought I covered it in the README, if left it out, oops.


There is a TMO Aft deck guns mod included, its from the original TMO, can activate it before career start and will have aft deck gun, forward deck is default. This is not necessary is using Tambor or Gar as their deck guns are always aft mounted (my understanding is pretty much of them kept aft mounted deck guns, I could be wrong). This was the work around mod.

To switch mid career, will require the procedure, editing files.


Your mod list: What is Snarf_Digicamo_allclasses? Your non "official" mods(those no prescribed in README) may be interfering with things, thus your issue.

Make sure follow readme on install, esp location of where SH 4 is installed etc.



The IJN radar fix is not needed, radar fix was improved incorporated into TMO Update mod. This was mentioned in the README I thought?


Enjoy the mod, let us know how it goes.


Thanks for the quick reply.

I do endeavor to read (and have read) all the read me's. I mean, people go threw the effort of writing it after making a free MOD that makes my game better, the least I can do is read the read me before I go and bother the person that made the MOD about something they did cover already. That's my thinking anyway. Everyone is different. It's just soooo much info... and then I will try and go threw message threads to see if a subject has been talked about... but there is not just 2 or 3 of thoes. I guess some stuff is bound to just fall out of my head... getting crowded in there.

Anyway...

I guess I put the IJN radar fix in out of habit, because I do remember read me info saying it was included, silly me.

So far the only issue I have had (besides that one time weird Way Point plotter thing) is when I try and load a save where I am near multiple ships I get a CTD. However this was not a huge surprise because I remember this happening with TMO classic now and then, and because I make many saves (especially with the new MOD and all) it did not ruin my day/patrol. Besides that everything has been smooth.

On the personal preference side of things, that new klaxon sound when I give the order to dive is... jarring. It even startled my oldest pet rabbit who is use to everything and is never startled anymore. He looked at me as if to say “Why would you do that?”. (Or maybe I'm anthropomorphising). I think I might try out alternate sound MODs. Know of any that have something with a name like Klaxon not-so-loud? I do enjoy the immersion but I have never been a fan of any of the klaxon sounds. I guess I startle easy.

Have not come across a single Japanese cargo ship yet. If you have reduced the traffic as much as I think it will defiantly be a fix for 1,000,000 tone careers. That's a good thing. I want it to be a challenge to get to the top of that Aces list. Also I hope it's possible with just a bit of dedication. Time will tell.

Did I say starting 6 months before Dec 7, 1941 is awesome? Because it is.

Thanks again.
StealthRabbit

Bubblehead1980
08-20-22, 02:59 PM
Thanks for the quick reply.

I do endeavor to read (and have read) all the read me's. I mean, people go threw the effort of writing it after making a free MOD that makes my game better, the least I can do is read the read me before I go and bother the person that made the MOD about something they did cover already. That's my thinking anyway. Everyone is different. It's just soooo much info... and then I will try and go threw message threads to see if a subject has been talked about... but there is not just 2 or 3 of thoes. I guess some stuff is bound to just fall out of my head... getting crowded in there.

Anyway...

I guess I put the IJN radar fix in out of habit, because I do remember read me info saying it was included, silly me.

So far the only issue I have had (besides that one time weird Way Point plotter thing) is when I try and load a save where I am near multiple ships I get a CTD. However this was not a huge surprise because I remember this happening with TMO classic now and then, and because I make many saves (especially with the new MOD and all) it did not ruin my day/patrol. Besides that everything has been smooth.

On the personal preference side of things, that new klaxon sound when I give the order to dive is... jarring. It even startled my oldest pet rabbit who is use to everything and is never startled anymore. He looked at me as if to say “Why would you do that?”. (Or maybe I'm anthropomorphising). I think I might try out alternate sound MODs. Know of any that have something with a name like Klaxon not-so-loud? I do enjoy the immersion but I have never been a fan of any of the klaxon sounds. I guess I startle easy.

Have not come across a single Japanese cargo ship yet. If you have reduced the traffic as much as I think it will defiantly be a fix for 1,000,000 tone careers. That's a good thing. I want it to be a challenge to get to the top of that Aces list. Also I hope it's possible with just a bit of dedication. Time will tell.

Did I say starting 6 months before Dec 7, 1941 is awesome? Because it is.

Thanks again.
StealthRabbit


Yes, it is a lot of information, I tried to be detailed though. SH 4 is a fairly complex simulation actually, and submarine warfare was complex so simulating it properly is also. Mods do make things more realistic, enhance things, but can make it more complex as well.

Traffic is now overall slower and yes its more difficult to reach the top, but it also depends on factors such as the time period...early war, mid war, late war, assigned patrol area.

Pre-War "campaign, nice. I've played through twice in testing, it can be fun or boring lol. Odds are, you likely will not see a lot of traffic because its pre war. Japanese vessels which will ignore you one patrol, then attack you the next, then ignore you again, it depends. This reflects escalating tensions . Creates a sense of tension though, you never know. Also depends on your orders, where you are assigned.

In one pre war career, I spotted the a carrier (Akagi), on its sea trials in 1941) and shadowed, sent a contact report. While at periscope depth, observing from about 4000 yards plane spotted me, missed with bombs but two destroyers came my way, after fired at my scope, fired "down the throat" shot in self defense and went deep. I had external camera off but heard one of two torpedoes impact, followed by explosions, breaking up noises, was credited with sinking a destroyer. Next patrol spotted a japanese tanker, which ignored me.


Pre War career spotted one Japanese merchant vessel, that was it, just how it worked out.


Pre war career is a good chance to hone your operations, familiarity with the boats capabilities, get the crew some experience, etc but has that sense of tension due to possible threats. Get invested in career than once war starts, go from there.



Yes, should never save near ships etc. That is cardinal rule of SH 4.

When saving a game, should always make sure have no contacts on sonar, radar, visual. Check your hydrophone make sure you can hear no vessels, no sound contacts i.e. the green light does not light up.

Be careful how many saves you have, sim can get strange once have too many.


Klaxon is a authentic WW II klaxon, recording of the USS Pampanito in San Francisco, so was used for immersion purposes. Diving klaxons were loud for a reason. If just cant tolerate it, there are alternate dive alarm sounds in the sounds section here at subsim.

KaleunMarco
08-20-22, 03:39 PM
Y If just cant tolerate it, there are alternate dive alarm sounds in the sounds section here at subsim.

or.....one can lower the volume in Data\Sound\SH.sdl.
that's what i did. somewhere between 50 and 70 depending on your sound card and speakers.
no offense, BH, i like yours much more than the one with Harvey Keitel asking for some dive on the planes. i gritted my teeth every time i heard it.

Bubblehead1980
08-20-22, 05:48 PM
or.....one can lower the volume in Data\Sound\SH.sdl.
that's what i did. somewhere between 50 and 70 depending on your sound card and speakers.
no offense, BH, i like yours much more than the one with Harvey Keitel asking for some dive on the planes. i gritted my teeth every time i heard it.


Yes, that is a option as well.


Yes, I loathed the sound clip from U-571 and dive alarms not matching etc., that was from original TMO, when I started modding one of the first things I changed lol. One use for V2.0 is my favorite, we finally have a historically accurate dive klaxon.

Kal_Maximus_U669
08-21-22, 10:16 AM
At least I was expecting an answer. :ping::ping::ping:

KaleunMarco
08-21-22, 12:12 PM
At least I was expecting an answer. :ping::ping::ping:


you want to know if i get "angels" and trucks driving on the water when i use this as the basis:
TMO BH
starting in June, 1941 from Cavite Naval Yard in a Perch (whatever that class was)




my apologies for not answering your question.
i have been pulled in 32 different directions and this one got lost.
i'll look at it today and tell you what i found.

KaleunMarco
08-21-22, 12:36 PM
my apologies for not answering your question.
i have been pulled in 32 different directions and this one got lost.
i'll look at it today and tell you what i found.

ok, i found trucks, driving on the water, but no angels.
https://i.ibb.co/BVcnNgd/SH4-Img-2022-08-21-12-33-02-968.png

Kal_Maximus_U669
08-21-22, 12:59 PM
[QUOTE=KaleunMarco;2824151]ok, i found trucks, driving on the water, but no angels.
http://image.noelshack.com/fichiers/2022/33/7/1661105180-sh4-img-2022-08-21-12-33-02-968.jpg
thx KaleunMarco ...
this was mainly for BH...about my list...
but I'm glad to see that you have these problems too.. it reassures me
I show you the angels see your screen approaching this ship... you see them...
:salute::salute:

KaleunMarco
08-21-22, 03:18 PM
[QUOTE=KaleunMarco;2824151]ok, i found trucks, driving on the water, but no angels.

thx KaleunMarco ...
this was mainly for BH...about my list...
but I'm glad to see that you have these problems too.. it reassures me
I show you the angels see your screen approaching this ship... you see them...
:salute::salute:

lmao.
i saw that "blip" and i thought it was a seaplane because they are parked in the harbor. i never thought to zoom it.
since i did not see them on the pier(above the pier) i figured they were not present.
so, after further review, TMO_BH does have both angels and truck-boats in Manila Bay.

Mad Mardigan
08-21-22, 04:39 PM
[QUOTE=Kal_Maximus_U669;2824153]

lmao.
i saw that "blip" and i thought it was a seaplane because they are parked in the harbor. i never thought to zoom it.
since i did not see them on the pier(above the pier) i figured they were not present.
so, after further review, TMO_BH does have both angels and truck-boats in Manila Bay.



Hmm... thinking of grabbing some waterfront property...



Just letting it be known that there is also that, on that list... & I know that it does take time to look into... so not :Kaleun_Mad: stroking out over it... :up:


Has been some time since I messed about with coding & such & well know that... it's NOT an easy task, as 1 slip up can cause a world of schiznitz.... not to mention a load of head banging & hair pulling, as a result.... & I do appreciate all the hard work & effort by modders. :shucks:



Soooo... from Me... a hearty thanks...


:Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Wink:






:Kaleun_Salute:


M. M.

Bubblehead1980
08-21-22, 05:52 PM
[QUOTE=KaleunMarco;2824151]ok, i found trucks, driving on the water, but no angels.
http://image.noelshack.com/fichiers/2022/33/7/1661105180-sh4-img-2022-08-21-12-33-02-968.jpg
thx KaleunMarco ...
this was mainly for BH...about my list...
but I'm glad to see that you have these problems too.. it reassures me
I show you the angels see your screen approaching this ship... you see them...
:salute::salute:

Thanks for the reports. I did not notice this when I was in Manila during testing. I will take a look at it when I return from vacation.

Some areas may unavoidable due to the options for port placement and the limited spaced in historical locations, such as where Cavite is supposed to be. If you are talking about Manila harbor itself, not sure, I never went there in testing.

Mad Mardigan
08-21-22, 07:06 PM
[QUOTE=Kal_Maximus_U669;2824153]

Thanks for the reports. I did not notice this when I was in Manila during testing. I will take a look at it when I return from vacation.

Some areas may unavoidable due to the options for port placement and the limited spaced in historical locations, such as where Cavite is supposed to be. If you are talking about Manila harbor itself, not sure, I never went there in testing.

Can confirm, that there is at least... 2 trucks that are proving to be... amphibs... maybe a 3rd. Can't swear for definitive on the 3rd... it may be that 1 of the 2, is on a shorter circuit than the other one... *shrugs*

May have seen nurses flying high above the water or a ship... will see of setting up another career, out of Cavite... to cross verify that or... simply fire up My career start off, out of Cavite... :hmmm:






:Kaleun_Salute:


M. M.

Bubblehead1980
08-21-22, 07:07 PM
[QUOTE=Bubblehead1980;2824200]

Can confirm, that there is at least... 2 trucks that are proving to be... amphibs... maybe a 3rd. Can't swear for definitive on the 3rd... it may be that 1 of the 2, is on a shorter circuit than the other one... *shrugs*

May have seen nurses flying high above the water or a ship... will see of setting up another career, out of Cavite... to cross verify that or... simply fire up My career start off, out of Cavite... :hmmm:






:Kaleun_Salute:


M. M.


I have never had issue with nurses, but trucks in some places. They are part of the ports scenery unfortunately.

Captain Wreckless
08-22-22, 01:50 AM
ok, i found trucks, driving on the water, but no angels.
https://i.ibb.co/BVcnNgd/SH4-Img-2022-08-21-12-33-02-968.png


Allies were testing new inflatable balloon tires for channel crossings.

Hagemann
08-22-22, 02:03 PM
Been playing for a couple years, really enjoy this TMO mod. My problem, I can’t get near Truk. Use to go CTD, made some improvements , now it freezes. My rig is 4790k at 4.2ghz, 32 gigs fast ram, 1080ti GPU. I did a clean formatted HD with win 10, have the current updates, loaded the MS legacy components, use LAA with read only unchecked.. clean SH4 1.5 in its own game file, installed directx. 9c. Tried just the basic five mods, TMO v2, Nav map, Nav map patch, TMO patch and sounds mod. Soon as I get near Truk, game freeze. I can buzz into Pearl at 2048, NP. Go near Truk at 32 , no go. Anything else to check

Bubblehead1980
08-22-22, 03:52 PM
Been playing for a couple years, really enjoy this TMO mod. My problem, I can’t get near Truk. Use to go CTD, made some improvements , now it freezes. My rig is 4790k at 4.2ghz, 32 gigs fast ram, 1080ti GPU. I did a clean formatted HD with win 10, have the current updates, loaded the MS legacy components, use LAA with read only unchecked.. clean SH4 1.5 in its own game file, installed directx. 9c. Tried just the basic five mods, TMO v2, Nav map, Nav map patch, TMO patch and sounds mod. Soon as I get near Truk, game freeze. I can buzz into Pearl at 2048, NP. Go near Truk at 32 , no go. Anything else to check



Hmm may have harbor traffic spawning out of control, leaving hundreds of units trying to render when you get within certain distance, that is usually the culprit, I'll take a look at it.

Mouse
08-24-22, 04:37 PM
I want to start by thanking Bubblehead1980 for an awesome mod. I am having fun with it, but also struggling. When I first downloaded and installed TMO BH v2 I followed all that I was told to do and every time I would head back to Cavite to dock I would CTD just past Corregidor. I fiddled with a whole bunch of settings, but no go.

So I did full wipe to start over. And now I get past Corregidor and into the harbor, but I cannot dock at Cavite, it either tries to get my to refit at Corregidor or Manilla.

Game is installed E:\Ubisoft\Games\Silent Hunter 4 Gold Edition.
JSGME is installed directly into Silent Hunter 4 Gold Edition folder.

LAA is installed to C:\ and SH4.exe is not read only.

TriggerMaru_Overhaul_2-5_UpdateBH and EAX_Clang_Splash for TMO Update are placed in E:\Ubisoft\Games\Silent Hunter 4 Gold Edition\MODS folder and can be seen by JSGME.

Neither NavMapMakeoverTMOUpdate or NavMapmakeoverTMOupdatePatch are installed because it said it was required, but included.. or did I misread that?

I have no other mods installed.

Bubblehead1980
08-24-22, 05:02 PM
I want to start by thanking Bubblehead1980 for an awesome mod. I am having fun with it, but also struggling. When I first downloaded and installed TMO BH v2 I followed all that I was told to do and every time I would head back to Cavite to dock I would CTD just past Corregidor. I fiddled with a whole bunch of settings, but no go.

So I did full wipe to start over. And now I get past Corregidor and into the harbor, but I cannot dock at Cavite, it either tries to get my to refit at Corregidor or Manilla.

Game is installed E:\Ubisoft\Games\Silent Hunter 4 Gold Edition.
JSGME is installed directly into Silent Hunter 4 Gold Edition folder.

LAA is installed to C:\ and SH4.exe is not read only.

TriggerMaru_Overhaul_2-5_UpdateBH and EAX_Clang_Splash for TMO Update are placed in E:\Ubisoft\Games\Silent Hunter 4 Gold Edition\MODS folder and can be seen by JSGME.

Neither NavMapMakeoverTMOUpdate or NavMapmakeoverTMOupdatePatch are installed because it said it was required, but included.. or did I misread that?

I have no other mods installed.

Yes, misunderstood the instructions, it happens, I will update them to clarify.

Nav map mods are REQUIRED and INCLUDED in the download, you must follow the install order prescribed in README for mod to function properly. I believe Cavite added as a base is part of the NavMap mods.

Clear the SH 4 folder in documents, then install in proper order and start SH 4 up, should be good to go. If not, may need to do a reinstall, clear things out before installing correct order.

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.

Mouse
08-24-22, 11:49 PM
Yes, misunderstood the instructions, it happens, I will update them to clarify.

Nav map mods are REQUIRED and INCLUDED in the download, you must follow the install order prescribed in README for mod to function properly. I believe Cavite added as a base is part of the NavMap mods.

Clear the SH 4 folder in documents, then install in proper order and start SH 4 up, should be good to go. If not, may need to do a reinstall, clear things out before installing correct order.

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.

Uninstalled, deleted SH4 in My Documents and did full fresh install. Made sure Read only on SH4 is not read only, redid LAA so it read True. And set up this way...

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Games\Silent Hunter 4 Gold Edition\MODS]

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 TMO V2.0
Radio Messages TMO Update 2.0
BBPearlHarbor Pre War TMO
NewConstruction Ptch
Practice Depth Charges for NewCon
Pre-PearlHarborPatch TMO Update V2.0
Subron50AddOn
AAtoDeckguns+Radio
DecoysTMO
GatoLadder3

Left from tender and had no issues what so ever... had a very interesting patrol as had to insert a person on the coast, then run all over before having to pick up said inserted person and head back to the barn. It all worked, until I got back. Got to Corregidor and right after I past it. screen went black and CTD.

Bubblehead1980
08-25-22, 12:36 AM
Uninstalled, deleted SH4 in My Documents and did full fresh install. Made sure Read only on SH4 is not read only, redid LAA so it read True. And set up this way...

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Games\Silent Hunter 4 Gold Edition\MODS]

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 TMO V2.0
Radio Messages TMO Update 2.0
BBPearlHarbor Pre War TMO
NewConstruction Ptch
Practice Depth Charges for NewCon
Pre-PearlHarborPatch TMO Update V2.0
Subron50AddOn
AAtoDeckguns+Radio
DecoysTMO
GatoLadder3

Left from tender and had no issues what so ever... had a very interesting patrol as had to insert a person on the coast, then run all over before having to pick up said inserted person and head back to the barn. It all worked, until I got back. Got to Corregidor and right after I past it. screen went black and CTD.

Hmm. Were you using time compression? Have to go easy on TC due to minefields. Also possible you struck a mine, sometimes (rare but happened once in testing) when I hit a mine it caused CTD.

The minefield gaps are marked on the in game map. Should consult the documentation comes with game as there is a real document showing the location of minefields, the position and gaps are based on real world locations circa 1941-42. to see where the mines are, you've got to watch it pretty carefully, depending on your PC avoid TC use or anything about x8-10 near the minefields.

Mouse
08-25-22, 06:35 PM
Hmm. Were you using time compression? Have to go easy on TC due to minefields. Also possible you struck a mine, sometimes (rare but happened once in testing) when I hit a mine it caused CTD.

The minefield gaps are marked on the in game map. Should consult the documentation comes with game as there is a real document showing the location of minefields, the position and gaps are based on real world locations circa 1941-42. to see where the mines are, you've got to watch it pretty carefully, depending on your PC avoid TC use or anything about x8-10 near the minefields.

I was using up to 1500 before, this time I did not go past 1000 and if near any land 512. this time I stopped 2 map squares away from port and saved then came in at 512, when I got near dropped it to 32. I think you are right, that my blubber for brains was running into mines. I knew where the gap was and would plot it, but I did not think to zoom in to make sure the plot was in the gap vs just to the left and into the mines. And a couple times were straight throughs because I was testing for crashes.

