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KaleunMarco
10-03-22, 08:59 AM
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've seen this behavior before....i think it was when I (we) were working on new/revised missions. there is a good possibility that the mission you were assigned is bad, for some reason. "bad" meaning that it has something terminally wrong with it. you might want to send the mission ID and your career details (date, base, etc) to BH. He might be able to determine the root cause and fix it.

Captain Wreckless
10-03-22, 11:56 AM
i've seen this behavior before....i think it was when I (we) were working on new/revised missions. there is a good possibility that the mission you were assigned is bad, for some reason. "bad" meaning that it has something terminally wrong with it. you might want to send the mission ID and your career details (date, base, etc) to BH. He might be able to determine the root cause and fix it.


That's what I was thinking also. I think that is what happened last time and I just kept deleting the save and restarting until I got one that didn't CTD.


CW :arrgh!:



Edit.....


I restarted a new SubRon 50 career and it loaded this time. If I see correctly there are 2 Operation Torch scenarios that start the patrol. Looks like I was getting the mission to verify a minefield. The other mission to photo landing beaches loaded fine and that is what I got last time. The only issue with this mission is, most of the time I get no indication that the picture was taken successfully not matter how many times I click the camera icon. Sometimes it's in the photo folder in the data folder. I think I mentioned this to BH last time and he is going to look into it.

Captain Wreckless
10-03-22, 02:52 PM
Found this Wasp Class CV stopped @ 39°43'N 39°32'W or 900nm W of the Azores. Must be waiting for the rest of the invasion force for Operation Torch. :salute:



https://i.imgur.com/WDAVkO1.jpg

Mouse
10-04-22, 07:23 PM
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.


I have had that happen a few times to me and only fix I found was restart the last mission from your office. Had it happen last night even, Had to go to Japan and skulk around then come home. Saved when out to sea but close to Pearl. Next mission CTD when clicking the map. Went back in and after duplication loaded the save from out to sea and even when I got back CTD when clickling on the map. Tried restarting from clicking on the map for the previous mission (I save each) and after I came back it didn't CTD and I had a new mission to patrol north of Pearl.

Mouse
10-04-22, 07:27 PM
I am wondering what this dim needle on the depth gauge is (at the mouse pointer). It is not always there, but when it is, it is a previous depth setting.

Is this something that is a part of TMO and I can set so I can have them standardly go to that depth?

https://i.imgur.com/aFnAj9l.png

Captain Wreckless
10-05-22, 09:33 PM
I am wondering what this dim needle on the depth gauge is (at the mouse pointer). It is not always there, but when it is, it is a previous depth setting.

Is this something that is a part of TMO and I can set so I can have them standardly go to that depth?

https://i.imgur.com/aFnAj9l.png


You at one point went to 122ft. Nothing to worry about. It comes and goes. Doesn't affect the game any.



CW :arrgh!:

Captain Wreckless
10-05-22, 09:39 PM
Grrrrrrrr!!!! Perfect setup and shot at the ex-USS Luzon. Just before the fish hit, CTD!!!

Culprit was that darn Sound.act file. I was using the external view when it happened. I like watching from God's eye view. :03: Next time I'll watch from periscope and see if it happens.


CW :arrgh!:

Mouse
10-05-22, 10:17 PM
Grrrrrrrr!!!! Perfect setup and shot at the ex-USS Luzon. Just before the fish hit, CTD!!!

Culprit was that darn Sound.act file. I was using the external view when it happened. I like watching from God's eye view. :03: Next time I'll watch from periscope and see if it happens.


CW :arrgh!:


I've been having some CTD happened just as I was shooting at jap carriers north of Pearl. Thought that was strange, restarted mission. and each time I'd fire or sometimes just looking through the scope it would ctd

Captain Wreckless
10-06-22, 01:32 PM
I've been having some CTD happened just as I was shooting at jap carriers north of Pearl. Thought that was strange, restarted mission. and each time I'd fire or sometimes just looking through the scope it would ctd




I betcha that the culprit was the Sound.act file also. After the CTD, open Event Viewer, then Windows Logs/Application you'll see Error and it will tell you what CTD.

Captain Wreckless
10-06-22, 02:05 PM
Just as the torpedo hit, another CTD because of Sound.act. Third in a row. Going to be difficult completing a career if this keeps up. Sure wish I could find a program that would let me open the file and look at it. But everyone that I've found that advertised it could open/edit .act file was bogus.

KaleunMarco
10-06-22, 05:12 PM
Just as the torpedo hit, another CTD because of Sound.act. Third in a row. Going to be difficult completing a career if this keeps up. Sure wish I could find a program that would let me open the file and look at it. But everyone that I've found that advertised it could open/edit .act file was bogus.


Sound.Act can be opened with a plain hex editor but you are on your own when it comes to deciphering the contents...hex editors, as i am sure you know, do not perform like S3ditor.

Captain Wreckless
10-06-22, 08:56 PM
Sound.Act can be opened with a plain hex editor but you are on your own when it comes to deciphering the contents...hex editors, as i am sure you know, do not perform like S3ditor.


I wished S3Editor opened the file.:down: Or better yet, which sound file in the mod is crashing it, which I think is what is happening. Though it might not be.

Another CTD because of the sound.act file, and it is always just before a torpedo hits the target. 6 times in a row so far. Even reinstalled the game and mod fresh. May have to pause until a solution is found.

This mod is awesome, but I can't for the life of me figure out why all of the crashes, when everything was hunky dory just last week and nothing had changed in my setup. If anyone has any suggestions, I'm all ears. Maybe a game setting, my refresh rate to fast or slow. I'm knocking myself out trying to solve this. :/\\!!



Edit: It seems that my Steel Series software updated and added an audio program that is customizable. I wonder if that could be the problem with all of the CTD. :hmmm: Have to investigate.


Edit #2: I disabled the new audio program and I think I solved the CTD when torpedos hit target, sank a DD. Now the old problem of CTD during a DC attack. Happened twice so far. Just wondering if the new DC sound file in the mod are causing it?

Captain Wreckless
10-09-22, 06:13 PM
Tired of all the CTD (Sound.act) from either torpedo attacks or DC attacks. Reinstalled the game 4 times, but no luck.

Just can't figure out why it's happening all of a sudden. It's obviously a sound file but which one/s. :hmmm: I don't know where to start troubleshooting it.

Apparently there is no program in this universe that will allow a person to open .act files. :haha: There are plenty that say they do, but that is BS! :yeah:

Subtime
10-10-22, 05:03 AM
I like this mod. But how can I turn back the enemy boat's moving direction on map? I really want a little more easier game experience.:03:
And anyone know why I my shortkeys SPACE or ENTER didn't fire the torpedo?

fitzcarraldo
10-10-22, 10:51 AM
Tired of all the CTD (Sound.act) from either torpedo attacks or DC attacks. Reinstalled the game 4 times, but no luck.

Just can't figure out why it's happening all of a sudden. It's obviously a sound file but which one/s. :hmmm: I don't know where to start troubleshooting it.

Apparently there is no program in this universe that will allow a person to open .act files. :haha: There are plenty that say they do, but that is BS! :yeah:


Do you use the EAX Clang mod? I donīt use it; only EAX. I didnīt see CTDS because of sound issues.

Regards.

Fitzcarraldo :Kaleun_Salute:

Captain Wreckless
10-10-22, 04:22 PM
Do you use the EAX Clang mod? I donīt use it; only EAX. I didnīt see CTDS because of sound issues.

Regards.

Fitzcarraldo :Kaleun_Salute:


Yes. It's one of the required mods. I think it has some other modifications included with it. I'll pull it and see what happens.


CW :arrgh!:

Bubblehead1980
10-10-22, 10:32 PM
I like this mod. But how can I turn back the enemy boat's moving direction on map? I really want a little more easier game experience.:03:
And anyone know why I my shortkeys SPACE or ENTER didn't fire the torpedo?


No, not without replacing many files of the various vessels. TMO is meant to be a bit more challenging, one aspect is taking away god mode from the map.

Controls were changed to avoid accidental firing of torpedoes.

Cntrl+Enter will fire torpedoes. Make sure to open the tube first as auto open has been disabled to prevent delayed firings which cause misses.

Captain Wreckless
10-11-22, 12:37 AM
I like this mod. But how can I turn back the enemy boat's moving direction on map? I really want a little more easier game experience.:03:
And anyone know why I my shortkeys SPACE or ENTER didn't fire the torpedo?