Successful crash free patrol... finally :p

Bubblehead1980
08-25-22, 07:44 PM
I was using up to 1500 before, this time I did not go past 1000 and if near any land 512. this time I stopped 2 map squares away from port and saved then came in at 512, when I got near dropped it to 32. I think you are right, that my blubber for brains was running into mines. I knew where the gap was and would plot it, but I did not think to zoom in to make sure the plot was in the gap vs just to the left and into the mines. And a couple times were straight throughs because I was testing for crashes.

Successful crash free patrol... finally :p


Okay, great glad it worked out. There should also be PT boat serving as a escort through the field, that travels back and forth, sometimes may have to wait a few minutes but will come around, especially useful at night, as some missions may require to enter/depart under cover of darkeness. Player can follow it safely through minefield.

Captain Wreckless
08-25-22, 08:00 PM
Been on vacation and now need to load SH4/TMO onto the new computer.


BH, did you combine the 2 ship mods into the mod?



Looks like you may have combined other mods into the mod like DC disturbance .

Bubblehead1980
08-25-22, 08:10 PM
Been on vacation and now need to load SH4/TMO onto the new computer.


BH, did you combine the 2 ship mods into the mod?



Are you referring to the Ship Packs? Those are no longer needed for TMO Update. TMO Update BH V2.0, the ships were merged into the mod.

Hagemann
08-26-22, 12:47 AM
BH, thinking more about your thoughts on spawning. Does SH4 make use of multi treads? Can you change the affinity mask to make use of more capable CPUs. SH4 seem to be heavy on the CPU. The Graphic side doesn’t seem to be the problem. I’ve lowered graphic settings to a low setting, to check , makes no difference. Yes, I deleted SH4 saved game folder and started a fresh campaign so other conflicts don’t influence results. I noted mines outside the NE entrance, so I avoid those. As soon as I’m 9nm off the SE entrance, game freeze at 8 TC.

Captain Wreckless
08-26-22, 06:34 PM
Are you referring to the Ship Packs? Those are no longer needed for TMO Update. TMO Update BH V2.0, the ships were merged into the mod.


Yes, the ship packs. Thought maybe you merged them into the mod.


CW

Captain Wreckless
08-27-22, 04:27 PM
Hmm, I getting a CTD on clicking the map to start patrol. Not sure what is going on.



Here's my mod setup.




https://i.imgur.com/P93yIPb.png

Captain Wreckless
08-27-22, 04:38 PM
BH,


Will these mods still work with your new updated update version? I used them previously.


=======
Enhanced Sounds for SH4
EAXsoundsim without WebstersManeuver TMO
TMO2 different smoke and splash effects
DC Water Disturbance New V1


Just wondering if you incorporated any of them into the new version.

Bubblehead1980
08-27-22, 06:41 PM
Hmm, I getting a CTD on clicking the map to start patrol. Not sure what is going on.



Here's my mod setup.




https://i.imgur.com/P93yIPb.png




jimimadrid torpedoes may be a problem, others have had CTD's (including myself) when trying to use it with TMO Update BH mod. I would remove it.


From the first post....


TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.

Bubblehead1980
08-27-22, 06:45 PM
BH,


Will these mods still work with your new updated update version? I used them previously.


=======
Enhanced Sounds for SH4
EAXsoundsim without WebstersManeuver TMO
TMO2 different smoke and splash effects
DC Water Disturbance New V1


Just wondering if you incorporated any of them into the new version.





Make sure to consult the README and first post of this thread. First post has the updated install order:



TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.


The mods you listed are not needed. EAX without websters and splash effects are no longer needed, as were merged into EAX Clang Splash for TMO Update (See link about). Enhanced sounds should be dropped as well. Conflicts can cause CTD, plus will overwrite sounds in the mod.

DC water disturbance was not merged, will have to activate it independently. Be aware some report CTD associated with the mod. Personally when I use it has not caused a CTD. Use at own risk.

Captain Wreckless
08-27-22, 08:22 PM
jimimadrid torpedoes may be a problem, others have had CTD's (including myself) when trying to use it with TMO Update BH mod. I would remove it.


From the first post....


TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.


I don't think it is the jim torpedo mod. I did just the 4 above and then the required Subron 50 mod and Subron 50 text mod only and still the CTD.


I started another game playing Alaska command with the required and jim torpedo mod and it started just fine.


I'm still experimenting to see what is going on.

Captain Wreckless
08-27-22, 08:25 PM
Make sure to consult the README and first post of this thread. First post has the updated install order:



TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.


The mods you listed are not needed. EAX without websters and splash effects are no longer needed, as were merged into EAX Clang Splash for TMO Update (See link about). Enhanced sounds should be dropped as well. Conflicts can cause CTD, plus will overwrite sounds in the mod.

DC water disturbance was not merged, will have to activate it independently. Be aware some report CTD associated with the mod. Personally when I use it has not caused a CTD. Use at own risk.


Gotcha. I used the DC mod without any problems before, so I will try it again.


BTW, the link above is giving a 404 error, page not found.

Captain Wreckless
08-27-22, 08:35 PM
Are the EAX Clang Splash Dud for TMO and EAX Clang Splash for TMO the same file? Asking 'cuz Dud is included in the mod zip file and the other isn't.


CW

Mad Mardigan
08-27-22, 09:01 PM
Gotcha. I used the DC mod without any problems before, so I will try it again.


BTW, the link above is giving a 404 error, page not found.



Ahoy, Bubblehead1980 bud...


Just tried that link about EAX (https://www.subsim.com/radioroom/dow...o=file&id=6210) &... is clanging the ol' 404 error bell... :yep:


http://snipboard.io/jHCNM6.jpg






:Kaleun_Salute:


M. M.

Bubblehead1980
08-27-22, 09:39 PM
Are the EAX Clang Splash Dud for TMO and EAX Clang Splash for TMO the same file? Asking 'cuz Dud is included in the mod zip file and the other isn't.


CW



No. You need EAX_Clang_Splash for TMO Update

"Dud" mod was causing ctd with torpedoes.


https://www.subsim.com/radioroom/downloads.php?do=file&id=6210

Bubblehead1980
08-27-22, 09:42 PM
Ahoy, Bubblehead1980 bud...


Just tried that link about EAX (https://www.subsim.com/radioroom/dow...o=file&id=6210) &... is clanging the ol' 404 error bell... :yep:


http://snipboard.io/jHCNM6.jpg






:Kaleun_Salute:


M. M.


Link below and on first post of the thread is working.

Mad Mardigan
08-27-22, 11:23 PM
Link above and on first post of the thread is working.

Hmmm... strange, as the link there in post #1112 ended up getting that 404 error bell getting rung.... :hmmm:






:Kaleun_Salute:


M. M.

Captain Wreckless
08-28-22, 02:13 AM
No. You need EAX_Clang_Splash for TMO Update

"Dud" mod was causing ctd with torpedoes.


https://www.subsim.com/radioroom/downloads.php?do=file&id=6210


Roger that.


CW

Captain Wreckless
08-28-22, 02:20 AM
Not sure what I did, but I got Subron 50 working.



CW

StealthRabbit
08-28-22, 05:47 PM
Yes, it is a lot of information, I tried to be detailed though. SH 4 is a fairly complex simulation actually, and submarine warfare was complex so simulating it properly is also. Mods do make things more realistic, enhance things, but can make it more complex as well.

Traffic is now overall slower and yes its more difficult to reach the top, but it also depends on factors such as the time period...early war, mid war, late war, assigned patrol area.

Pre-War "campaign, nice. I've played through twice in testing, it can be fun or boring lol. Odds are, you likely will not see a lot of traffic because its pre war. Japanese vessels which will ignore you one patrol, then attack you the next, then ignore you again, it depends. This reflects escalating tensions . Creates a sense of tension though, you never know. Also depends on your orders, where you are assigned.

In one pre war career, I spotted the a carrier (Akagi), on its sea trials in 1941) and shadowed, sent a contact report. While at periscope depth, observing from about 4000 yards plane spotted me, missed with bombs but two destroyers came my way, after fired at my scope, fired "down the throat" shot in self defense and went deep. I had external camera off but heard one of two torpedoes impact, followed by explosions, breaking up noises, was credited with sinking a destroyer. Next patrol spotted a japanese tanker, which ignored me.


Pre War career spotted one Japanese merchant vessel, that was it, just how it worked out.


Pre war career is a good chance to hone your operations, familiarity with the boats capabilities, get the crew some experience, etc but has that sense of tension due to possible threats. Get invested in career than once war starts, go from there.



Yes, should never save near ships etc. That is cardinal rule of SH 4.

When saving a game, should always make sure have no contacts on sonar, radar, visual. Check your hydrophone make sure you can hear no vessels, no sound contacts i.e. the green light does not light up.

Be careful how many saves you have, sim can get strange once have too many.


Klaxon is a authentic WW II klaxon, recording of the USS Pampanito in San Francisco, so was used for immersion purposes. Diving klaxons were loud for a reason. If just cant tolerate it, there are alternate dive alarm sounds in the sounds section here at subsim.


So you know when you look a bit closer and realize that there are actually TWO Readmes in the “Trigger Maru Overhaul 2.5 UpdateBH V2.0” folder that says support...? yea. So that's where all the info I was missing was written.

Allot of info is putting it gently. However SH-IV might be my all time favorite computer game hands down (at least top 3) and your MOD, that no one asked you to make and that you offered up to the rest of us without asking for anything, gave it a huge shot in the arm, so it's a lot of info that I wade into of my own free will. Most of the time.

I have been going back to the two Readme's often... and the original TMO DOC's... and the other Readmes for the support MODs... and this thread here in the forums... and I'm coming into this about 2 years after the initial release of your TMO... Talk about throwing myself into the deep end. (Did I mention there is allot of info? Lol)

So because I have been learning about the various problems, no-no's, and hang-ups of your TMO, I decided to start fresh Again and I wiped everything and started with another new install. Hopefully now with everything I have read I will be doing everything in order and wont have to uninstall MOD's and then reinstall them in the correct order and try and un-do any things I should not have done and then try and re-do them the right way, because that can only lead to problems when you try to un-do bad mistakes (think Admiral Nagumo at Midway).

What precipitated this latest re-re-wiping and start over was painful. I wanted to know how going after cargo ships was in your TMO so I started a second career with a Balao in mid '43. I got the U.S.S. Cisco. All the new Jap cargo ships are great. I love the variety. The original ships where just variations on a single theme, now it's so much more realistic and has so much more of that immersion you are going for. I had 4 more instances where I thought I saved my game with NO ONE near me, but there must have been some ship because I got the dreaded CTD, although it could have been a different problem caused by one of the aforementioned things-I-shouldn't-have-done-out-of-order.

One of those game load CTD's was on a game save where I came across, and SANK, a Soryu class fleet carrier. I came across it while it was traveling with a small task force about 50nm south of the channel between Kyushu and Shikoku (The channel name eludes me right now). I was at a depth of 150ft because of patrol planes and the water was so calm, heading due east at 1/3rd when my sonar picked up warships at about 35 to 40 degrees relative. I came shallow to periscope depth and the first ship I see is a carrier. Hot Damn. It and it's task force where heading north north-west at about 22kts, going from my right to left. (Sorry, starboard to port) I quickly took account of the entire situation (glass calm seas, speed direction and type of ships, my range, direction and speed) and realized I had a very quickly closing window of opportunity. I let my XO do the solution (I use auto targeting) and I fired all 6 fore torpedoes from 8,200-8,300 yds because the ocean conditions where so calm I knew if I wanted to get closer I would have to go allot faster, and if I go faster I am louder, and if I am louder they hear me and that will ruin my solution. I took my shot from periscope depth, kept my boat in silent running, and dove at 1/3 speed to 500 ft. When I got to about 370ish feet down I was presently surprised to hear 5 torpedo impacts which was enough to sink it pretty quickly. The rest of the task force all kicked it in high gear and darted out of the area except for one destroyer which was never able to find me. At one time I could faintly hear him pinging but he was just too far away and I never went any faster then 1/3rd. I went down to 550ft (just to be safe?) and came up about 7 or 8 hours latter after I had completely broke contact. I was stoked. It was such a long range shot and I sunk a fleet class carrier in this MOD where you DO NOT come across these very often if ever. Even told my wife about it I was so thrilled. She tries to be happy for me and act enthused, bless her, but she can't get around the fact that it's still just a game. Then I went way south, like 100nm south, made sure there where no contacts, like REALLY made sure, and then made a save with an original save name as I always do. Then the next day I came back to load my game and continue my glorious war patrol where I would be showered with praise and compliments and maybe even receive a medal on my return to base. (could I dare hope for a Silver Star, or even dare I say it, the NAVY CROSS?!?! I mean, it WAS a fleet carrier, and one of the Pearl Harbor attack fleet at that. Wait, didn't we get that one at Midway? Gotta' be same class different boat. Yea, that's it.) lol.

And then CTD.

I truly believe it is OK for a man to cry. Not that I did, I'm just sayin'. >sniffle, wipes a small tear<

Anyway, because of this and one other CTD from save that was not quite as bad, I decided to start over again-again with a new install after complete wipe. This time I am using MultiSH4 so that I will have only one campaign per game and no other saves. I set up 4 instances of SH-IV. I don't know if I will have 4 different campaigns running at the same time, but they're there if I need them. I am thinking I will start a June 2, 1941 with the Asiatic in a Sargo, and an early 1942 in a Gatto out of Pearl.

Now a question, and if it is covered in the Readme just say and I will find it.

Am I able to use the donation Narwhal with your TMO? If so, is there a patch or some secret handshake I need to know?

Haven't captained the Narwhal in several years. Thinking it might be different to go back to for a while.

I have several very small detailed type question that I know are not covered in the readme, but I will save those for a different post since this one has gotten way way WAY longer then I intended.

I will try to post how things are going in general with my re-re-install, but no promises. I get... distracted easy by shiny things.

Thanks again and again.

StealthRabbit

StealthRabbit
08-28-22, 06:01 PM
or.....one can lower the volume in Data\Sound\SH.sdl.
that's what i did. somewhere between 50 and 70 depending on your sound card and speakers.
no offense, BH, i like yours much more than the one with Harvey Keitel asking for some dive on the planes. i gritted my teeth every time i heard it.

Now THAT is a great idea. Is that just a note pad edit? Or do I need Silent 3ditor or something similar? I just dabble in MODing. That is to say I don't know enough to make any cool MODs myself, just enough to really mess things up.

Just point me in the right direction and I will screw it u... I MEAN... figure it out.

Thanks for any help.

StealthRabbit

Bubblehead1980
08-28-22, 07:54 PM
So you know when you look a bit closer and realize that there are actually TWO Readmes in the “Trigger Maru Overhaul 2.5 UpdateBH V2.0” folder that says support...? yea. So that's where all the info I was missing was written.

Allot of info is putting it gently. However SH-IV might be my all time favorite computer game hands down (at least top 3) and your MOD, that no one asked you to make and that you offered up to the rest of us without asking for anything, gave it a huge shot in the arm, so it's a lot of info that I wade into of my own free will. Most of the time.

I have been going back to the two Readme's often... and the original TMO DOC's... and the other Readmes for the support MODs... and this thread here in the forums... and I'm coming into this about 2 years after the initial release of your TMO... Talk about throwing myself into the deep end. (Did I mention there is allot of info? Lol)

So because I have been learning about the various problems, no-no's, and hang-ups of your TMO, I decided to start fresh Again and I wiped everything and started with another new install. Hopefully now with everything I have read I will be doing everything in order and wont have to uninstall MOD's and then reinstall them in the correct order and try and un-do any things I should not have done and then try and re-do them the right way, because that can only lead to problems when you try to un-do bad mistakes (think Admiral Nagumo at Midway).

What precipitated this latest re-re-wiping and start over was painful. I wanted to know how going after cargo ships was in your TMO so I started a second career with a Balao in mid '43. I got the U.S.S. Cisco. All the new Jap cargo ships are great. I love the variety. The original ships where just variations on a single theme, now it's so much more realistic and has so much more of that immersion you are going for. I had 4 more instances where I thought I saved my game with NO ONE near me, but there must have been some ship because I got the dreaded CTD, although it could have been a different problem caused by one of the aforementioned things-I-shouldn't-have-done-out-of-order.

One of those game load CTD's was on a game save where I came across, and SANK, a Soryu class fleet carrier. I came across it while it was traveling with a small task force about 50nm south of the channel between Kyushu and Shikoku (The channel name eludes me right now). I was at a depth of 150ft because of patrol planes and the water was so calm, heading due east at 1/3rd when my sonar picked up warships at about 35 to 40 degrees relative. I came shallow to periscope depth and the first ship I see is a carrier. Hot Damn. It and it's task force where heading north north-west at about 22kts, going from my right to left. (Sorry, starboard to port) I quickly took account of the entire situation (glass calm seas, speed direction and type of ships, my range, direction and speed) and realized I had a very quickly closing window of opportunity. I let my XO do the solution (I use auto targeting) and I fired all 6 fore torpedoes from 8,200-8,300 yds because the ocean conditions where so calm I knew if I wanted to get closer I would have to go allot faster, and if I go faster I am louder, and if I am louder they hear me and that will ruin my solution. I took my shot from periscope depth, kept my boat in silent running, and dove at 1/3 speed to 500 ft. When I got to about 370ish feet down I was presently surprised to hear 5 torpedo impacts which was enough to sink it pretty quickly. The rest of the task force all kicked it in high gear and darted out of the area except for one destroyer which was never able to find me. At one time I could faintly hear him pinging but he was just too far away and I never went any faster then 1/3rd. I went down to 550ft (just to be safe?) and came up about 7 or 8 hours latter after I had completely broke contact. I was stoked. It was such a long range shot and I sunk a fleet class carrier in this MOD where you DO NOT come across these very often if ever. Even told my wife about it I was so thrilled. She tries to be happy for me and act enthused, bless her, but she can't get around the fact that it's still just a game. Then I went way south, like 100nm south, made sure there where no contacts, like REALLY made sure, and then made a save with an original save name as I always do. Then the next day I came back to load my game and continue my glorious war patrol where I would be showered with praise and compliments and maybe even receive a medal on my return to base. (could I dare hope for a Silver Star, or even dare I say it, the NAVY CROSS?!?! I mean, it WAS a fleet carrier, and one of the Pearl Harbor attack fleet at that. Wait, didn't we get that one at Midway? Gotta' be same class different boat. Yea, that's it.) lol.

And then CTD.

I truly believe it is OK for a man to cry. Not that I did, I'm just sayin'. >sniffle, wipes a small tear<

Anyway, because of this and one other CTD from save that was not quite as bad, I decided to start over again-again with a new install after complete wipe. This time I am using MultiSH4 so that I will have only one campaign per game and no other saves. I set up 4 instances of SH-IV. I don't know if I will have 4 different campaigns running at the same time, but they're there if I need them. I am thinking I will start a June 2, 1941 with the Asiatic in a Sargo, and an early 1942 in a Gatto out of Pearl.

Now a question, and if it is covered in the Readme just say and I will find it.

Am I able to use the donation Narwhal with your TMO? If so, is there a patch or some secret handshake I need to know?

Haven't captained the Narwhal in several years. Thinking it might be different to go back to for a while.

I have several very small detailed type question that I know are not covered in the readme, but I will save those for a different post since this one has gotten way way WAY longer then I intended.

I will try to post how things are going in general with my re-re-install, but no promises. I get... distracted easy by shiny things.

Thanks again and again.