If you are referring to the line off the target indicating the direction of movement, go to either the periscope station or attack map, and on the gizmo that lets you change speed and depth of the torpedoes, make sure you are seeing the 2 compass roses. Lock onto the target and move the slider to the Position Keeper then click the orange button. Also, make sure you uncheck map updates (I think) in the game play settings.

Captain Wreckless
10-11-22, 12:44 AM
Does anyone know where the file is, if there is one, for all of the names for the crew? I seem to remember in SH3 there was a file that had tons of first and last names, that the game randomly chose.
I've seen some crazy names and want to see what there is. :haha:

CW :arrgh!:

Subtime
10-11-22, 08:43 AM
Bubblehead1980,Captain Wreckless

Thank you for the reply.:up:

propbeanie
10-11-22, 10:55 AM
Does anyone know where the file is, if there is one, for all of the names for the crew? I seem to remember in SH3 there was a file that had tons of first and last names, that the game randomly chose.
I've seen some crazy names and want to see what there is. :haha:

CW :arrgh!:

The names themselves are in "CrewMembersNames.upc" in the Data / UPCData / UPCCrewData folder. The other files in the folder are involved also, and then the data is put into the Save folder for the game to use.

Captain Wreckless
10-11-22, 02:04 PM
The names themselves are in "CrewMembersNames.upc" in the Data / UPCData / UPCCrewData folder. The other files in the folder are involved also, and then the data is put into the Save folder for the game to use.


Thanks.



Funny and familiar names in the CrewMembers.upc file. Austin Powers, Monty Python, John McClane, Dan Dare, Average Smith, Average John, Average Mike, Average Tudor, Average Me ,Average Jerry ,Average Grunt, Strange John, John J. John, Dave Matthews, Danish Dan, Axel VonBovi, Kurt Vonneguts

Captain Wreckless
10-11-22, 04:07 PM
BH,


Trying to troubleshoot the CTD during DC attacks. In the sound directory of your EAX splash clang mod, there is this file DepthCharge_Bounce.wav, which I assume is the Clang. I do not see this file referenced anywhere in the sh.sdl file. Could this be part of the issue?


I don't know how to add it to test, though. Just a thought.


CW :arrgh!:

KaleunMarco
10-11-22, 05:17 PM
Thanks.



Funny and familiar names in the CrewMembers.upc file. Austin Powers, Monty Python, John McClane, Dan Dare, Average Smith, Average John, Average Mike, Average Tudor, Average Me ,Average Jerry ,Average Grunt, Strange John, John J. John, Dave Matthews, Danish Dan, Axel VonBovi, Kurt Vonneguts

i hate doing this to PB but the names in the CrewMembers.upc file are merely placeholders.
the names that get assigned to your crew at CareerStart and are used throughout your career are stored in the same folder but are named CrewMembersNames.UPC.
mind how you go with that file. there are two sets of names that are used. i have not quite figured out why there are two sets.
i have modified that file for the same reason you are doing it and i made both sets of names the same.

Captain Wreckless
10-12-22, 12:14 AM
i hate doing this to PB but the names in the CrewMembers.upc file are merely placeholders.
the names that get assigned to your crew at CareerStart and are used throughout your career are stored in the same folder but are named CrewMembersNames.UPC.
mind how you go with that file. there are two sets of names that are used. i have not quite figured out why there are two sets.
i have modified that file for the same reason you are doing it and i made both sets of names the same.


I haven't modded the file and probably won't. I was just wanting to find it and take a look at it. :hmmm:

Captain Wreckless
10-14-22, 02:54 AM
BH,


Doing Pre war patrols and after completing 1st objective I got and odd 2nd objective.


The date is 10 July 1941. The objective is highlighted.