StealthRabbit



Thanks for detailed post. Yes, there is a lot of info, but it is important, its a complicated mod to make for a immersive and challenging WW II submarine simulation experience.

I included the V1.0 and V2.0 README's to provide full picture. To see any changes, or if no change is mentioned in V2.0, assume its same as V1.0.
Large and complicated mod, if I left anything out, I apologize but pretty sure I got all the major points between the two and some of the smaller ones.

The other documentation is to cover certain add ons. I have not had the time but at some point but I want to sit down, changed a few things, further streamline the mod into a V3.0, but it will be a while before have time to do this though.



Finding, attacking, but esp sinking a capital ship especially a fleet carrier is rare as you mentioned, which makes it exciting and thrilling if succeed, but also very disappointing if fail. I changed the major warship traffic by design, to capture both emotions and experiences as much as possible to reflect US submariner experience in WW II.

Time I found the Yamato in 1944 after a month on patrol with no contacts, sinking her after dramatic action. Still only time have sunk Yamato in TMO Update mod, I was celebrating quite a bit. Rare moment, but fun when it happens. Conversely, times I've missed due to bad luck, torpedo malfunction, a plotting error due to undetected zig etc, heartbreaking lol.

Most emotional roller coaster was a patrol where I missed a battleship but stumbled across a carrier force 25 days later and sunk a heavy cruiser. 4 out of 6 torpedoes were duds (it was late August 1943) but the two that hit, caused it to roll over and sink 35 minutes later.



I am not sure about your CTD's at docking other than you have to be very conservative to TC use near the bases like Pearl Midway due to harbor traffic. Midway has a subnet around it (mentioned in Readme) to simulate the coral reef. The narrow entrance is marked on the map, youll want to enter in daytime only, in clear weather and wouldnt go more than x4 TC, depending on system I can get away with x32 or more np usually but have had CTD.


There is apparent problem with the Shokaku, possible due to editing of zon file. KaleunMarco first pointed out. I have not been able to look at it, I am out of town on vacation for a few, I will check into it when I get back.



Donation Narwhal...it will sort of work with my mod at this time, but kind of a use at your own risk thing as I have not had a chance to put together. I did a whole career with the donation narwhal but had some personalized changes, which are in my projects folder and will put together when Im back for release. For now, I would not use it or just use the pseudo Narwhal included in TMO.

KaleunMarco
08-28-22, 09:22 PM
Now THAT is a great idea. Is that just a note pad edit? Or do I need Silent 3ditor or something similar? I just dabble in MODing. That is to say I don't know enough to make any cool MODs myself, just enough to really mess things up.

Just point me in the right direction and I will screw it u... I MEAN... figure it out.

Thanks for any help.

StealthRabbit

it's a S3ditor thing.
most of the sounds will have english descriptions so finding them will be fairly intuitive.
make a mini mod for yourself and copy that one file. go to MODS and create a Unique Named folder for you for example MODS\StealthRabbit_SoundMod\Data\Sound\ then copy SH.sdl into it. edit and save the file and apply your new mod last using LSGME.
then go sink some ships.
:Kaleun_Salute:

Captain Wreckless
09-02-22, 03:05 AM
Doing the pre PH missions. Last mission was patrol off Guam. War started and all I got was driven under by ASW aircraft. Decided to head for Saipan and see what's up. Found an AWS trawler but couldn't get a good setup on him, so I let it pass. Closed on the harbor and found a Merchy doing 1 knot. I closed to 1000 yards and fired 2 fish. Watched both go under. Fired 2 more at 800 yards and watched them go under. Fired 2 more and watched them go under as well. Grrr :Kaleun_Mad:Surfaced and sank it with gun fire. As I was doing this, I got messages that the torpedoes had exploded. I could see in the distance them exploding on the beach.


6 wasted shots.


CW

Bubblehead1980
09-02-22, 03:52 PM
Doing the pre PH missions. Last mission was patrol off Guam. War started and all I got was driven under by ASW aircraft. Decided to head for Saipan and see what's up. Found an AWS trawler but couldn't get a good setup on him, so I let it pass. Closed on the harbor and found a Merchy doing 1 knot. I closed to 1000 yards and fired 2 fish. Watched both go under. Fired 2 more at 800 yards and watched them go under. Fired 2 more and watched them go under as well. Grrr :Kaleun_Mad:Surfaced and sank it with gun fire. As I was doing this, I got messages that the torpedoes had exploded. I could see in the distance them exploding on the beach.


6 wasted shots.


CW




What was the date? Wondering if found the Guam invasion force or was after.

Yes, torpedoes run deep per history, even those set to minimum depth will not always run shallow enough to actuate the magnetic exploder. Judging by reading patrol reports and other materials, depth control problem was responsible for most of the misses in early war (Dec 41-Fall 1942) so this was implemented into the update. Previously player could set torpedo to minimum depth and nearly always get a hit with magnetic exploder, no longer the case. This helps to keep tonnage at realistic levels for most part and provides the aggravation early war skippers and crews felt.

While 6 out of 6 running deep happens, ion most testing at least 1 out of six would hit. Sometimes none of torpedoes would run deep or very deep, its really a random and chance things that changes as war progresses. Issue is mostly fixed in Fall 1942 with MK 14. Can still run deep but chance lowers quite a bit, will see improvements.

Captain Wreckless
09-02-22, 05:23 PM
What was the date? Wondering if found the Guam invasion force or was after.


I sank the Merchy 15 Dec. I was still patrolling west of Guam on 13 Dec and never saw an invasion fleet. Only got flash traffic messages about Guam being bombed by aircraft.

I still have a saved game from 7 Dec that I will reload and adjust my patrol zone a bit and see if I contact the invasion fleet.

I thought it was strange that I never saw anything.

The only ship I came across is a patrolling USN DD west of Guam.


CW:arrgh!:

Bubblehead1980
09-02-22, 06:01 PM
I sank the Merchy 15 Dec. I was still patrolling west of Guam on 13 Dec and never saw an invasion fleet. Only got flash traffic messages about Guam being bombed by aircraft.

I still have a saved game from 7 Dec that I will reload and adjust my patrol zone a bit and see if I contact the invasion fleet.

I thought it was strange that I never saw anything.

The only ship I came across is a patrolling USN DD west of Guam.


CW:arrgh!:

Ok let me know if you contact the force. The invasion force is scripted, comes from Saipan, takes place 8-10 December. I added it, found it once in testing.

Captain Wreckless
09-03-22, 12:19 AM
Ok let me know if you contact the force. The invasion force is scripted, comes from Saipan, takes place 8-10 December. I added it, found it once in testing.


I did find the invasion fleet coming from Saipan. I actually got between the escorts and the Merchies. Surface attack I fired on the 1st cargo ship at 2500 yards (missed), 2000 yards fired on the 1st again and the 2nd in line. Right after I fired on the 2nd ship I was detected and promptly sunk from gun fire. :)

I'll reload and see if I can do better. It will give me a chance to try shooting a spread into the pack and see what happens.

Captain Wreckless
09-03-22, 08:46 PM
Keep CTD during DC attacks. Sub was not sunk. Hull damage < 5% though had flooding and damaged systems.

Not sure what is going on.


I'm finding the escorts a royal PITA. I realize this is to quasi-simulate real world but when I'm detected 100% of the time @ 4K+ yards, it is disheartening. No matter which boat I use, how deep (up to max depth), or speed (50-75 rpm) I'm at, I end up being sunk at some point. The DC's are always falling to whatever depth I'm at. There is never any shallow drops or to deep drops. So it seems that I will essentially avoid attacking escorted convoys or TFs. :cry:


The donated Narwhal mod still works with this mod, is that correct? If so what order should it be installed? I did a test install and noticed that I could not start a patrol any earlier than 8 Dec. Without the mod, I could start in June.

Captain Wreckless
09-04-22, 01:04 AM
Is there a way to bring up the detailed operational orders before or after sailing to reference during play, short of copying them down or printing the .tsr file?

I just got a pre-war mission to conduct simulated attacks against the USS Marblehead in Lingayen Gulf. It said I should include a loadout of 4 Mk 10 torpedoes for the practice attacks. :haha:

Did you make these up or are you going by actual pre-war patrol reports?


CW :arrgh!:

P.S. Never find the Marblehead. Must of had that new camo from the Philadelphia Experiment. :hmmm:

Bubblehead1980
09-04-22, 05:31 PM
I did find the invasion fleet coming from Saipan. I actually got between the escorts and the Merchies. Surface attack I fired on the 1st cargo ship at 2500 yards (missed), 2000 yards fired on the 1st again and the 2nd in line. Right after I fired on the 2nd ship I was detected and promptly sunk from gun fire. :)

I'll reload and see if I can do better. It will give me a chance to try shooting a spread into the pack and see what happens.



Should not attack on surface in early war s you found out lol. Invasion forces are well escorted by skilled escorts and even the transports are usually skilled. This was done to reflect the best of the best the japanese had in early phase of war before attrition evened things out.

Bubblehead1980
09-04-22, 10:58 PM
Keep CTD during DC attacks. Sub was not sunk. Hull damage < 5% though had flooding and damaged systems.

Not sure what is going on.


I'm finding the escorts a royal PITA. I realize this is to quasi-simulate real world but when I'm detected 100% of the time @ 4K+ yards, it is disheartening. No matter which boat I use, how deep (up to max depth), or speed (50-75 rpm) I'm at, I end up being sunk at some point. The DC's are always falling to whatever depth I'm at. There is never any shallow drops or to deep drops. So it seems that I will essentially avoid attacking escorted convoys or TFs. :cry:


The donated Narwhal mod still works with this mod, is that correct? If so what order should it be installed? I did a test install and noticed that I could not start a patrol any earlier than 8 Dec. Without the mod, I could start in June.









Not sure about the DC CTD. Any idea which escort(s) was attacking, could be related to specific type of escort.

TMO is a difficulty mod, and my update retains that aspect to keep things interesting.Escorts in general are more competent than stock and most other mods, not impossible though. Actually, TMO update is somewhat easier than original TMO due to the new sub damage model and DC. A lot of surviving has to do with actively staying involved and riding out the depth charge attack. This can be challenging as riding out a prolonged attack in real time is nerve racking and yes time consuming. Speeding up tc even a little can cause a fatal error. For me, its closest thing I've seen to properly simulating a DC attack.

There are many factors to submerged detection...enemy skill level, sea state, depth, thermal layer, RPM, profile to enemy sonar beam, range from target.

One thing wrong with SH 4 is enemy escorts are always pinging, you just usually don't hear the pings until the beam is focused on your sub and AI is alerted. They also seem to be able to use hydrophones when in "normal" mode even when pinging. However, when in Alert mode, they can only use hydrophones or active sonar, not both. While in reality sometimes Japanese would actively ping, they typically listened with hydrophones and pinged when required.

Make sure silent running is active during the approach*. If escort is nearby, keep bow (or stern if stern shot) pointed and depending period of war, at least 2500 yards away. Low profile to the beam, with silent running on and under 100 rpm should keep you undetected in most circumstances.

* A flaw in the sim is unless on silent running or enemy hydrophones are handicapped so much they prove ineffective overall, player is somewhat easy to detect during submerged approach. When on silent running, the hidden 'ghost" silent drive is active and sub does not emit the normal pump noises etc making it more difficult to detect, esp by hydrophone.



"DC's always falling to your depth." There is a factor set in the .sim that controls the depths DC will explode. Say your sub is at 300 ft and that factor is set to 50 ft, it will explode at 300 ft, or 50 ft above or below, roughly. A lot depends on skill level of escort, how solid their contact on is, sea conditions etc. If they have a solid contact on you, DC's may explode closer.

Evasion tips:

Submerged attack: After torpedo impacts, get you looks in etc. If DC hunting for you, closing, order test depth, rig for silent running, turn to heading so bow or stern (depending on which is closer) is facing closing escort, so low profile to beam.

Listen carefully for them closing, shifting to short scale pings, they stop typically as they close. Once stop pinging, ordered Ahead standard, listen for the DC splash in water, boom of the launchers. Order Ahead Full or Flank (I stick with full usually as get about same speed and avoid excessive drain on battery but sometimes, esp in later war when DC 's have a faster sink rate) until hear the DC's explode. After 30-60 seconds, order all stop and 5-10 degrees port or starboard rudder, let your subs momentum pull you through, after drop speed to 4-5 knots, order 1/3 speed, on silent running, will keep you under 100 rpms. Don't try going super slow, this is mistake many players made, under 100 rpm or 1/3 on silent running is fine, any slower your sub is a sitting duck.

Repeat the "speed burst" maneuver, changing direction each time...so if last DC run you went to port, go opposite direction 5-10 degrees (sometimes more rudder, but never full as your turn is too slow).



In addition to this direction change, you will want to change depth. Say are in a Gato, start at 300 ft, increase to 325 then 350 on next run. One is to make sure when going for depth, your stern is not sticking up because due to length of boat, your stern will be at the depth where DC's are going off at times, which can cause crippling damage to vital parts of boat.

Going to max depth is not always the best way to evade. The sim does simulate increased effect of underwater explosions at certain depths. A Gato for example, get below 400 ft you're in a danger zone for that particular hull, even though can survive quite a bit deeper, it does not stand up to the increased effects way a thicker hull boat such as the Balao. The Balao and Tench can stand up to the effects better even at 500 feet and can obviously go a bit deeper than the Gato.


Within giving too much away, can take a fleetboats test depth (S boat is different) and can feel safe, if have full integrity, at 100 feet below and even if take hull damage, typically will not suffer hull collapse vs if are beyond that 100 ft.





Donation Narhwal is not compatible with TMO Update. While it may work to some degree, you'll find it does not work. Reason will not allow start in June is mod has not been made compatible with the update.

Bubblehead1980
09-04-22, 11:27 PM
Is there a way to bring up the detailed operational orders before or after sailing to reference during play, short of copying them down or printing the .tsr file?

I just got a pre-war mission to conduct simulated attacks against the USS Marblehead in Lingayen Gulf. It said I should include a loadout of 4 Mk 10 torpedoes for the practice attacks. :haha:

Did you make these up or are you going by actual pre-war patrol reports?


CW :arrgh!:

P.S. Never find the Marblehead. Must of had that new camo from the Philadelphia Experiment. :hmmm:



No, there is no way to bring up the orders in game. There should be, as Captain would have them at sea. Best is to prior to starting patrol type them up in a text doc or do a screenshot. I usually take a photo with phone and type up in a text doc for reference on patrol and for later patrol report.


Pre-War missions I added are a mix of history based pre war exercises and patrols I read about and some "what ifs" but are not impossible that occurred or could have.

The exercise missions for example, are based on historical actions by US subs. The Pearl based boats may be assigned to conduct ops with carrier task force , which they did in pre war as the fleet boat was originally designed to operate with the fleet. These subs would also provide practice targets for the escorting DD's and vice versa.

In Asiatic the exercise with Marblehead is based on history. During research I read some subs engaged in exercises with her and other vessels.

Subs typically fired practice torpedoes, set to run below keel of target, if torpedo wake went below target, it was considered a hit. Practice torpedo at end of its run would float to top and could be recovered. Early on, there was a recovery vessel in area but later subs carried gear and recovered their own practice fish. Obviously the recovery aspect can not be simulated but can fire the MK 10 as practice fish to simulate these exercises.

If you are assigned a "depth charge indoctrination" in training, these units will attack you, so stay out of sight surfaced and will attack with depth charges. I included a practice depth charge mod to activate before going to sea.

A mission that will be in next release is for Gar New Construction in 1941. Gar class boats were used to test the effects of depth charges on new fleet boats in summer 1941. Believe it or not, first such tests conducted by US in history.


Other orders such as patrolling off home islands to observe shipping etc are fictional as to my knowledge none of our subs conducted such patrols, but figured its possible they could have and would prove interesting in the sim.

I did place objectives to give player chance to run into enemy forces and depending on where and when, they may be hostile if detect, or may not.

Movements of the Akagi are scripted, so player may catch the carrier when underway after her refit in summer 1941, as well as other carriers on training. Can catch them departing for the Kurile Islands where the carriers that would strike Pearl Harbor assembled prior to departing for the strike.

The invasion of French Indochina in July 1941 is scripted, player has chance to get orders that put them in position to possibly encounter said force. They may be hostile or may ignore, had it go both ways during testing.


Marblehead not showing up was a issue in testing, sometimes it showed up, sometimes it did not, not sure exactly why but have a idea. Plan to take another look in next version.

Captain Wreckless
09-05-22, 12:18 AM
Some good insight there. One thing I was doing was going super slow hoping to avoid detection.


Anyway, just completed a pre-war mission and have stopped just outside the mine free zone off Corregidor. What escort ship will come out to lead me through them. The only ship I see is a MTB that is just doing his own thing.



I can see the mines in the TBT, but I really don't want to try. :D I can't end my patrol 'cuz Corregidor is only rearm/refuel.


CW :arrgh!:

Bubblehead1980
09-05-22, 12:47 AM
Some good insight there. One thing I was doing was going super slow hoping to avoid detection.


Anyway, just completed a pre-war mission and have stopped just outside the mine free zone off Corregidor. What escort ship will come out to lead me through them. The only ship I see is a MTB that is just doing his own thing.



I can see the mines in the TBT, but I really don't want to try. :D I can't end my patrol 'cuz Corregidor is only rearm/refuel.


CW :arrgh!:



Yep, common mistake, thinking going 0.5-1 kt will lessen chances of detection.Makes sense but not how it works.

Follow the PT boat, that is your escort. If I recall minefield is active July 1941. PT boat will go through the gap in the minefield, follow it.

Captain Wreckless
09-05-22, 01:22 AM
Yep, common mistake, thinking going 0.5-1 kt will lessen chances of detection.Makes sense but not how it works.

Follow the PT boat, that is your escort. If I recall minefield is active July 1941. PT boat will go through the gap in the minefield, follow it.


I decided to follow the MTB. Would have thought it would take me South of Corregidor but it's taking me North.


Made it through the mines. :Kaleun_Applaud:


Have an issue. I'm 100 yards off the pier at Cavite, but I'm not getting the dock option to end my patrol. It is showing dock at Manila rearm/refuel or postpone. Do I need to be somewhere else to end my patrol?

Bubblehead1980
09-05-22, 02:28 PM
I decided to follow the MTB. Would have thought it would take me South of Corregidor but it's taking me North.


Made it through the mines. :Kaleun_Applaud:


Have an issue. I'm 100 yards off the pier at Cavite, but I'm not getting the dock option to end my patrol. It is showing dock at Manila rearm/refuel or postpone. Do I need to be somewhere else to end my patrol?



Good, the PT boat is escort, it just goes back and forth and then turns around once clear of the field, and follows safe course back, so can follow for safe passage through the field. This combined with markings on map make it fairly easy to safely navigate, just have to be patient and don't get too happy with the TC, esp when comes to turning inside the field.



At Corregidor there is the South Dock and North Dock, where player can "dock" to unload on assigned cargo missions, evacuate personnel etc. To reach the South dock, player has to go through minefield and around the east end of the island, the wide mouth of manila bay is closed off by minefields.

The in game minefield was designed to mirror the historical one within limits of the sim. There is a historical map in the documentation included with mod that shows the minefield.

The Army controlled some of the minefields which could be detonated remotely and were put on safe when ships would pass through. Obviously this can't be simulated in SH 4.

The Navy had a minefield as well that was the traditional contact mines that were always armed. Going on memory from research here, out of town, do not have the materials in front of me.



Depending on date, sounds like your home port has shifted from Cavite if can not end patrol there. If I recall only end patrol at Cavite until Dec 25 1941, base shifts to Surabaya I believe, look for the fouled anchor on map indicating homeport. There is a radio message reporting Asiatic boats shift ops to Surabaya etc, but is possible to miss, always look on map for the fouled anchor in case it shifts.