Pre-War PH patrol 08


[Text]
oBJ 3 MESSAGE=X CONDUCT UNRESTRICTED WARFARE AGAIN JAPANESE SHIPPING IN MARSHALL ISLANDS UNTIL FUEL AND PROVISIONS REQUIRE RETURN TO PORT UNLESS OTHERWISE ORDERED X
MissionBriefing=COMSUBPAC Operation Order 39-41. When in all respects ready for sea, proceed North of Oahu and conduct a defensive patrol within one hundred nautical miles of designated position for thirty days. Tensions with the Empire of Japan remain high and a attack at any time is possible. While a attack on the Hawaiian Islands is highly unlikley, if not impossible, we must remain on the alert. In order to avoid possibility of false alarm, friendly fire, and to remain undetected, you are operate submerged in daylight hours. If Japanese forces are encounterd you are to report contact immediately and may not engage unless authorized beforehand. However, if fired upon you may do what is necessary to ensure the safety of your boat and crew.
MissionTitle=
Stark Order=
Objective 1=Conduct defensive patrol within 100 nautical miles of desiginated point North of Oahu for thirty days
Objective 2=Proceed to Marshall Islands
Objective 3=Conduct unrestricted submarine warfare in the Marshall Islands
find=
KwajMessage=
Carriersmessage=
Objecitve 2 message=X PROCEED TO MARSHALL ISLANDS X CONDUCT UNRESTRICTED SUBMARINE WARFARE PER CNO X MAY REFUEL AT PEARL HARBOR IF REQUIRED X
Wake Message=


I reloaded a previous save and it comes up again, 10 July 1941 @1002 hours every time.

I've noticed 1 or 2 of the Pre-war PH patrols have orders to conduct unrestricted warfare. I'm guessing it depends on the date when these pop up.


https://i.imgur.com/wA3ZxCa.png




Edit...


10/16.. I thought I had figured out a solution to the sound.act CTD, but alas no.

Captain Wreckless
10-23-22, 09:19 PM
Well the deep running torpedo God showed up during a patrol near Japan. Found a lone Merchy running at 5kts daylight with calm seas. Fired 3 fish and then the Torpedo God made all three run deep. In the end I fired 12 torpedoes and they all ran deep. :wah: Ranges were from 900 to 2000 yards.

I was about to surface and finish it with the deck gun when 2 ASW ships showed up. He must have called for help. :haha: Evaded both for about an hour when I finally took severe damage that forced me to the surface.

I went to flank speed and surfaced right next to one of the DDs. Infact I hit it and the DD healed over. I stayed closed and fought it out. The DDs deck gun couldn't hit me but the 20mm sure did. Kept this up for about 5 minutes before CTD. Damn sound.act file. Didn't matter, because I would have been sunk anyway.

CW :ahoy:

Captain Wreckless
10-24-22, 02:24 AM
Strangest thing occurred. Patrolling out of Manila and the mine fields are no longer indicated on the Nav Map for some reason. Has anyone else had that issue?

KaleunMarco
10-24-22, 02:51 PM
Strangest thing occurred. Patrolling out of Manila and the mine fields are no longer indicated on the Nav Map for some reason. Has anyone else had that issue?

i have never seen a minefield indicated on a Nav Map.
Must be TMO_BH thing.

Captain Wreckless
10-24-22, 04:21 PM
i have never seen a minefield indicated on a Nav Map.
Must be TMO_BH thing.


It is. He has minefields labeled on the Nav Map for several places like Manila, Midway and the pass through the minefields. They seem to have disappeared for some reason.

AyyLmao
10-24-22, 04:25 PM
Nice

Captain Wreckless
10-24-22, 06:45 PM
It is. He has minefields labeled on the Nav Map for several places like Manila, Midway and the pass through the minefields. They seem to have disappeared for some reason.


I think I figured out what is going on. I opened up the mines.mis file and looked at the minefield and it appears it shows up on 7/1/41. My career started in June. I never paid attention to them since I always start outside the harbor and just assumed they were there.



CW :ahoy:

KaleunMarco
10-28-22, 08:25 PM
Hey BH,

decided to try out the Subron 50 tour.
we are four objectives into the mission where we send a couple of guys over to the Mullet for repairs.

how long do the two guys sit in the raft before the objective is complete?

Edit: Objective 5 (hang around and offer aid) is never promoted (Unhidden).
you need to add a Trigger and an Event for Objective 5.

AND

the mission exit point for the Scottish home base on land (lol).


km

KaleunMarco
10-29-22, 05:04 PM
BH,

Having fun with Subron 50

DAQ1
a sunk German Uboat does not display an icon on the Nav Map.
is that purposeful or is it a missing graphic?