Captain Wreckless
09-05-22, 05:22 PM
Depending on date, sounds like your home port has shifted from Cavite if can not end patrol there. If I recall only end patrol at Cavite until Dec 25 1941, base shifts to Surabaya I believe, look for the fouled anchor on map indicating homeport. There is a radio message reporting Asiatic boats shift ops to Surabaya etc, but is possible to miss, always look on map for the fouled anchor in case it shifts.


The date is July 11, 1941. I'll play around with it and see if I can get it to allow me to end patrol.


CW :arrgh!:

Bubblehead1980
09-05-22, 05:33 PM
The date is July 11, 1941. I'll play around with it and see if I can get it to allow me to end patrol.


CW :arrgh!:


Hmm you should be able to end patrol at Cavite as that is where you are based out of if Asiatic Fleet. You will have likely sail around the peninsula to get in range so can end the patrol. I moved Cavite Navy Yard to the geographically correct position in V2.0


IF you have a mod that overwrites things or the donation Narwhal mod for example, may foul up the home ports.

Captain Wreckless
09-05-22, 05:44 PM
Hmm you should be able to end patrol at Cavite as that is where you are based out of if Asiatic Fleet. You will have likely sail around the peninsula to get in range so can end the patrol. I moved Cavite Navy Yard to the geographically correct position in V2.0


IF you have a mod that overwrites things or the donation Narwhal mod for example, may foul up the home ports.




I reloaded a save and finally got the dock option for Cavite. It popped up automatically. Not sure why it didn't before.

CW :arrgh!:

Captain Wreckless
09-05-22, 06:20 PM
Truck races with cheering section. :k_rofl:



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

Bubblehead1980
09-05-22, 09:35 PM
I reloaded a save and finally got the dock option for Cavite. It popped up automatically. Not sure why it didn't before.

CW :arrgh!:


Sure you know this but always look in top right corner for a clickable icon, which will give docking options, if it says end patrol are at home port. The pop up usually comes when within docking range (10 NM typically) but may not show up if in certain views or at TC.

Bubblehead1980
09-05-22, 09:38 PM
Truck races with cheering section. :k_rofl:



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


lol on the list to look into correcting.

KaleunMarco
09-06-22, 07:36 AM
lol on the list to look into correcting.

no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:

Captain Wreckless
09-06-22, 09:58 AM
Sure you know this but always look in top right corner for a clickable icon, which will give docking options, if it says end patrol are at home port. The pop up usually comes when within docking range (10 NM typically) but may not show up if in certain views or at TC.


I always do that, but this time it never gave me Cavite as an option, just Corregidor and Manila.


CW :arrgh!:

Captain Wreckless
09-06-22, 10:00 AM
no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:


It was funny watching those trucks zipping around. :haha:



CW:arrgh!:

Captain Wreckless
09-06-22, 01:30 PM
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


Went to PD in my Sargo and it is about 6ft short. I remembered this post from earlier.

Your link is dead. Can you repost? I know it is just editing the ship file. Easy peasy. I did it before but can't remember what depth I used.

Bubblehead1980
09-06-22, 02:31 PM
no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:


:haha:

Bubblehead1980
09-06-22, 02:36 PM
Went to PD in my Sargo and it is about 6ft short. I remembered this post from earlier.

Your link is dead. Can you repost? I know it is just editing the ship file. Easy peasy. I did it before but can't remember what depth I used.

I would, but I am out of town currently, mods are on my desk top.

Try editing periscope depth to 16.46 meters (54 feet) believe that is the depth for the early war sargo and salmon.

Captain Wreckless
09-06-22, 05:43 PM
I would, but I am out of town currently, mods are on my desk top.

Try editing periscope depth to 16.46 meters (54 feet) believe that is the depth for the early war sargo and salmon.


I think that is what I had before. I'll fix it when I dock.


I have a mission (last before heading home) to pick up the ONI agent I dropped off on 1st mission. It's night and I've found him floating in a raft next to the sampan and a red glow in the water. I've stopped next to him, but I am not getting any message to retrieve him. Is there something special I need to do?


The save game is darker. I just waited for it to get lighter so the picture would show better.


https://i.imgur.com/61FCt1p.png
CW :arrgh!:

Bubblehead1980
09-06-22, 09:31 PM
I think that is what I had before. I'll fix it when I dock.


I have a mission (last before heading home) to pick up the ONI agent I dropped off on 1st mission. It's night and I've found him floating in a raft next to the sampan and a red glow in the water. I've stopped next to him, but I am not getting any message to retrieve him. Is there something special I need to do?


The save game is darker. I just waited for it to get lighter so the picture would show better.


https://i.imgur.com/61FCt1p.png
CW :arrgh!:

Yes, pick the agent up as would a downed aviator/aircrew. Get close enough, place binoculars, look for the life ring on the nav tool bar, it will highlight, click it, will get a message "survivor rescued" The "glow" is a smoke marker, no way that I know of to remove it since the "agent" has to be classified as survivor in order to be able to retrieve.

scar3tactics
09-06-22, 09:35 PM
Getting consistent CTDs with sound, even after downloading your new, dud-less EAX. Cannot fire on the Mogami in Torpedo attack school, for example, without the game hard crashing.

Was there ever a solution to this problem? I'm having the same issue with consistent CTD 15 seconds before impact on the Mogami. I haven't tried against any other targets because I wanted to confirm things are working before setting out on a campaign.

Here's JGSME data:

Generic Mod Enabler - v2.6.0.157
[D:\SteamLibrary\steamapps\common\Silent Hunters wolves of the pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash TMO V2.0
SubPacMessages

LAA enabled and forced on. I know there's been some question about if the Steam version will work properly, surely someone has been using this mod with Steam?

Captain Wreckless
09-06-22, 10:04 PM
Yes, pick the agent up as would a downed aviator/aircrew. Get close enough, place binoculars, look for the life ring on the nav tool bar, it will highlight, click it, will get a message "survivor rescued" The "glow" is a smoke marker, no way that I know of to remove it since the "agent" has to be classified as survivor in order to be able to retrieve.


The life ring never highlighted, that was the issue. I just had to keep clicking it until I got the mission complete message.

Bubblehead1980
09-06-22, 11:23 PM
Was there ever a solution to this problem? I'm having the same issue with consistent CTD 15 seconds before impact on the Mogami. I haven't tried against any other targets because I wanted to confirm things are working before setting out on a campaign.

Here's JGSME data:

Generic Mod Enabler - v2.6.0.157
[D:\SteamLibrary\steamapps\common\Silent Hunters wolves of the pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash TMO V2.0
SubPacMessages

LAA enabled and forced on. I know there's been some question about if the Steam version will work properly, surely someone has been using this mod with Steam?


I have not had this issue since removing the EAC Clang Splash Dud mod and replacing with the EAX Clang Splash mod.

There is a known issue with Shokaku. I will check on the Mogami when back in town as the game and mods are all on my desktop.

Your mod setup seems fine. I have noticed steam users have more issues with the mod but know some steam users have the mod running fine. The mod was created using a disk version of SH 4 but don't believe that should be a issue.

Make sure you have absolutely fresh install of SH V1.5

When back home, I plan to put some time in resolving some lingering issues if possible.

Captain Wreckless
09-06-22, 11:51 PM
The skippers private stash? :haha: PBR!


https://i.imgur.com/7X3tlsd.png

Bubblehead1980
09-07-22, 12:00 AM
The skippers private stash? :haha: PBR!


https://i.imgur.com/7X3tlsd.png



:har: never noticed that! That would be vickers or Ducimus's doing lol

Captain Wreckless
09-07-22, 12:15 AM
Found a bug for ya to look at when you get back from vacation.

Pre-war Asiatic Patrol 7.

[Text]
MissionBriefing=COMSUBAF Operation Order 60-41. When in all respects ready for sea, proceed to Area B6 in the South China Sea and conduct patrol operations for twenty five days to monitor shipping in the area. Japanese have utilized Cam Rahn Bay, Indochina to support naval operations in the area and as such particular attention to that area should be paid during your patrol. Tensions with Japan remain high and as such all precautions to avoid provoking Japanese forces encountered should be taken. However, if attacked you may defend yourself accordingly.
MissionTitle=
Stark Order=
Objective 1=Patrol Area B6 for 25 days.
Pre-war Asiatic Patrol_war=
Pre-war Asiatic Patrol_shadow=


I was only into the 2nd day of the patrol when the star went grey and log shows it completed.

CW :arrgh!:

Bubblehead1980
09-07-22, 02:52 AM
Found a bug for ya to look at when you get back from vacation.

Pre-war Asiatic Patrol 7.

[Text]
MissionBriefing=COMSUBAF Operation Order 60-41. When in all respects ready for sea, proceed to Area B6 in the South China Sea and conduct patrol operations for twenty five days to monitor shipping in the area. Japanese have utilized Cam Rahn Bay, Indochina to support naval operations in the area and as such particular attention to that area should be paid during your patrol. Tensions with Japan remain high and as such all precautions to avoid provoking Japanese forces encountered should be taken. However, if attacked you may defend yourself accordingly.
MissionTitle=
Stark Order=
Objective 1=Patrol Area B6 for 25 days.
Pre-war Asiatic Patrol_war=
Pre-war Asiatic Patrol_shadow=


I was only into the 2nd day of the patrol when the star went grey and log shows it completed.

CW :arrgh!:



Thanks. Will take care of that and clean the language up a little. Culprit is
probably a typo which set the objective complete to two days instead of twelve, easy to do. Orders say 25 das and player should stay for 25 but the objective will complete usually earlier so player gets renown in case cant stay on station for whatever reason. However, should stay in assigned area because as have mentioned in README etc, if have orders to a area in the mod, you are there for a reason, gives a high probability of encountering something big, even if area seems dead. Orders were carefully crafted in the revised campaign in this mod.


Example would getting orders to a area that seems to be void of merchant traffic and go 10-20,30 days on station with nothing then boom...run into a warship, a task fore, special convoy, or a enemy submarine*.

OF course there is a chance will miss the contact but I tailored orders so if player follows them have a high probability.

While there are random submarines roaming oceans, every submarine sunk by US submarines in the pacific was added to campaign using tabular record of movements. Others movements are reconstructed to a degree as well.

Enemy subs and warships when possible often used alternative routes to the merchant convoys.

StealthRabbit
09-08-22, 05:44 PM
it's a S3ditor thing.
most of the sounds will have english descriptions so finding them will be fairly intuitive.
make a mini mod for yourself and copy that one file. go to MODS and create a Unique Named folder for you for example MODS\StealthRabbit_SoundMod\Data\Sound\ then copy SH.sdl into it. edit and save the file and apply your new mod last using LSGME.
then go sink some ships.
:Kaleun_Salute:

Thank you KaleunMarco.

I went and did all that, and after a little trial and error I got the dive, surface, and emergency dive klaxons to a non-frightening-small-pets volume level. I have finally made my very first MOD to be enabled by JSGME. And it was waayyy easier then I thought it would be. It's simple and only changes one volume setting, but it's a start, and opens a whole new world of eventually making ever more elaborate and complicated MOD's that lead to many many hours in front of a computer screen, staring at it until I go blind, ignoring family and responsibilities, because I have been camped out in front of my computer for days trying to figure out why the new damn overly elaborate Mega-MOD I have been working on for ten months just WONT F**K**G WORK RIGHT!!!!.... I can see it now.

Just kidding of course.

On a more serious note, thanks for the suggestion and info. It was just enough for me to figure it out, which is the best way for me to learn things on the computer. At first I set the volume level way way too low at something like 10. Then when I tested it out I didn't hear anything so I though I did something wrong. Then when thinking about it I remembered that Silent 3ditor seems to change values on a more logarithmic scale rather then a linear one. So I set it to around 50 and I could just barley hear it, so on the third attempt I set it to 65 and that is where I left it. It's perfect to me. Loud enough to know I am diving, but not so loud that I am going for the volume knob every time. I may eventually hazard into more complex MODs, but I am thinking that for all but the simplest MODs multiple files need to be changed, and that I imagine takes a greater understanding of how the different parts of the game affect other parts... and files... and what not.

But that's a challenge for a different day.
Thanks again.

-StealthRabbit

StealthRabbit
09-08-22, 06:03 PM
no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:

I agree. Absolutely.
Leave the racing amphibious hover trucks and cheering angels.
They are unique, hilarious, and completely random.
You just can't make this stuff up.
If they existed in real life back in the 40's (and if I was alive in the 40's) I would make the journey across the Pacific to see such a surreal and wonderful spectacle.

-StealthRabbit

Captain Wreckless
09-08-22, 09:20 PM
To anyone in the know,


Were the secondary scopes, ie: night/observation scopes the same length as the attack scope? I'm observing 2 IJN DD's at twilight and tried to use the observation scope but it is still under water at 55ft on my Sargo. The PD setting doesn't differentiate between the 2 scopes.


CW :arrgh!:

KaleunMarco
09-08-22, 09:41 PM
To anyone in the know,


Were the secondary scopes, ie: night/observation scopes the same length as the attack scope? I'm observing 2 IJN DD's at twilight and tried to use the observation scope but it is still under water at 55ft on my Sargo. The PD setting doesn't differentiate between the 2 scopes.


CW :arrgh!:


best i can tell, both scopes have the same height and performance characteristics.
something else is amiss if you can see out of one and not another.

just had another thought....
something i cannot determine is if one sits higher in the boat than the other.
THAT would cause the behaviour that you are experiencing.

Captain Wreckless
09-09-22, 12:34 AM
just had another thought....
something i cannot determine is if one sits higher in the boat than the other.
THAT would cause the behaviour that you are experiencing.


That appears to be the issue. I assumed both would be the same.

Attack scope is on the left.




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

KaleunMarco
09-09-22, 01:06 AM
That appears to be the issue. I assumed both would be the same.

Attack scope is on the left.





make yourself a personal mod folder (if you have not done this already) and copy \library\ussubparts\sensors_sub_us.sim into it.
use S3ditor, find the offending "extensible" and make the max_height a bit longer.

:Kaleun_Salute:

Captain Wreckless
09-09-22, 02:51 AM
make yourself a personal mod folder (if you have not done this already) and copy \library\ussubparts\sensors_sub_us.sim into it.
use S3ditor, find the offending "extensible" and make the max_height a bit longer.

:Kaleun_Salute:


Hmm. Didn't think of looking in that file.


Just looked at the file and there are 2 files for the OBSScope. Different ID numbers but both have the same values.



Look who I found south of Convoy College NE of the islands. Sonar picked him up, and my sonar guy is able to follow him, interesting. She showed up on the NAV Map as "What is this?"



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

StealthRabbit
09-09-22, 04:49 PM
Hmm. Didn't think of looking in that file.


Just looked at the file and there are 2 files for the OBSScope. Different ID numbers but both have the same values.



Look who I found south of Convoy College NE of the islands. Sonar picked him up, and my sonar guy is able to follow him, interesting. She showed up on the NAV Map as "What is this?"



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


Confluence of events.

Funny coincidence. I am having the EXACT same problem with my periscopes. At periscope depth they are both below the water with one lower then the other, AND I just spotted the Dutchman myself... twice in one patrol. I started a prewar campaign from Manila with a Sargo class and got the U.S.S. Sailfish (ss-192). This info will be a huge help to me as I plan to make another mini-MOD to fix the periscope because manually diving to 55ish feet every time is getting old. I never had this problem before so I am guessing this is a TMO_BH issue because a Gatto and Balao had a similar problem when I wanted to see what the new TMO was like with thoes subs. Only with them the scopes where not quite under the water but rather right at it or just a half a foot above so in anything but glass calm seas they where still impossible to use at “periscope” depth. Is anyone else having these problems?

Generic Mod Enabler - v2.6.0.157
[D:\00_Games_SH-IV_A-B-C-D\SH-IV_Alpha\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
DecoysTMO
AAtoDeckguns+Radio
Webster's Eliminate Floating Plankton
SR_Quiet-Klax

The only 2 I have that are not recommended are at the bottom. When I enable Webster's Eliminate Floating Plankton I get no conflict warning so I am pretty sure it's not that, and the last one I made and it just turns the volume down for the dive, emergency dive, and surface klaxons, and I can't imagine that is causing it.

To me the Dutchman seams to sit a little high in the water, but then again, it is a ghost ship.

-StealthRabbit

Bubblehead1980
09-09-22, 08:35 PM
Guys,

The older fleet boats (Sargo, Salmon, Porpoise) (in early conning tower config) require to manually set the depth when using the No.1 periscope (control room).Typically in calm seas 52 ft works . This is due to the early war conning tower style and scope length. For No.2 (Attack scope) in conning tower, early war depth is 54-55 ft as previously stated.

In TMO Update , default periscope depth is roughly 64 ft as it is for the Gato etc. From what I understand, in reality the scopes were moved to the conning towers during the mid-late war refits to be more uniform. The Sargo-Salmon (possibly Porpoise also) received. This is reflect in the sim in the new external conning towers/periscope shears but does not show in the interiors. I had a "Early War Scopes" mod in V1.0 of update that made both scopes in the S Boat, Salmon, Sargo, Porpoise the attack type.

Interesting enough, I recall reading Tambors when originally built, had one scope in conning tower and control room but this was changed in pre war years, as it was found a more suitable setup to have both in the conning tower and the new observation type scopes were introduced.


Notice the interiors for Sargo-Salmon, Porpoise, and even S Boats, both scopes(both in control room of S Boat) in conning tower and control room are both Attack type periscopes...with the range finders. The interiors reflect the interiors before refits of the older boats when they actually received a observation type periscope...which the newer types such as Tambor, Gar, Gato, Balao, and Tench had.

Mad Mardigan
09-09-22, 08:41 PM
Confluence of events.

Funny coincidence. I am having the EXACT same problem with my periscopes. At periscope depth they are both below the water with one lower then the other, AND I just spotted the Dutchman myself... twice in one patrol. I started a prewar campaign from Manila with a Sargo class and got the U.S.S. Sailfish (ss-192). This info will be a huge help to me as I plan to make another mini-MOD to fix the periscope because manually diving to 55ish feet every time is getting old. I never had this problem before so I am guessing this is a TMO_BH issue because a Gatto and Balao had a similar problem when I wanted to see what the new TMO was like with those subs. Only with them the scopes where not quite under the water but rather right at it or just a half a foot above so in anything but glass calm seas they where still impossible to use at “periscope” depth. Is anyone else having these problems?


Generic Mod Enabler - v2.6.0.157
[D:\00_Games_SH-IV_A-B-C-D\SH-IV_Alpha\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
DecoysTMO
AAtoDeckguns+Radio
Webster's Eliminate Floating Plankton
SR_Quiet-Klax

The only 2 I have that are not recommended are at the bottom. When I enable Webster's Eliminate Floating Plankton I get no conflict warning so I am pretty sure it's not that, and the last one I made and it just turns the volume down for the dive, emergency dive, and surface klaxons, and I can't imagine that is causing it.

To me the Dutchman seams to sit a little high in the water, but then again, it is a ghost ship.

-StealthRabbit



:Kaleun_Cheers:



Section of your post, KaleunMarco bud... in "Magenta", that I highlighted...

*sighs*

Ok, here's the dealio...


That, is NOT an error or an omission of incorrect settings.... it is, rather... an inbuilt safety precaution.


Peri depth, is set a wee bit deeper, so that in the event you were deeper, like... say for example here... 50' below test depth, or a bit deeper & coming back to peri depth... of NOT broaching...


With Me, thus far...


As you're well aware KM bud.... can't (as far as I know of, at any rate... :hmmm:) set up 2 separate depth settings, as it pertains to Peri depth.


Would be nice, if that were doable, could have 1 for going from surfaced, to Peri depth... & the other, coming back up from deep submergence... to Peri depth, but... don't know of that, being able to be done.



Now...


As to the height difference, between the Obs. scope & the Attack one... NOT sure on that score... don't have tech specs, on what the height of them were... or the differences between them, beyond the obvious... head size & that one let in more light... due to that bigger head... & that the smaller head on the Attack, didn't make it invisible, as it could still be seen, just that it was a wee bit more difficult to spot outright than the Obs. scope was.

See BH's comment about the Peri differences in His post... :yep: :up: He explains it in more detail there... than I did. :shucks:



Hope that helps.... clear the air there on the scopes being under water part... at least. :yep: :shucks: as always. :up:






:Kaleun_Salute:


M. M.

StealthRabbit
09-10-22, 12:01 AM
:Kaleun_Cheers:



Section of your post, KaleunMarco bud... in "Magenta", that I highlighted...

*sighs*

Ok, here's the dealio...


That, is NOT an error or an omission of incorrect settings.... it is, rather... an inbuilt safety precaution.


Peri depth, is set a wee bit deeper, so that in the event you were deeper, like... say for example here... 50' below test depth, or a bit deeper & coming back to peri depth... of NOT broaching...


With Me, thus far...


As you're well aware KM bud.... can't (as far as I know of, at any rate... :hmmm:) set up 2 separate depth settings, as it pertains to Peri depth.


Would be nice, if that were doable, could have 1 for going from surfaced, to Peri depth... & the other, coming back up from deep submergence... to Peri depth, but... don't know of that, being able to be done.



Now...


As to the height difference, between the Obs. scope & the Attack one... NOT sure on that score... don't have tech specs, on what the height of them were... or the differences between them, beyond the obvious... head size & that one let in more light... due to that bigger head... & that the smaller head on the Attack, didn't make it invisible, as it could still be seen, just that it was a wee bit more difficult to spot outright than the Obs. scope was.

See BH's comment about the Peri differences in His post... :yep: :up: He explains it in more detail there... than I did. :shucks:



Hope that helps.... clear the air there on the scopes being under water part... at least. :yep: :shucks: as always. :up:






:Kaleun_Salute:


M. M.


I only played TMO Classic w/ RSRDC for like the last 5 or 6... or more years and in that all the periscopes went above the water all the time. So it appears that the more the game gets MODed, the further it gets away from Original/Vanilla SH-4. That is to say, it becomes less of the “balanced” computer game/simulation that UBIsoft originally intended (that had a TON of bugs), and more of a dedicated simulation as more and more MODers refine and enhance it.

Until just now when I read yours and BH's explanation of the situation I had no real knowledge of the specific history of the periscopes of U.S. NAVY inter-war and WWII submarines. So what I thought was a problem was in fact not a problem at all, but rather a more honest representation of the actual periscopes of these boats.

So, much ado over nothing... I guess.

Thanks for the info and explanations, and sorry about the unnecessary questions and speculations.

I still maintain that the Flying Dutchman is riding a little to high in the water... unless you or someone else have a real life explanation for that too.

-StealthRabbit

Captain Wreckless
09-10-22, 01:24 AM
BH,


Did you give any thought of adding a rearm/refuel stop at Johnston Island? I was reading that the USS Corvina SS-226 stopped there to refuel before heading on to Truk. She never made though, as she was sunk by I-176 the night of Nov 16, '43 while cruising on the surface.


Would be nice to have a refuel stop there.


CW:arrgh!:

Mad Mardigan
09-10-22, 02:04 AM
I only played TMO Classic w/ RSRDC for like the last 5 or 6... or more years and in that all the periscopes went above the water all the time. So it appears that the more the game gets MODed, the further it gets away from Original/Vanilla SH-4. That is to say, it becomes less of the “balanced” computer game/simulation that UBIsoft originally intended (that had a TON of bugs), and more of a dedicated simulation as more and more MODers refine and enhance it.

Until just now when I read yours and BH's explanation of the situation I had no real knowledge of the specific history of the periscopes of U.S. NAVY inter-war and WWII submarines. So what I thought was a problem was in fact not a problem at all, but rather a more honest representation of the actual periscopes of these boats.

So, much ado over nothing... I guess.

Thanks for the info and explanations, and sorry about the unnecessary questions and speculations.

I still maintain that the Flying Dutchman is riding a little to high in the water... unless you or someone else have a real life explanation for that too.

-StealthRabbit


On that, about the dutchman riding a bit higher in the skirts above the water... it is likely, that there will be some other ships that are like that, besides the dutchman there. :hmmm: :yep:


Just 1 of many bugs that started off 1st, from Ubi & may have been overlooked as things got modded as it pertains to ships. Not a recrimination against ship modders, just that it can happen of things slipping through the cracks... & getting overlooked in the grand scheme of things. :yep:

Hopefully, as with other things worked on, is another thing that can be reworked :shucks: to balance out the force. (sorry, a bit of a Star Wars reference there... :D)



Hope that helps... :shucks: :up:






:Kaleun_Salute:


M. M.

Bubblehead1980
09-10-22, 11:57 AM
BH,


Did you give any thought of adding a rearm/refuel stop at Johnston Island? I was reading that the USS Corvina SS-226 stopped there to refuel before heading on to Truk. She never made though, as she was sunk by I-176 the night of Nov 16, '43 while cruising on the surface.


Would be nice to have a refuel stop there.


CW:arrgh!:







Johnston Island becomes available as a fuel/ammo stop in Summer 1942. However, I do not recall the exact date.

I-176 has a 50/50 chance of appearing at location where Corvina was sunk. I've had it fire torpedoes at me in testing.

Bubblehead1980
09-10-22, 06:13 PM
I only played TMO Classic w/ RSRDC for like the last 5 or 6... or more years and in that all the periscopes went above the water all the time. So it appears that the more the game gets MODed, the further it gets away from Original/Vanilla SH-4. That is to say, it becomes less of the “balanced” computer game/simulation that UBIsoft originally intended (that had a TON of bugs), and more of a dedicated simulation as more and more MODers refine and enhance it.

Until just now when I read yours and BH's explanation of the situation I had no real knowledge of the specific history of the periscopes of U.S. NAVY inter-war and WWII submarines. So what I thought was a problem was in fact not a problem at all, but rather a more honest representation of the actual periscopes of these boats.

So, much ado over nothing... I guess.

Thanks for the info and explanations, and sorry about the unnecessary questions and speculations.

I still maintain that the Flying Dutchman is riding a little to high in the water... unless you or someone else have a real life explanation for that too.

-StealthRabbit


Honestly has been so long since played the stock game, but could swear the control room periscope on the Sargo, Salmon, and Porpoise classes (early war boats) required a shallower depth to use properly an this carried over into various mods.

In TMO Update (as stated) I changed the default periscope depth to that which is best suited for the refitted conning tower, which becomes 64 ft , same periscope depth for Gato etc.

Glad could inform you on the periscopes. Actually a interesting process of evolution, trial and error the periscopes went through before and during the war. Feel free to ask any questions may have.

Yes, modding community have enhanced SH 4 from a "half assed" and bug filled attempt at a decent submarine simulation to what I consider still the best WW II submarine simulation (especially for fleetboats) around today.


I have no idea about the dutchman riding high(its a stock vessel), probably ran into it twice in the sim and ignored it both times.

Captain Wreckless
09-11-22, 12:48 AM
Johnston Island becomes available as a fuel/ammo stop in Summer 1942. However, I do not recall the exact date.

I-176 has a 50/50 chance of appearing at location where Corvina was sunk. I've had it fire torpedoes at me in testing.


Nice.... :Kaleun_Applaud:



CW :arrgh!:

StealthRabbit
09-11-22, 02:24 AM
<snip>

Glad could inform you on the periscopes. Actually a interesting process of evolution, trial and error the periscopes went through before and during the war. Feel free to ask any questions may have.

Yes, modding community have enhanced SH 4 from a "half assed" and bug filled attempt at a decent submarine simulation to what I consider still the best WW II submarine simulation (especially for fleetboats) around today.


I have no idea about the dutchman riding high(its a stock vessel), probably ran into it twice in the sim and ignored it both times.

I figured the Dutchman was riding higher in the water because ghost wood is lighter then real wood because of the ectoplasm content... or something like that.

If in the future SH-4 ends up as abandon-ware<sp?> somehow and all the MODers finally get a “look behind the curtain”, do you imagine it will go threw a whole new round of more in depth and extensive MODing? The things that could be done... just imagine...

I guess the answer to that would depend on when it will finally go abandon-ware. And also if in the meantime a new WWII U.S. sub sim where to come out that could replace, or even just compete with SH-4, then that would negate the need to extend its life even further.

It never ceases to amaze me how many German U-Boat WWII sims there are, and how few WWII U.S. submarines in the Pacific sims there are. Why is that I wonder? I am sure the U-Boat sims are great and all, but I just can't get into them. U.S. subs in the Pacific on the other hand, I have been playing SH-4 almost non-stop (because of all the wonderful MODs) since 2010. The first WWII U.S. Sub sim I played was Silent Service on the Commodore 64... about 1,000 years ago.


As always, thank you for your time.
-StealthRabbit

KaleunMarco
09-11-22, 10:32 AM
It never ceases to amaze me how many German U-Boat WWII sims there are, and how few WWII U.S. submarines in the Pacific sims there are. Why is that I wonder?

your question is like asking: whose BBQ is best?:up::D

there are probably dozens of answers, however always ask yourself the question: what will sell and where where it will sell and how much of it can we sell?

i can think of several glib answers however most of them will get me banned from the Forum and neither Neal nor I want that to happen.:timeout::ping:
:Kaleun_Salute:

StealthRabbit
09-11-22, 11:29 AM
your question is like asking: whose BBQ is best?:up::D

there are probably dozens of answers, however always ask yourself the question: what will sell and where where it will sell and how much of it can we sell?

i can think of several glib answers however most of them will get me banned from the Forum and neither Neal nor I want that to happen.:timeout::ping:
:Kaleun_Salute:

Don't get baned, that would be a bummer.

I guess it might be a silly question (I like your BBQ analogy). I know what gets made is determined by what will sell. It's just that every time a new great looking U-Boat sim comes out, and there is more then a few of them, I think to myself "Wow that looks great, too bad it's not a U.S. fleetboat in the pacific type sim." Seems like I say that to myself 3 or 4 times a year. If just 1 in like 8 of thoes where U.S. fleetboat sims there would be at least some options and varity by now for the pacific sub sim players.

Is it possible I like WWII U.S. pacific fleetboat sims too much?

Great, now I can't stop thinking about BBQ.

-StealthRabbit

Mad Mardigan
09-11-22, 12:07 PM
I guess it might be a silly question (I like your BBQ analogy) as did I... :yep:) . I know what gets made is determined by what will sell. It's just that every time a new great looking U-Boat sim comes out, and there is more then a few of them, I think to myself "Wow that looks great, too bad it's not a U.S. fleetboat in the pacific type sim." Seems like I say that to myself 3 or 4 times a year. If just 1 in like 8 of thoes where U.S. fleetboat sims there would be at least some options and varity by now for the pacific sub sim players.

Is it possible I like WWII U.S. pacific fleetboat sims too much? (uhh uhh, Never... :yep:)

Great, now I can't stop thinking about BBQ. (( :D ))

-StealthRabbit


:Kaleun_Cheers:


Think it's part of that... rooting for the underdog mentality... I'd think, plays a part in that. :hmmm: With a mix of being the bad guy to a degree, thrown in there... for balanced measure. :arrgh!:


A weee, small... teeny tiny... degree, at that. :shucks:






:Kaleun_Salute:


M. M.

Bubblehead1980
09-11-22, 03:24 PM
I figured the Dutchman was riding higher in the water because ghost wood is lighter then real wood because of the ectoplasm content... or something like that.

If in the future SH-4 ends up as abandon-ware<sp?> somehow and all the MODers finally get a “look behind the curtain”, do you imagine it will go threw a whole new round of more in depth and extensive MODing? The things that could be done... just imagine...

I guess the answer to that would depend on when it will finally go abandon-ware. And also if in the meantime a new WWII U.S. sub sim where to come out that could replace, or even just compete with SH-4, then that would negate the need to extend its life even further.

It never ceases to amaze me how many German U-Boat WWII sims there are, and how few WWII U.S. submarines in the Pacific sims there are. Why is that I wonder? I am sure the U-Boat sims are great and all, but I just can't get into them. U.S. subs in the Pacific on the other hand, I have been playing SH-4 almost non-stop (because of all the wonderful MODs) since 2010. The first WWII U.S. Sub sim I played was Silent Service on the Commodore 64... about 1,000 years ago.


As always, thank you for your time.
-StealthRabbit


Well once it becomes abandonware, I do believe there will be a new cycle of modding, esp to fix things we can't fix currently by "normal" modding. However, doubt it will be as prolific as would have been say five or ten years ago. I look forward to the day.

Why there are more U Boat sims than fleetboats? I would say primary reason stems from the WW II era itself. Everyone knew about U Boat threat from both Allied and German propaganda, and it was seared into the collective consciousness of the known world. On the other hand, US Submarine Service was and remains mostly the "Silent Service" , they received relatively little coverage, promotion, and propaganda compared to U Boats, so not seared in the way U Boats are. Movies like Das Boot, countless documentaries etc have also contributed to this.
With this, there is a (perceived anyways) default larger market for U Boats, especially outside the US.

Captain Wreckless
09-11-22, 03:45 PM
BH,


I'm doing Pre-war PH Patrol 2 and for some reason it is not letting me complete the photo portion. I've got the target in sight, have green marker and I have hit the photo button dozens of times but nothing .

Either I've done something wrong or it's not recognizing that I hit the camera key.


I'm gonna reload a previous save and try again and see what happens.



[Text]
Borneo Message=
MissionBriefing=COMSUBPAC Secret Operation Order 2-41. At the behest of the Office of Naval Intelligence, your submarine has been assigned to a TOP SECRET assignment in home waters of the Japanese Empire. When in all respects ready for sea, proceed via Midway to the Japanese coast where you will conduct photographic reconnaissance of Japanese installations on Cape Inubosaki, Honshu. Upon completion of this assignment, you are to proceed to Tokyo area and monitor naval activity in the area for twenty five days. You are not authorized to enter Tokyo Bay and must remain in waters outside. All precautions to remain undetected, including remaining submerged during daylight hours within 500 miles of the Japanese coast., are to be taken. Should you come under fire, you are authorized to respond in manner required to ensure the safety of your boat and crew.
Update Msg=
MissionTitle=
Stark Order=
War message=X CONDUCT UNRESTRICTED WARFARE IN TOKYO AREA UNTIL STATUS OF FUEL AND PROVISIONS REQUIRE RETURN TO PORT X
Objective 1=Photograph Cape Inubosaki, Honshu
Objective 2=Patrol within 50 nautical miles of designated point in Tokyo area for twenty five days
Objective 3=Conduct unrestricted submarine warfare in Tokyo area

Bubblehead1980
09-11-22, 04:55 PM
BH,


I'm doing Pre-war PH Patrol 2 and for some reason it is not letting me complete the photo portion. I've got the target in sight, have green marker and I have hit the photo button dozens of times but nothing .

Either I've done something wrong or it's not recognizing that I hit the camera key.


I'm gonna reload a previous save and try again and see what happens.



[Text]
Borneo Message=
MissionBriefing=COMSUBPAC Secret Operation Order 2-41. At the behest of the Office of Naval Intelligence, your submarine has been assigned to a TOP SECRET assignment in home waters of the Japanese Empire. When in all respects ready for sea, proceed via Midway to the Japanese coast where you will conduct photographic reconnaissance of Japanese installations on Cape Inubosaki, Honshu. Upon completion of this assignment, you are to proceed to Tokyo area and monitor naval activity in the area for twenty five days. You are not authorized to enter Tokyo Bay and must remain in waters outside. All precautions to remain undetected, including remaining submerged during daylight hours within 500 miles of the Japanese coast., are to be taken. Should you come under fire, you are authorized to respond in manner required to ensure the safety of your boat and crew.
Update Msg=
MissionTitle=
Stark Order=
War message=X CONDUCT UNRESTRICTED WARFARE IN TOKYO AREA UNTIL STATUS OF FUEL AND PROVISIONS REQUIRE RETURN TO PORT X
Objective 1=Photograph Cape Inubosaki, Honshu
Objective 2=Patrol within 50 nautical miles of designated point in Tokyo area for twenty five days
Objective 3=Conduct unrestricted submarine warfare in Tokyo area



Thanks for the info. Photo missions can be problematic, some work, some do not on . I have it on the agenda to review all photo assignments.

I would just complete other objectives for current patrol.

You have orders to conduct unrestricted warfare? What is the date?

Captain Wreckless
09-11-22, 05:16 PM
Thanks for the info. Photo missions can be problematic, some work, some do not on . I have it on the agenda to review all photo assignments.

I would just complete other objectives for current patrol.

You have orders to conduct unrestricted warfare? What is the date?


Date is Jun 19, '41. I even got within 3000 yards of the target and still will not complete.


This is secondary objective:


Objective 2=Patrol within 50 nautical miles of designated point in Tokyo area for twenty five days


On my way to Tokyo.


CW :arrgh!:

Bubblehead1980
09-11-22, 05:28 PM
Date is Jun 19, '41. I even got within 3000 yards of the target and still will not complete.


This is secondary objective:


Objective 2=Patrol within 50 nautical miles of designated point in Tokyo area for twenty five days


On my way to Tokyo.


CW :arrgh!:


What about the portion regarding unrestricted warfare? Did this show up while on patrol or when you looked into mission file?

How mission is supposed to work is if have this mission in Dec 1941 and war breaks out, you receive those orders. If receiving them in Jun 1941 lol guess need to fix that.

StealthRabbit
09-11-22, 11:25 PM
Well once it becomes abandonware, I do believe there will be a new cycle of modding, esp to fix things we can't fix currently by "normal" modding. However, doubt it will be as prolific as would have been say five or ten years ago. I look forward to the day.

Why there are more U Boat sims than fleetboats? I would say primary reason stems from the WW II era itself. Everyone knew about U Boat threat from both Allied and German propaganda, and it was seared into the collective consciousness of the known world. On the other hand, US Submarine Service was and remains mostly the "Silent Service" , they received relatively little coverage, promotion, and propaganda compared to U Boats, so not seared in the way U Boats are. Movies like Das Boot, countless documentaries etc have also contributed to this.
With this, there is a (perceived anyways) default larger market for U Boats, especially outside the US.

I have thought that exact same thing about the collective consciousness of the two different theaters of WWII. In the Atlantic propaganda galore from both sides, and in the Pacific, not hardly a whisper of nothin' about nothin'. That plus the aforementioned large and willing market, equals one half of one lone sub sim game (the U.S. Fleetboat side of SH-IV) being MODed to the n'th degree because it is the only one of it's kind since 2007. 15 years. Just 3 more and it graduates high-school.

I do have an in-game periscope question.
Does it matter how high the periscope is out of the water? Is it easier for it to be seen if it's all the way up, and harder too see if it's lower down close to the water? Or does the game only register if it's out of the water, or not out of the water, without there being any degrees of seeibility... or visibility. I don't think seeibility is a word. So far for my whole sub sim career/life I have been keeping the periscope as low to the surface of the water as possible, just in case it knows.

Our subs don't even have periscopes on them anymore do they? Now they're called Photonic Masts. Sounds like something that would be on a spaceship.

“Raise the delfector shields and power up the Photonic Mast. Lock on to the closest ship and fire at 100% Photonic power.”

-StealthRabbit

Bubblehead1980
09-12-22, 01:59 AM
I have thought that exact same thing about the collective consciousness of the two different theaters of WWII. In the Atlantic propaganda galore from both sides, and in the Pacific, not hardly a whisper of nothin' about nothin'. That plus the aforementioned large and willing market, equals one half of one lone sub sim game (the U.S. Fleetboat side of SH-IV) being MODed to the n'th degree because it is the only one of it's kind since 2007. 15 years. Just 3 more and it graduates high-school.

I do have an in-game periscope question.
Does it matter how high the periscope is out of the water? Is it easier for it to be seen if it's all the way up, and harder too see if it's lower down close to the water? Or does the game only register if it's out of the water, or not out of the water, without there being any degrees of seeibility... or visibility. I don't think seeibility is a word. So far for my whole sub sim career/life I have been keeping the periscope as low to the surface of the water as possible, just in case it knows.

Our subs don't even have periscopes on them anymore do they? Now they're called Photonic Masts. Sounds like something that would be on a spaceship.

“Raise the delfector shields and power up the Photonic Mast. Lock on to the closest ship and fire at 100% Photonic power.”

-StealthRabbit


Yes, it is rather annoying SH 4 is the only "modern" WWII PTO sub sim and we just have to keep modding it until reaches a point, can't be modded any further.

I have concerns about running it on newer machines as time goes on as I noticed a lot people with newest windows for example having issues. I have a older desktop at home that I use exclusively for SH 4, kept it around just to run the sim. While it runs great but the PC is getting older as have had it since 2010.

We deserve a properly done SH 6 to make up for SH 4 but doubt it will happen.


Yes, it does matter how far your scope is out of the water. Some time back I did numerous tests to see if it mattered. I thought it did after years of running SH 4 and TMO but was not sure.After multiple specific tests, I found it does in fact matter. More periscope exposed, easier for enemy to post your sub. In fact, the stock periscope depth for Gato, Balao, Tambor, Tench, Gar was 60 ft. This carried over into TMO. I changed it to the historically accurate 64 ft which for the above boats does not leave so much scope exposed.

A lot of factors come into play for AI spotting player periscope such as time exposed (longer scope is up, more chance to be spotted) distance from target, sea state, light (day or night time, moonlight etc) skill level of enemy unit, type of enemy unit(escorts have sharper lookouts than merchant vessels, generally)


When I am close for a attack I raise the attack scope manually in increments (insert/delete key, unless have a custom key layout) to where the scope just pokes out of the water and the blur caused by water on scope clears...if not using external cam...just go to conning tower view and look at the scope as it raises and just where the handles fold out, then stop. This simulates a real life method captains used where they kneeled and "rode" the scope up to point just where the head was just above the water. Fluckey (among others) mentioned this in his book. I keep observations (as captains did) short..about 8 seconds each or less. I rarely get my scope spotted even at 1000 yards or less on a clear day with calm seas using this tactic.



Lol yes as of the new Virginia class (and future boats I presume) , no periscopes, they have photonic masts. To my knowledge all of the older boats like LA class, Seawolf, Ohio etc. have traditional periscopes, although its possible some have been retrofitted with photonic masts, I have not read of it.

I supposed they have a "main viewing screen" along lines of star trek lol so when captain wants to see something, says "on screen" lol.

Few photos I've seen of Virginia Class control room, looks like something out of Star Trek. :haha:

StealthRabbit
09-12-22, 03:35 PM
Yes, it is rather annoying SH 4 is the only "modern" WWII PTO sub sim and we just have to keep modding it until reaches a point, can't be modded any further.

I have concerns about running it on newer machines as time goes on as I noticed a lot people with newest windows for example having issues. I have a older desktop at home that I use exclusively for SH 4, kept it around just to run the sim. While it runs great but the PC is getting older as have had it since 2010.

We deserve a properly done SH 6 to make up for SH 4 but doubt it will happen.


Yes, it does matter how far your scope is out of the water. Some time back I did numerous tests to see if it mattered. I thought it did after years of running SH 4 and TMO but was not sure.After multiple specific tests, I found it does in fact matter. More periscope exposed, easier for enemy to post your sub. In fact, the stock periscope depth for Gato, Balao, Tambor, Tench, Gar was 60 ft. This carried over into TMO. I changed it to the historically accurate 64 ft which for the above boats does not leave so much scope exposed.

A lot of factors come into play for AI spotting player periscope such as time exposed (longer scope is up, more chance to be spotted) distance from target, sea state, light (day or night time, moonlight etc) skill level of enemy unit, type of enemy unit(escorts have sharper lookouts than merchant vessels, generally)


When I am close for a attack I raise the attack scope manually in increments (insert/delete key, unless have a custom key layout) to where the scope just pokes out of the water and the blur caused by water on scope clears...if not using external cam...just go to conning tower view and look at the scope as it raises and just where the handles fold out, then stop. This simulates a real life method captains used where they kneeled and "rode" the scope up to point just where the head was just above the water. Fluckey (among others) mentioned this in his book. I keep observations (as captains did) short..about 8 seconds each or less. I rarely get my scope spotted even at 1000 yards or less on a clear day with calm seas using this tactic.



Lol yes as of the new Virginia class (and future boats I presume) , no periscopes, they have photonic masts. To my knowledge all of the older boats like LA class, Seawolf, Ohio etc. have traditional periscopes, although its possible some have been retrofitted with photonic masts, I have not read of it.

I supposed they have a "main viewing screen" along lines of star trek lol so when captain wants to see something, says "on screen" lol.

Few photos I've seen of Virginia Class control room, looks like something out of Star Trek. :haha:

I am starting to get the idea that you and I play SH-IV in a very similar way. It's all about immersion. I have always used the periscope in the exact same way... except for the very limited exposure above the water like you and the real captains did it. I try not to leave it exposed for more then 90 seconds and so far I have been spotted maybe twice which is not bad considering how often I play, which has been ALLOT, especially as of late.

I am not counting the 2 or 3 times I accidentally left the air search radar up which was spotted with disastrous results. Apparently that thing is very VERY easy to see.

I have always thought it would be nice to have an indicator panel that displayed a light that would be on if the air search radar was up, and to show what torpedo doors are open. That sounds more like a “Behind The Curtain” type of a MOD though, but I could be wrong. I know on the real boats there was the “Christmas Tree”, but in the game it's only for looks.

I just recently made a decision that when ever I decide to get a new computer I am going to keep the one I am using now and it will become the dedicated SH-IV machine. It's new and fast enough to run the game no problem, but not so new to have some of the very strange problems that seem to be happening with the newest machines and operating systems.

From everything I have read moving the control room down one deck on our new Virginia class subs has been a huge improvement as far as situational awareness and overall efficiency... or so some of the captains say. I can't imagine what the control room on the yet to be built Columbia class SSBN will be like. Modern day submarines are the closest thing to spaceships. Maybe on the new Columbia class they will actually put in a STAR TREK style captains chair. It possibly wouldn't be the most practical thing, but we would have the coolest subs in the world.

I'm thinking that if the Los Angeles class and Ohio class subs had been designed and built with STAR TREK type captains chairs, I would have gone to Annapolis and become a NAVY officer just so some day I could become the Captain of a U.S. NAVY submarine, just to sit in that chair and give orders like Captain Kirk. ;)

Did you serve on a Los Angeles or Ohio class sub?
I was born and grew up in Detroit and have always thought it should have been the Michigan class SSBN, and NOT Ohio. Just sounds better. ;)

Bubblehead1980
09-12-22, 04:51 PM
I am starting to get the idea that you and I play SH-IV in a very similar way. It's all about immersion. I have always used the periscope in the exact same way... except for the very limited exposure above the water like you and the real captains did it. I try not to leave it exposed for more then 90 seconds and so far I have been spotted maybe twice which is not bad considering how often I play, which has been ALLOT, especially as of late.

I am not counting the 2 or 3 times I accidentally left the air search radar up which was spotted with disastrous results. Apparently that thing is very VERY easy to see.

I have always thought it would be nice to have an indicator panel that displayed a light that would be on if the air search radar was up, and to show what torpedo doors are open. That sounds more like a “Behind The Curtain” type of a MOD though, but I could be wrong. I know on the real boats there was the “Christmas Tree”, but in the game it's only for looks.

I just recently made a decision that when ever I decide to get a new computer I am going to keep the one I am using now and it will become the dedicated SH-IV machine. It's new and fast enough to run the game no problem, but not so new to have some of the very strange problems that seem to be happening with the newest machines and operating systems.

From everything I have read moving the control room down one deck on our new Virginia class subs has been a huge improvement as far as situational awareness and overall efficiency... or so some of the captains say. I can't imagine what the control room on the yet to be built Columbia class SSBN will be like. Modern day submarines are the closest thing to spaceships. Maybe on the new Columbia class they will actually put in a STAR TREK style captains chair. It possibly wouldn't be the most practical thing, but we would have the coolest subs in the world.

I'm thinking that if the Los Angeles class and Ohio class subs had been designed and built with STAR TREK type captains chairs, I would have gone to Annapolis and become a NAVY officer just so some day I could become the Captain of a U.S. NAVY submarine, just to sit in that chair and give orders like Captain Kirk. ;)

Did you serve on a Los Angeles or Ohio class sub?
I was born and grew up in Detroit and have always thought it should have been the Michigan class SSBN, and NOT Ohio. Just sounds better. ;)


Yes, does sound like we operate in a similar manner. When I am playing a actual career as opposed to testing, I play quite seriously (maybe too serious sometimes ..according to my girlfriend and a ex lmao) but that is what keeps this sim on my drive pushing 20 years after its release, with the proper mod set up and mindset of player, can be quite immersive.

My favorite career of all time in SH 4 was my final test run through of TMO Update V1.0. I started out with USS Drum in new construction in early 42, then kept the boat the entire war, just changed the Captains at proper times to match history. The patrols all matched Drum's historical patrol areas (I plan to release a exclusive USS Drum career one day) for most part. I learned a lot about how SH 4 works through that career.

I was quite invested as it took several months to play the patrols and remember a couple times in 43 and 45 when I nearly lost the boat due to intense depth charge attacks, it was quite a emotional rollercoaster lmao. I made to the end though, only time have survived the entire war in a Gato class in TMO. I actually did a patrol report for each one, posted them in the patrol logs thread.



Yes, have heard nothing negative regarding the movement of the control room in the Virginia Class boats. A Captains chair would be a interesting touch lol.

Well the Christmas Tree in game is tied to the boat being surfaced or submerged. SH 4 considers a submarine submerged at 40 feet, watch the Christmas tree this is (except for S Boats) when the lights change from red to green. The lights on the torpedo fire control panels correspond to being surfaced or submerged as well.

Yes, the SD mast is quite visible to the enemy, especially if left up for prolonged periods of time. Yes, to get a SD display planel/scope of any type would require a under the hood change. UBI failed to give us a functioning SD scope and panel, which is unfortunate for those of us who run without map contacts.

As you likely are aware, SD was non directional, only provided distance to aerial contact and contact's were tough to detect if flying below 1000 feet (I changed the SD radar in V2.0 to reflect the 1000 feet, reduced its range also) but they had a scope that showed range. Typically SD scope was in the control room on those retrofitted with the SD but those built after its introduction often had it in the conning tower along side the SJ radar's A and PPI scope. There were a lot of different setups, not as uniform as one would think, much like the conning tower silhouette and gun arrangements.

Unlike real life, by default in SH 4 the SD is always on, which is nonsense by the devs. In FOTRS, can turn the SD off, but don't have a retractable mast, as like many things in SH 4, its either/or, can't have both. I have no clue how to make this change and the modder who did this is no longer active in the community.

In real life, SD was kept over, with sweeps made at intervals, to prevent giving away position.






Well, I never served. Grew up in a Navy family and Navy city, I aspired to be a aviator after college, but knee injuries took military service off the table. At the time, it was one of the great disappointments in my life, but it all worked out in the end.:Kaleun_Salute:

Captain Wreckless
09-14-22, 02:05 AM
BH,


Pre-war PH patrol 04;

I'm sitting in Brisbane Harbor, and have not gotten the icon to rearm/refuel or dock. Completed previous objectives. I'll play around with it and see if I can get it to pop up.


MissionTitle=
Obj 4 message=X UPON REFUELING AT BRISBANE PROCEED TO AREA OF TRUK ATOLL X PATROL AREA OFF ATOLLS WEST ENTRANNCE FOR TEN DAYS TO OBSERVE JAPANESE NAVAL ACITVITY IN AREA X REPORT CONTACTS IMMEDIATELY X TAKE ALL EFFORTS TO REMAIN UNDETECTED AS TENSIONS WITH JAPAN REMAIN HIGH X IF ATTACK YOU ARE AUTHORIZED TO RETURN FIRE TO THE EXTENT IT IS NECESSARY TO ENSURE THE SAFETY OF YOUR BOAT AND CREW X
Stark Order=
Objective 1=Depart for exercise
Objective 2=Proceed to Exercise Area off Palmyra Atoll
Objective 3=Proceed to Brisbane Australia, conduct simulated War Patrol en route.
Objective 4=Patrol within 100 nautical miles of designated area West of Truk Atoll
Objective 5=Rendezvous with Lexington (CV-2) Task Force South of Oahu
Palau=
Bungo Strait Message=

StealthRabbit
09-14-22, 12:24 PM
Yes, does sound like we operate in a similar manner. When I am playing a actual career as opposed to testing, I play quite seriously (maybe too serious sometimes ..according to my girlfriend and a ex lmao) but that is what keeps this sim on my drive pushing 20 years after its release, with the proper mod set up and mindset of player, can be quite immersive.

My favorite career of all time in SH 4 was my final test run through of TMO Update V1.0. I started out with USS Drum in new construction in early 42, then kept the boat the entire war, just changed the Captains at proper times to match history. The patrols all matched Drum's historical patrol areas (I plan to release a exclusive USS Drum career one day) for most part. I learned a lot about how SH 4 works through that career.

I was quite invested as it took several months to play the patrols and remember a couple times in 43 and 45 when I nearly lost the boat due to intense depth charge attacks, it was quite a emotional rollercoaster lmao. I made to the end though, only time have survived the entire war in a Gato class in TMO. I actually did a patrol report for each one, posted them in the patrol logs thread.


<snip>


Well, I never served. Grew up in a Navy family and Navy city, I aspired to be a aviator after college, but knee injuries took military service off the table. At the time, it was one of the great disappointments in my life, but it all worked out in the end.:Kaleun_Salute:

Silly me. Some how I got it in my head that you where in the NAVY. I tend to have a hard time keeping people straight when I can not associate a face to them like on these message boards. For me the profile pics and avatars just don't cut it.

Sometimes I'll get into a mission so much that when I get a torpedo hit (and detonation) when I really need it I will let out a “YES!” loud enough to surprise myself, which will cause my wife to smile and shake her head a little. Immersion is cool.

After reading threw some of the readme again I liked the sound of some of the special ops missions so I decided to start another career based down in Fremantle with SPYRON. I started in JUNE 1943 with a Gato. I got the U.S.S. Sunfish ss-281. My first 2 war patrols where regular “Sink 'em all” missions, and it appears the third war patrol will be the same as it has told me to head to the Fermosa area and I will then get my orders.

My question is about how often will I get special type missions rather then the standard “Sink 'em all” type? Is there a start date and sub class combo when starting my SPYRON career that has a higher likelihood of getting special ops missions? Or is it all just random?

And also...

Back with TMO Classic I really enjoyed Life Guard patrols/missions. Is there a start date, base, and sub class combo that has a higher likelihood of getting Life Guard missions when they are going to happen?

I was thinking a good name for your TMO would be...

TMO BH -Racing Amphibious Hover-Trucks and Cheering Angels Edition-

Just an idea...

Thanks again.
-StealthRabbit

Bubblehead1980
09-14-22, 04:05 PM
BH,


Pre-war PH patrol 04;

I'm sitting in Brisbane Harbor, and have not gotten the icon to rearm/refuel or dock. Completed previous objectives. I'll play around with it and see if I can get it to pop up.


MissionTitle=
Obj 4 message=X UPON REFUELING AT BRISBANE PROCEED TO AREA OF TRUK ATOLL X PATROL AREA OFF ATOLLS WEST ENTRANNCE FOR TEN DAYS TO OBSERVE JAPANESE NAVAL ACITVITY IN AREA X REPORT CONTACTS IMMEDIATELY X TAKE ALL EFFORTS TO REMAIN UNDETECTED AS TENSIONS WITH JAPAN REMAIN HIGH X IF ATTACK YOU ARE AUTHORIZED TO RETURN FIRE TO THE EXTENT IT IS NECESSARY TO ENSURE THE SAFETY OF YOUR BOAT AND CREW X
Stark Order=
Objective 1=Depart for exercise
Objective 2=Proceed to Exercise Area off Palmyra Atoll
Objective 3=Proceed to Brisbane Australia, conduct simulated War Patrol en route.
Objective 4=Patrol within 100 nautical miles of designated area West of Truk Atoll
Objective 5=Rendezvous with Lexington (CV-2) Task Force South of Oahu
Palau=
Bungo Strait Message=


Make sure you are close enough to Brisbane, you have to get 8-10 NM I believe. Let me know, if does not work Ill add it to the list of things to check into.

Bubblehead1980
09-14-22, 05:26 PM
Silly me. Some how I got it in my head that you where in the NAVY. I tend to have a hard time keeping people straight when I can not associate a face to them like on these message boards. For me the profile pics and avatars just don't cut it.

Sometimes I'll get into a mission so much that when I get a torpedo hit (and detonation) when I really need it I will let out a “YES!” loud enough to surprise myself, which will cause my wife to smile and shake her head a little. Immersion is cool.

After reading threw some of the readme again I liked the sound of some of the special ops missions so I decided to start another career based down in Fremantle with SPYRON. I started in JUNE 1943 with a Gato. I got the U.S.S. Sunfish ss-281. My first 2 war patrols where regular “Sink 'em all” missions, and it appears the third war patrol will be the same as it has told me to head to the Fermosa area and I will then get my orders.

My question is about how often will I get special type missions rather then the standard “Sink 'em all” type? Is there a start date and sub class combo when starting my SPYRON career that has a higher likelihood of getting special ops missions? Or is it all just random?

And also...

Back with TMO Classic I really enjoyed Life Guard patrols/missions. Is there a start date, base, and sub class combo that has a higher likelihood of getting Life Guard missions when they are going to happen?

I was thinking a good name for your TMO would be...

TMO BH -Racing Amphibious Hover-Trucks and Cheering Angels Edition-

Just an idea...

Thanks again.
-StealthRabbit

Difficult to say as it depends on the class of boat and date when in port and random assignment as well.


Tambor and Gar get the earliest SPYRON missions in Feb/Mar 1943 (based on their historical first spyron missions) Gato class eventually gets some once becomes active in the area. Once Narwhal class is available in Fall 1943, if using it will take on special missions exclusively, nearly all are supply missions and will get all of the Nautilus missions in 1944/45. I built these assignments based on the actual patrol reports of the boats that conducted SPYRON missions.

Vast majority are some form of supply drops, troop insertion/recovery in the Philippines and Borneo, missions they actually performed. Of course in some cases may be assigned to conduct patrol operations after completing assignment, depends on the boats.

"Lifeguard League" missions are mostly for SUBPAC subs at the moment. First dedicated lifeguard mission was USS Skate (Balao Class) in October 1943, supporting carrier strikes on Wake Island. This assignment is scripted, air strikes included. Next major lifeguard op is the Feb 1944 strike on Truk. As time goes on into 1944 they become more common and in 1945 there are quite a few of them, associated with the operations of fast carrier task force. Like the SPYRON missions, depends on the date and class of boat. Gato and Balao tend to get most of them, but older boats like Sargo Salmon if using them in 1944/1945 will get lifeguard but in a more secondary role, such as supporting air strikes from Marianas by heavy bombers (B-29s in real life, but since do not have B-29 in SH 4, B-24 filling in) on Truk and other bypassed japanese bases that were left to "wither on the vine".

Captain Wreckless
09-14-22, 05:30 PM
Make sure you are close enough to Brisbane, you have to get 8-10 NM I believe. Let me know, if does not work Ill add it to the list of things to check into.


I was anchored right next to the Sub Tender. :D

I'm going to try and see if leaving port and then coming back will trigger it.


CW :arrgh!:

+++++++++++


I just sailed out of port about 20 miles and then went in to 5 miles and never got the rearm/fuel message. :hmmm:

StealthRabbit
09-14-22, 09:36 PM
Difficult to say as it depends on the class of boat and date when in port and random assignment as well.


Tambor and Gar get the earliest SPYRON missions in Feb/Mar 1943 (based on their historical first spyron missions) Gato class eventually gets some once becomes active in the area. Once Narwhal class is available in Fall 1943, if using it will take on special missions exclusively, nearly all are supply missions and will get all of the Nautilus missions in 1944/45. I built these assignments based on the actual patrol reports of the boats that conducted SPYRON missions.

Vast majority are some form of supply drops, troop insertion/recovery in the Philippines and Borneo, missions they actually performed. Of course in some cases may be assigned to conduct patrol operations after completing assignment, depends on the boats.

"Lifeguard League" missions are mostly for SUBPAC subs at the moment. First dedicated lifeguard mission was USS Skate (Balao Class) in October 1943, supporting carrier strikes on Wake Island. This assignment is scripted, air strikes included. Next major lifeguard op is the Feb 1944 strike on Truk. As time goes on into 1944 they become more common and in 1945 there are quite a few of them, associated with the operations of fast carrier task force. Like the SPYRON missions, depends on the date and class of boat. Gato and Balao tend to get most of them, but older boats like Sargo Salmon if using them in 1944/1945 will get lifeguard but in a more secondary role, such as supporting air strikes from Marianas by heavy bombers (B-29s in real life, but since do not have B-29 in SH 4, B-24 filling in) on Truk and other bypassed japanese bases that were left to "wither on the vine".

I think it's great that you make the missions based on the actual ones by the actual boats that actually happened... actually. Can't get more real then that.

I tend to do more PACFLEET campaigns, and the Gatos and Balaos are my favorite boats so it will be something to look forward too in that career... and luck of the draw when I come back into port. I'm sure after 70 or 80 careers out of Pearl I'll get a few lifeguard missions, and it should only take about a year to play that many... just kidding... kind of...

If I where to make a little mini-MOD to increase the number of deck gun rounds would that mess with anything else? Specifically would that mess with whatever you did to get the the 20mm and 40mm guns to shoot a surface targets?

This may be a silly question, however I know how temperamental SH-4 can be, and there may be ways some files interact with other files that I am not aware of so I figured it would not hurt to ask.

The only thing the MOD would change is the value that controls the number of rounds the deck gun has at the beginning of a patrol. My thinking is, if I where a Fleetboat Captain back in WWII, and my torpedoes kept not working the way they did, I would get my hands on as many rounds for the weapon that actually worked. Right now I have the 4' /50cal so I was going to add another 80 rounds. I don't think that sound too outlandish.

-StealthRabbit

Bubblehead1980
09-14-22, 10:01 PM
I was anchored right next to the Sub Tender. :D

I'm going to try and see if leaving port and then coming back will trigger it.


CW :arrgh!:

+++++++++++


I just sailed out of port about 20 miles and then went in to 5 miles and never got the rearm/fuel message. :hmmm:



Lol ok did not realize you were actually there lol. May have something to do with pre war and availability date of the port needs adjusting.Ill check into it.

Bubblehead1980
09-14-22, 10:49 PM
I think it's great that you make the missions based on the actual ones by the actual boats that actually happened... actually. Can't get more real then that.

I tend to do more PACFLEET campaigns, and the Gatos and Balaos are my favorite boats so it will be something to look forward too in that career... and luck of the draw when I come back into port. I'm sure after 70 or 80 careers out of Pearl I'll get a few lifeguard missions, and it should only take about a year to play that many... just kidding... kind of...

If I where to make a little mini-MOD to increase the number of deck gun rounds would that mess with anything else? Specifically would that mess with whatever you did to get the the 20mm and 40mm guns to shoot a surface targets?

This may be a silly question, however I know how temperamental SH-4 can be, and there may be ways some files interact with other files that I am not aware of so I figured it would not hurt to ask.

The only thing the MOD would change is the value that controls the number of rounds the deck gun has at the beginning of a patrol. My thinking is, if I where a Fleetboat Captain back in WWII, and my torpedoes kept not working the way they did, I would get my hands on as many rounds for the weapon that actually worked. Right now I have the 4' /50cal so I was going to add another 80 rounds. I don't think that sound too outlandish.

-StealthRabbit


Well you will have to edit the files in the mod and then in the mod included which turns AA guns into deck guns. Otherwise should not be a problem.

I made a mod (need to release it) that upped the 5 inch 25 cal deck gun ammo from 150 rounds to 250 rounds for late war when deck gun use is more common and the AA gun ammo(for use as deck guns) to enable when player is assigned to a picket sweeps in the mod and engages a lot of small craft not worth a torpedo (subs really performed these missions off japan in 1945 , typically in advanced of carrier forces) or just to have because deck gun use in general was more common in later war

Realism wise, they may carried few extra rounds but have to keep in mind weight of the extra ammo, storage space(safe storage) etc. Torpedoes weighed roughly 2,000 pounds each x 24, plus crew, food stores, parts, fuel oil, ammo etc. but comes down to captains preference.

Take spyron missions for example, to make room and save weight for cargo, passengers, subs would usually only go to sea with torpedoes in their tubes, all reloads were removed. In the orders I put to only depart with so many torpedoes but when sim starts up it always starts up with full load even if removed when in port prior to departing. So if I use torpedoes, I do not reload tubes.

Captain Wreckless
09-15-22, 12:33 AM
Lol ok did not realize you were actually there lol. May have something to do with pre war and availability date of the port needs adjusting.Ill check into it.


I think the date was late Nov. I do know that doing that objective near Truk would have lead into the start of the war.

Pez volador
09-15-22, 01:04 PM
Hello
I am patrolling near Truk on Jan '43 and the simulator freezes if I get close to the base. I reload the game several times and it always happens when approach to the base from the south. This is my list of active mods:

Generic Mod Enabler - v2.6.0.157

[C:\Games\Silent Hunter 4 Gold Edition\MODS]

01-Trigger Maru Overhaul 2.5 Update BH V2.0
02-Nav Map Make-Over TMO Update 2.0
03-NMMO Patch TMO Update V2.0
04-EAX_splash_clang_TMOV2.0
05-SubPacMessages
06-Pre-Pearl Harbor Patch TMO Update V2.0
11-AAtoDeckguns+Radio
12-DecoysTMO
13-Torpedoes Early_TNTV4B-Disable March43

And this is report on windows:

Record Name:Application
Source: Application Error
Date: 09/12/2022 20:57:47
Event ID:1000
Task Category:(100)
Level: Bug
Keywords: Classic
User: Not available
Team: DESKTOP-G4S0MJN
Description:
Faulting Application Name: sh4.exe, Version: 1.5.0.0, Timestamp: 0x476a5ca9
Faulting Module Name: Sound.act, Version: 0.0.0.0, Timestamp: 0x476a5c54
Exception code: 0xc0000005
Error Offset: 0x0000888d
Faulting Process ID: 0x2ec4
Error Application Start Time: 0x01d8c6d40ab74ffc
Faulting application path: C:\Games\Silent Hunter 4 Gold Edition\sh4.exe
Faulting module path: C:\Games\Silent Hunter 4 Gold Edition\Sound.act
Report Identifier: 9741620d-932c-407e-8cac-7f93b190cadf
Full name of the failing package:
Relative Application Identifier of the failing package:
Event XML:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-09-12T18:57:47.3403337Z" />
<EventRecordID>4675</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>DESKTOP-G4S0MJN</Computer>
<Security />
</System>
<EventData>
<Data>sh4.exe</Data>
<Data>1.5.0.0</Data>
<Data>476a5ca9</Data>
<Data>Sound.act</Data>
<Data>0.0.0.0</Data>
<Data>476a5c54</Data>
<Data>c0000005</Data>
<Data>0000888d</Data>
<Data>2ec4</Data>
<Data>01d8c6d40ab74ffc</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\sh4.exe</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\Sound.act</Data>
<Data>9741620d-932c-407e-8cac-7f93b190cadf</Data>
<Data>
</Data>
<Data>
</Data>
</EventData>
</event>

I guess it's something to do with the sound. In fact, the screen freezes and the sound loops for a long time before CTD. Any idea?

Bubblehead1980
09-15-22, 04:03 PM
Hello
I am patrolling near Truk on Jan '43 and the simulator freezes if I get close to the base. I reload the game several times and it always happens when approach to the base from the south. This is my list of active mods:

Generic Mod Enabler - v2.6.0.157

[C:\Games\Silent Hunter 4 Gold Edition\MODS]

01-Trigger Maru Overhaul 2.5 Update BH V2.0
02-Nav Map Make-Over TMO Update 2.0
03-NMMO Patch TMO Update V2.0
04-EAX_splash_clang_TMOV2.0
05-SubPacMessages
06-Pre-Pearl Harbor Patch TMO Update V2.0
11-AAtoDeckguns+Radio
12-DecoysTMO
13-Torpedoes Early_TNTV4B-Disable March43

And this is report on windows:

Record Name:Application
Source: Application Error
Date: 09/12/2022 20:57:47
Event ID:1000
Task Category:(100)
Level: Bug
Keywords: Classic
User: Not available
Team: DESKTOP-G4S0MJN
Description:
Faulting Application Name: sh4.exe, Version: 1.5.0.0, Timestamp: 0x476a5ca9
Faulting Module Name: Sound.act, Version: 0.0.0.0, Timestamp: 0x476a5c54
Exception code: 0xc0000005
Error Offset: 0x0000888d
Faulting Process ID: 0x2ec4
Error Application Start Time: 0x01d8c6d40ab74ffc
Faulting application path: C:\Games\Silent Hunter 4 Gold Edition\sh4.exe
Faulting module path: C:\Games\Silent Hunter 4 Gold Edition\Sound.act
Report Identifier: 9741620d-932c-407e-8cac-7f93b190cadf
Full name of the failing package:
Relative Application Identifier of the failing package:
Event XML:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-09-12T18:57:47.3403337Z" />
<EventRecordID>4675</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>DESKTOP-G4S0MJN</Computer>
<Security />
</System>
<EventData>
<Data>sh4.exe</Data>
<Data>1.5.0.0</Data>
<Data>476a5ca9</Data>
<Data>Sound.act</Data>
<Data>0.0.0.0</Data>
<Data>476a5c54</Data>
<Data>c0000005</Data>
<Data>0000888d</Data>
<Data>2ec4</Data>
<Data>01d8c6d40ab74ffc</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\sh4.exe</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\Sound.act</Data>
<Data>9741620d-932c-407e-8cac-7f93b190cadf</Data>
<Data>
</Data>
<Data>
</Data>
</EventData>
</event>

I guess it's something to do with the sound. In fact, the screen freezes and the sound loops for a long time before CTD. Any idea?


Based on earlier reports similar to yours I believe the issue is a random generated group (RGG) set in the harbor traffic file inside truk lagoon has a typo causing it to regenerate at too high of rate...figure if accidentally set to 100 percent chance 24 hours (sometimes things default or are left but is anchored, when player comes within range can encounter hundreds or event thousands of ships, game can't handle making that many render in 3D, so it causes a freeze and CTD. A lot depends on date/year.

I have been out of town so unable to take a look and correct this as of yet. Once home, I will look into this.

Rhodes
09-16-22, 01:28 PM
Just my report of the lattes issues I detected.

Mainly, just CTD during battles.

After a convoy attack, May 1945, I had to repeat the mission 3 times. When was been attacked by destroyers and using the F12 camera, got one time CTD.

Possible, to many graphics and etc, the game crashed. Second and third time, was on map (F5), already escaped, heading south, Japan sea. Time compression 128x, almost the same place. Thought of a mine, but was on a over 1000ft area.


Besides that, almost no traffic on this months and patrol areas that was assign. But I did have a convoy, May, 1945, Sea of Japan (as above written) and the last patrol, east china sea/area 11; after many days, one 10000tons tanker and then a Type I submarine:o (cool).



War ended when returning, so no medals or noting.



Now, possible return to early 1942 or try the pre-war patrols and with vickers interiors now.

Pez volador
09-17-22, 01:34 PM
Based on earlier reports similar to yours I believe the issue is a random generated group (RGG) set in the harbor traffic file inside truk lagoon has a typo causing it to regenerate at too high of rate...figure if accidentally set to 100 percent chance 24 hours (sometimes things default or are left but is anchored, when player comes within range can encounter hundreds or event thousands of ships, game can't handle making that many render in 3D, so it causes a freeze and CTD. A lot depends on date/year.

I have been out of town so unable to take a look and correct this as of yet. Once home, I will look into this.

Thank you very much sir :Kaleun_Salute: Your mod is incredible, long life to SH4 :Kaleun_Cheers:

Hagemann
09-18-22, 11:37 PM
BH , in a way I’m glad I’m not the only one experiencing CTD approaching Truk. First, what you and others has done for TMO is amazing. From your suggestion that Harbor traffic spawning might be the blame I looked at the Mod files : Champaign/Japan Harbor traffic. It is overwhelming to say the least. I’d like to help if you can point me in the right direction. If Truk is approximately 7*27’N x 151*48’E, is it the coordinates that denotes the entire area or are there individual locations within. Then I’m guessing the the spawn rate and some kind of multiplier comes into play. I’m seeing some rates are 100 while other spawn rates are 35. I’d like to help if I can .

Captain Wreckless
09-20-22, 03:10 AM
Spotted west of Casablanca. Wasp class riding a little high in the water. Must be low on fuel. :haha:



https://i.imgur.com/SXA1IEM.png

Captain Wreckless
09-20-22, 07:32 PM
BH,


When you did the Subron 50 missions, did you create any traffic in the Mediterranean? Finished my objectives and was ordered to patrol another sector of my choice or return to base.

Seeing as I'm not sure where my home port is, US East coast or Scotland, as I haven't been ordered to change base, I figured I would refuel at Gibraltar, and search the Med for awhile. If there is nothing there, then I'll head to the UK.


CW :arrgh!:

Bubblehead1980
09-21-22, 01:59 AM
Spotted west of Casablanca. Wasp class riding a little high in the water. Must be low on fuel. :haha:



https://i.imgur.com/SXA1IEM.png


SH 4 bug, typically happens with load of a saved game.

Was the carrier traveling along? This is a mystery vessel reported by other users that ive been unable to locate in the files. A carrier traveling alone. Need to delete it

Bubblehead1980
09-21-22, 02:04 AM
BH,


When you did the Subron 50 missions, did you create any traffic in the Mediterranean? Finished my objectives and was ordered to patrol another sector of my choice or return to base.

Seeing as I'm not sure where my home port is, US East coast or Scotland, as I haven't been ordered to change base, I figured I would refuel at Gibraltar, and search the Med for awhile. If there is nothing there, then I'll head to the UK.


CW :arrgh!:



Well the other landings of Torch are scripted which is in the med and some traffic along Spain/Southern France but nothing to speak of, did not spend much time on it since out of the US subs patrol areas.

Your homeport is at Rosneath, Scotland, look for the titled anchor. Player departs New London and homeport switches around 21 Oct 1942 if I recall.

Orders and README should have mentioned the change occurs per history.

Captain Wreckless
09-22-22, 12:11 AM
SH 4 bug, typically happens with load of a saved game.

Was the carrier traveling along? This is a mystery vessel reported by other users that ive been unable to locate in the files. A carrier traveling alone. Need to delete it


No, she had atleast 2 DD's and I think a CA or CL as escorts. There was also a Bogue Class CVE trailing about 1 mile behind.

Oh how I wished I had been playing SH3. :Kaleun_Periskop:

CW :arrgh!:

Captain Wreckless
09-22-22, 12:16 AM
Well the other landings of Torch are scripted which is in the med and some traffic along Spain/Southern France but nothing to speak of, did not spend much time on it since out of the US subs patrol areas.

Your homeport is at Rosneath, Scotland, look for the titled anchor. Player departs New London and homeport switches around 21 Oct 1942 if I recall.

Orders and README should have mentioned the change occurs per history.

Good to know. After making a stop at Gibraltar for fuel, I was thinking of patrolling the Med. No need now.

It's Nov, I just thought I would have gotten a message about switching home port to Scotland.

CW :arrgh!:

PS. Didn't see much of the landings just some air attacks and a few US bombers shot down. My radar screen filled up with the invasion fleet.

Bubblehead1980
09-22-22, 07:50 PM
Good to know. After making a stop at Gibraltar for fuel, I was thinking of patrolling the Med. No need now.

It's Nov, I just thought I would have gotten a message about switching home port to Scotland.

CW :arrgh!:

PS. Didn't see much of the landings just some air attacks and a few US bombers shot down. My radar screen filled up with the invasion fleet.


If I recall correctly, during development I chose not to add a message since it was in the orders/readme. SUBRON 50 boats knew when they departed New London they would end patrol at Rosneath.

Did you find the titled anchor showing Rosneath as your home port?

Nice. Well depending on when/where etc may see the landing craft, may not. They are set to show up at roughly the historical time though. Good to know you had the landing force on radar and saw the air attacks.

Bubblehead1980
09-22-22, 07:59 PM
No, she had atleast 2 DD's and I think a CA or CL as escorts. There was also a Bogue Class CVE trailing about 1 mile behind.

Oh how I wished I had been playing SH3. :Kaleun_Periskop:

CW :arrgh!:

Ah ok, you found the Ranger Task Group supporting the invasion. I used a Wasp class to fill in for Ranger CV-4 since not available for SH 4. The CVE was representing Suwanee CVE-27 with Cleveland CL-35 plus the DD's.

Yes, would be a juicy target for a U Boat. There are submerged torpedo firing AI u boats in area, so could possibly attack force. Only had it happen once in testing. Of course since the AI sees submerging AI vessels as surfaced, they spotted it but it was dawn and sub was close enough to fire, one torpedo hit a carrier.

Bubblehead1980
09-22-22, 08:40 PM
Just my report of the lattes issues I detected.

Mainly, just CTD during battles.

After a convoy attack, May 1945, I had to repeat the mission 3 times. When was been attacked by destroyers and using the F12 camera, got one time CTD.

Possible, to many graphics and etc, the game crashed. Second and third time, was on map (F5), already escaped, heading south, Japan sea. Time compression 128x, almost the same place. Thought of a mine, but was on a over 1000ft area.


Besides that, almost no traffic on this months and patrol areas that was assign. But I did have a convoy, May, 1945, Sea of Japan (as above written) and the last patrol, east china sea/area 11; after many days, one 10000tons tanker and then a Type I submarine:o (cool).



War ended when returning, so no medals or noting.



Now, possible return to early 1942 or try the pre-war patrols and with vickers interiors now.


Thanks for the update and info on the CTD. I am looking into things as we speak.

Captain Wreckless
09-22-22, 10:10 PM
In the Bay of Biscay, early morning, heavy rain and radar picks up a small TF. Turned out to be 2 German ASW trawlers. I had a perfect broadside shot on both at close range and then, CTD.
There was no TC. Sure wish there was a way to found out what caused the CTD.

Also I was unable to lock on to either ship with periscope or the TBT. This usually occurs when target is neutral, which these weren't.

This is nuts! Since leaving Casablanca, I've had nothing but crap weather all the way to La Rochelle. Overcast, high winds and rain. I've had 3 targets picked up on radar and wasn't able to shoot at any of them. The 2 German I couldn't lock on for some reason and then I just came across a Vichy French ASW trawler at night that I couldn't see even at 1500 yards. :/\\!!



CW :ahoy:

Captain Wreckless
09-23-22, 02:18 AM
Just had another CTD after 20 minutes of work setting up on a target.

Here is the dump file. Looks like it might be a sound file causing the CTD.


Similar to what Pez was getting.



Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Sound.act, version: 0.0.0.0, time stamp: 0x476a5c54
Exception code: 0xc0000005
Fault offset: 0x0000888d
Faulting process id: 0x3300
Faulting application start time: 0x01d8cf140431e527
Faulting application path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\sh4.exe
Faulting module path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\Sound.act
Report Id: ee14ad58-0f86-458c-ac71-c6c460d907b9
Faulting package full name:
Faulting package-relative application ID:

Bubblehead1980
09-23-22, 01:47 PM
Just had another CTD after 20 minutes of work setting up on a target.

Here is the dump file. Looks like it might be a sound file causing the CTD.


Similar to what Pez was getting.



Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Sound.act, version: 0.0.0.0, time stamp: 0x476a5c54
Exception code: 0xc0000005
Fault offset: 0x0000888d
Faulting process id: 0x3300
Faulting application start time: 0x01d8cf140431e527
Faulting application path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\sh4.exe
Faulting module path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\Sound.act
Report Id: ee14ad58-0f86-458c-ac71-c6c460d907b9
Faulting package full name:
Faulting package-relative application ID:


Can someone tell me what this means? lol I gather its saying a sound error caused the CTD?

Mad Mardigan
09-23-22, 02:55 PM
Just had another CTD after 20 minutes of work setting up on a target.

Here is the dump file. Looks like it might be a sound file causing the CTD.


Similar to what Pez was getting.



Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Sound.act, version: 0.0.0.0, time stamp: 0x476a5c54
Exception code: 0xc0000005
Fault offset: 0x0000888d
Faulting process id: 0x3300
Faulting application start time: 0x01d8cf140431e527
Faulting application path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\sh4.exe
Faulting module path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\Sound.act
Report Id: ee14ad58-0f86-458c-ac71-c6c460d907b9
Faulting package full name:
Faulting package-relative application ID:



Can someone tell me what this means? lol I gather it's saying a sound error caused the CTD?



Near as I can interpret it...

that there was some sort of disconnect between the .exe & the sound.act, & from that... am guessing that a sound was improperly labeled, or mis named... or just flat out not there, for it to draw from, as a source...


best WAG, Bubblehead1980 chum... :shucks:



Hopefully, someone more... knowledgeable, can come along & explain it, in greater detail... & confirm or refute My WAG... if I am mistaken. :yep: :shucks:







:Kaleun_Salute:



M. M.

Captain Wreckless
09-23-22, 04:45 PM
Every program that I found that said it could open the .act file was false. I wanted to try and open it and see what the issue is. So far I've had no luck in finding a program that will allow me to.


CW :ahoy:

Captain Wreckless
09-23-22, 05:18 PM
I found this in the SH3 forums from 2006.



Whenever I get that eror message its related to a bad, or imcompatable, sound file.

The last time it was a 4 kb blank (or corrupted though I don't know how) sound file of the sonar operator saying "Bearing..."

If you have custom sounds going try putting the stock ones back as a test.


Maybe one of the mod sound files is causing it.


CW :ahoy:

Captain Wreckless
09-23-22, 06:05 PM
BH,


Did you put weather into the Subron 50 mod? I've had nothing but overcast skies and 24/7 of heavy rain for 2 weeks straight. From Casablanca to Gibraltar to west of Lorient, nothing but bad weather. It's like I'm a crew member on Noah's Ark. :haha:


I've had to abort attacks on 6 ships because of the weather. It's really bad at night. :yawn:

Edit.....


Yeah! Finally the rain has stopped. :yeah:

Captain Wreckless
09-24-22, 02:10 AM
Got an issue leaving Scottish base. When I start outside of harbor, I immediately start taking damage and sink. Going to external view, I can see the outlines of land. It appears I'm starting on land for some reason.


I'm going to start in harbor and see what happens.


CW :ahoy:



EDIT. Another CTD during a DC attack caused by the sound.act file.

Captain Wreckless
09-25-22, 03:15 AM
BH,


I've noticed that ships, cargo and war, traveling off Spain have no flags flying from the mast. Is this intentional? I guessing warships are Spanish and the cargo could be either Spanish or Axis.

I did sink a cargo/passenger ship earlier without a flag flying and it showed up on the Nav map as red and not neutral gray.

Captain Wreckless
09-25-22, 05:12 PM
Ha Ha. Looks like the truck races are on a world tour. Now playing in Scotland. :k_rofl:

https://i.imgur.com/jRam8IX.png

KaleunMarco
09-25-22, 11:33 PM
Ha Ha. Looks like the truck races are on a world tour. Now playing in Scotland. :k_rofl:



those trucks are loaded with Scotch whiskey, son.
protect them at all costs.

Captain Wreckless
09-26-22, 01:05 AM
Really sucks being sunk by your own side. Damn, PBY!

Bubblehead1980
09-26-22, 06:38 PM
BH,


I've noticed that ships, cargo and war, traveling off Spain have no flags flying from the mast. Is this intentional? I guessing warships are Spanish and the cargo could be either Spanish or Axis.

I did sink a cargo/passenger ship earlier without a flag flying and it showed up on the Nav map as red and not neutral gray.



For some reason, in spite of proper flags being placed in files, Flags do not always show up on certain ships of nations added. Warship and merchant were likely Spanish.

Spanish are neutral in the mod, but to give the possibility of aggressive action by supposed neutral vessels, I have it set so they will change to Axis at then change back to neutral at various times, so one patrol they may act in hostile manner, next will ignore. Up to the player to attack or not but if risk it, could sink a neutral and lose renown, even face dismissal.

Seems the vessel you sunk (likely spanish) was not neutral at the time, lucky. lol

According to various patrol reports I read while researching for the mod, SubRon 50 boats would encounter many (hundreds in some cases) of vessels while on patrol, many they suspected to be German but because could not identify, were unable to attack.

Bubblehead1980
09-26-22, 06:39 PM
Really sucks being sunk by your own side. Damn, PBY!


Lol yep, friendly fire is a real threat in the mod. Was this in the ETO or PTO?

Bubblehead1980
09-26-22, 06:41 PM
Got an issue leaving Scottish base. When I start outside of harbor, I immediately start taking damage and sink. Going to external view, I can see the outlines of land. It appears I'm starting on land for some reason.


I'm going to start in harbor and see what happens.


CW :ahoy:



EDIT. Another CTD during a DC attack caused by the sound.act file.




I am working to resolve the sound issue to stop the CTD.

Yes, seems my coordinates for out of port start are incorrect so has the player sub starting on land. I will correct this.

Captain Wreckless
09-26-22, 11:53 PM
Lol yep, friendly fire is a real threat in the mod. Was this in the ETO or PTO?


E of Iceland.

Captain Wreckless
09-27-22, 12:06 AM
For some reason, in spite of proper flags being placed in files, Flags do not always show up on certain ships of nations added. Warship and merchant were likely Spanish.

Spanish are neutral in the mod, but to give the possibility of aggressive action by supposed neutral vessels, I have it set so they will change to Axis at then change back to neutral at various times, so one patrol they may act in hostile manner, next will ignore. Up to the player to attack or not but if risk it, could sink a neutral and lose renown, even face dismissal.

Seems the vessel you sunk (likely spanish) was not neutral at the time, lucky. lol

According to various patrol reports I read while researching for the mod, SubRon 50 boats would encounter many (hundreds in some cases) of vessels while on patrol, many they suspected to be German but because could not identify, were unable to attack.


Well I haven't encountered 100s of ships, just the 1 cargo and 3 ASW trawlers, 1 of which attacked but I got away.


I looked at the ships in the Museum and these countries ships showed no flag for what ever reason: SPAIN, PORTUGAL, THAILAND, CHINA and the P.I.

Yorktown_Class
09-27-22, 02:33 PM
Hey all, Just came back to SH 4 after years off.

Installed game no problems and loaded up this mod.
Question is, is there a way to tune down the ASW?
I don't remember it being this hard to elude depth charges..
Maybe i'm just OLD now:D
:salute:

Kal_Maximus_U669
09-27-22, 04:02 PM
Hey all, Just came back to SH 4 after years off.

Installed game no problems and loaded up this mod.
Question is, is there a way to tune down the ASW?
I don't remember it being this hard to elude depth charges..
Maybe i'm just OLD now:D
:salute:

Alas my dear it is thus the will of "Bubblehead1980" :har::har:
suddenly this game takes all its without... :ouais:
maybe you could expand on FoTrS which is not bad either especially since the last update believe me :hmmm:
:Kaleun_Wink: https://www.subsim.com/radioroom/showpost.php?p=2818859&postcount=5290
Go have fun..Kal Maximus U669 :subsim:

Captain Wreckless
09-28-22, 12:23 AM
Hey all, Just came back to SH 4 after years off.

Installed game no problems and loaded up this mod.
Question is, is there a way to tune down the ASW?
I don't remember it being this hard to elude depth charges..
Maybe i'm just OLD now:D
:salute:


BH, tweeked the mod. ASW is way harder now. I have yet to survive a DC attack.:salute:

Yorktown_Class
09-28-22, 01:07 PM
BH, tweeked the mod. ASW is way harder now. I have yet to survive a DC attack.:salute:


Well I guess its not me then.. I was able to survive one staying shallow..:yeah:

Captain Wreckless
09-28-22, 04:06 PM
I was just cruising along at 100ft during a storm and another CTD. Different file this time.



Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: SHSim.act, version: 0.0.0.0, time stamp: 0x476a5c4b
Exception code: 0xc0000005
Fault offset: 0x00010eff
Faulting process id: 0x40e4
Faulting application start time: 0x01d8d379f619c760
Faulting application path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\sh4.exe
Faulting module path: D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific\SHSim.act
Report Id: 5e84dad8-4669-4ad5-bd11-fc6a9ebf86e7
Faulting package full name:
Faulting package-relative application ID:





==========


Sank a German Composite Freighter in the North Sea and it shows as a Neutral Gray on the map, hmmm.

KaleunMarco
09-28-22, 07:45 PM
Sank a German Composite Freighter in the North Sea and it shows as a Neutral Gray on the map, hmmm.
[/COLOR][/COLOR]


what you experienced happens from time to time when you sink a ship that was previous detected by your sensors but was not detected when you sank it.
it is an unexpected feature of SH4.
you should receive credit for the sinking.

Captain Wreckless
09-29-22, 01:40 AM
what you experienced happens from time to time when you sink a ship that was previous detected by your sensors but was not detected when you sank it.
it is an unexpected feature of SH4.
you should receive credit for the sinking.



That's exactly what happened. Radar spotted it, but my lookouts never saw it even though I could see it with Binocs. My gun crews wouldn't even engage. I sank it myself with the deck gun.

Captain Wreckless
09-29-22, 02:40 AM
Doing Subron50, just got back from 3rd patrol and was offered a new boat. As I've never played long enough for this to happen, Yea or Nay?


I had saved before ending patrol so I accepted to see what happened and it sent me to PH on USS Balao.

KaleunMarco
09-29-22, 09:55 AM
Doing Subron50, just got back from 3rd patrol and was offered a new boat. As I've never played long enough for this to happen, Yea or Nay?


I had saved before ending patrol so I accepted to see what happened and it sent me to PH on USS Balao.


depends on the date. don't accept it before mid-43.

Captain Wreckless
09-29-22, 09:31 PM
depends on the date. don't accept it before mid-43.


I reloaded the save and declined. I got orders to head back to U.S. east coast and then to PH.

KaleunMarco
09-29-22, 10:36 PM
I reloaded the save and declined. I got orders to head back to U.S. east coast and then to PH.




Waat?
that's a new twist.
i guess i'll have to dive back into TMO_BH when i am finished with my DW career?

Captain Wreckless
10-01-22, 03:07 PM
I'm not able to complete my patrol 'cuz I'm not getting the end patrol option.

Now I have to start over. :wah:



PatrolSubRonFiveZero_Final 01

Text]
MissionBriefing=COMSUBRON 50 Operation Order 15-43. By order of the Chief of Naval Operations (CNO), all boats of Submarine Squadron 50 will be transferred to the Pacific Fleet. When in all respects ready for sea, depart for Submarine Base New London. En route to New London, you are assigned conduct a war patrol in the North Atlantic. Remain within 255 nautical miles of designated area for 15 days, the proceed to New London. After overhaul in New London, your submarine will depart for the Pacific.
MissionTitle=mission title
Objective 1=Conduct patrol opeations within 255 nautical miles of designated area for 15 days.

KaleunMarco
10-01-22, 07:50 PM
I'm not able to complete my patrol 'cuz I'm not getting the end patrol option.

Now I have to start over. :wah:



PatrolSubRonFiveZero_Final 01

Text]
MissionBriefing=COMSUBRON 50 Operation Order 15-43. By order of the Chief of Naval Operations (CNO), all boats of Submarine Squadron 50 will be transferred to the Pacific Fleet. When in all respects ready for sea, depart for Submarine Base New London. En route to New London, you are assigned conduct a war patrol in the North Atlantic. Remain within 255 nautical miles of designated area for 15 days, the proceed to New London. After overhaul in New London, your submarine will depart for the Pacific.
MissionTitle=mission title
Objective 1=Conduct patrol opeations within 255 nautical miles of designated area for 15 days.


so, are you saying you have no Home Base?
need more information: post your JSGME config and the date.

Captain Wreckless
10-01-22, 11:48 PM
so, are you saying you have no Home Base?
need more information: post your JSGME config and the date.


New London is the home port. It's were I left at the start of the game. As you can see, I'm supposed to return there, then refit and head to PH.

I've had this problem crop up before in a previous game, which was date related. It could be the date but I don't think so, since I departed there to begin with.

I'm going to reload a previous save and see if it happens again.


+++++++++


Reloaded last save and stopped at Halifax (can only ream/refuel), New London, could not end patrol, even went to Newport (can only rearm/refuel). Date was 7/16/43.

I'm just going to start over, but in the Pacific this time. I really don't want to start another SubRon 50 tour at the moment.

KaleunMarco
10-02-22, 09:26 AM
New London is the home port. It's were I left at the start of the game. As you can see, I'm supposed to return there, then refit and head to PH.

I've had this problem crop up before in a previous game, which was date related. It could be the date but I don't think so, since I departed there to begin with.


this is definitely a date problem.
if you can reload the problem-mission one more time, look for a fouled anchor icon within the entire map. it is possible that your home base has moved to the Pacific...a bit earlier than you would have liked (or expected).
this is a SWAG on my part but it is definitely a possibility.

Rhodes
10-02-22, 09:56 AM
I am starting a new career, early war, from Asiatic Fleet - Jan 42.

I forgot and can find the correct readme file for the torpedoes addon mod for this time period. Is my mod setting correct for it?

My mods:
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 4 Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
V2.0 SubFix
EarlyWarScopesV1
TMO Sensors Patch
Torpedoes Early_TNTV4B - have doubt of this one!
AsiaticSWPacMessages

Captain Wreckless
10-02-22, 03:39 PM
this is definitely a date problem.
if you can reload the problem-mission one more time, look for a fouled anchor icon within the entire map. it is possible that your home base has moved to the Pacific...a bit earlier than you would have liked (or expected).
this is a SWAG on my part but it is definitely a possibility.


Oh, I hadn't thought about New London no longer my home base and is just a refueling stop on the way to PH.

Well all of the ports along the way have anchors, there is not a big star with anchor or what not. I'd just hate to go all the way to PH and find out that I can't end my patrol. :D Only one way to find out. :up:


If I knew where the issue was, I could attempt to fix it.



===========


This is from the NavalBases.mis file:


[Unit 138]
Name=Submarine Base New London
Class=NavalBase
Type=407
Origin=American
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=true
Long=-8650102.000000
Lat=4962655.000000
Height=7.421770
Heading=0.000000
Speed=0.000000
CrewRating=2
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-7.027027
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
NextWP=0


This is the mission in question, (PatrolSubRonFiveZero_Final 01.mis)


[Mission]
MissionType=0
MissionDataType=1
MultiMissionType=0
Year=1940
Month=1
Day=1
Hour=0
Minute=0
Fog=1
FogRand=2
Clouds=1
CloudsRand=2
Precip=1
PrecipRand=2
WindHeading=96
WindSpeed=8.000000
WindRand=2
WeatherRndInterval=96
SeaType=0

[MapZone 1]
Name=Objective 1
Radius=500.000000
MaxHeight=1000.000000
MinHeight=-1000.000000
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This dates available seem okay to me.

KaleunMarco
10-02-22, 09:04 PM
Oh, I hadn't thought about New London no longer my home base and is just a refueling stop on the way to PH.

Well all of the ports along the way have anchors, there is not a big star with anchor or what not. I'd just hate to go all the way to PH and find out that I can't end my patrol. :D Only one way to find out. :up:


i applaud your homework, Herr Kaleun!!:Kaleun_Applaud:
but those are not the relevant dates.
++
just reload the saved mission and scroll over to the Pacific and look at all of the base icons for a fouled anchor at an angle.
https://i.ibb.co/PQvq7s9/Picture0027.jpg
i think your home base was moved to the Pacific. it's a SWAG but i still think it.:D

Captain Wreckless
10-02-22, 09:29 PM
i applaud your homework, Herr Kaleun!!:Kaleun_Applaud:
but those are not the relevant dates.
++
just reload the saved mission and scroll over to the Pacific and look at all of the base icons for a fouled anchor at an angle.
https://i.ibb.co/PQvq7s9/Picture0027.jpg
i think your home base was moved to the Pacific. it's a SWAG but i still think it.:D



SOLVED



Of all of the places it's back at the sub base in Scotland, where I did not expect it to be. The orders say go to New London and then proceed to PH.

I'll either go to go back to Scotland and see what happens or just start another SubRon 50 career later.

KaleunMarco
10-02-22, 10:17 PM
Of all of the places it's back at the sub base in Scotland, where I did not expect it to be. The orders say go to New London and then proceed to PH.

I'll either go to go back to Scotland and see what happens or just start another SubRon 50 career later.




that's excellent news. glad you were able to resolve it.
i have not played Subron 50.
if you followed the path from Scotland to New London to Pearl, would you expect to have a regular TMO_BH Pacific career from that point forward?

Captain Wreckless
10-03-22, 12:12 AM
that's excellent news. glad you were able to resolve it.
i have not played Subron 50.
if you followed the path from Scotland to New London to Pearl, would you expect to have a regular TMO_BH Pacific career from that point forward?



I believe so. I looked at the next mission (ie: part 2) and it was to head to PH via Panama Canal with 12 hour updates enroute.

I tried restarting a new SubRon 50 career and kept getting CTD when I clicked the map. Happened several times. Thinking that maybe SH4 got corrupted somehow, I reinstalled and then added back only the required mods. Still CTD when I click the map.

I was having this problem before, but I can't remember what I did to fix it. Oh well, guess I'll just do the Pacific for awhile and come back to SubRon 50 later.