DAQ2
is there a possibility that the "friendly fire forces" will properly identify you and NOT fire on you?


km

KaleunMarco
10-30-22, 11:35 AM
enjoying Subron 50.

i have noticed a curious difference in results from the location of a torpedo hit on a german uboat.

if we hit it amidships (under the center of the turm), she sinks.
if we hit it aft of there, typically the alternate hit location is just aft of the cigarette deck, she takes the same amount of damage and she sinks, but we do not get credit.
any ideas on the discrepancy?
first four graphics are "credit" hits.
the last (fifth) graphic is "no credit" hit.
https://i.ibb.co/svsWpWn/SH4-Img-2022-10-30-11-56-31-802.png
https://i.ibb.co/bQxYPP4/SH4-Img-2022-10-30-11-51-00-582.png
https://i.ibb.co/Y0bxnV0/SH4-Img-2022-10-30-11-46-08-831.png
https://i.ibb.co/pQKz2FG/SH4-Img-2022-10-30-11-46-01-041.png
https://i.ibb.co/gJtm8C8/SH4-Img-2022-10-30-11-30-30-125.png

Bubblehead1980
10-30-22, 08:47 PM
BH,

Having fun with Subron 50

DAQ1
a sunk German Uboat does not display an icon on the Nav Map.
is that purposeful or is it a missing graphic?

DAQ2
is there a possibility that the "friendly fire forces" will properly identify you and NOT fire on you?


km

The icon not displaying is a old bug from original TMO/stock. Have never been unable to identify the reason it sometimes displays and others not.


No, if they spot you, will attack. However, they are pretty rare overall, especially outside the early war periods.

Bubblehead1980
10-30-22, 08:48 PM
enjoying Subron 50.

i have noticed a curious difference in results from the location of a torpedo hit on a german uboat.

if we hit it amidships (under the center of the turm), she sinks.
if we hit it aft of there, typically the alternate hit location is just aft of the cigarette deck, she takes the same amount of damage and she sinks, but we do not get credit.
any ideas on the discrepancy?
first four graphics are "credit" hits.
the last (fifth) graphic is "no credit" hit.
https://i.ibb.co/svsWpWn/SH4-Img-2022-10-30-11-56-31-802.png
https://i.ibb.co/bQxYPP4/SH4-Img-2022-10-30-11-51-00-582.png
https://i.ibb.co/Y0bxnV0/SH4-Img-2022-10-30-11-46-08-831.png
https://i.ibb.co/pQKz2FG/SH4-Img-2022-10-30-11-46-01-041.png
https://i.ibb.co/gJtm8C8/SH4-Img-2022-10-30-11-30-30-125.png


Interesting. Not sure though, as the AI Uboats were not created by me, one is native, another was imported into TMO. However, seems you stumbled onto something here.

Captain Wreckless
11-04-22, 05:04 PM
Hey BH,

decided to try out the Subron 50 tour.
we are four objectives into the mission where we send a couple of guys over to the Mullet for repairs.

how long do the two guys sit in the raft before the objective is complete?

Edit: Objective 5 (hang around and offer aid) is never promoted (Unhidden).
you need to add a Trigger and an Event for Objective 5.

AND

the mission exit point for the Scottish home base on land (lol).


km


When I had that one it took awhile before it completed.

KaleunMarco
11-04-22, 06:12 PM
When I had that one it took awhile before it completed.

i determined that i arrived early and released the raft early.
i needed to wait until the other sub appeared before launching the raft.
once i did that, things proceeded as usual, except that the last objective never appeared. i think i received credit for it but it never appeared in the objective display.

Captain Wreckless
11-06-22, 06:00 PM
BH,

Having fun with Subron 50

DAQ1
a sunk German Uboat does not display an icon on the Nav Map.
is that purposeful or is it a missing graphic?

DAQ2
is there a possibility that the "friendly fire forces" will properly identify you and NOT fire on you?


km


You sank a U-Boat? I never even saw one when I was ordered to patrol for them.

KaleunMarco
11-06-22, 06:39 PM
BH,

ninth mission in a Gato.
started in the ATO with Subron 50.
sunk some merchies and a few DD's.
made the leap to Pearl, in the third or fourth mission in the PTO.
first time i have a capital ship in my sights and with less than 5 seconds to impact, the event camera pops on, and then CTD.
took a break, reloaded the mission, tried again, same thing.
very strange.
any ideas?

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
400 Webster's 300' Underwater Visability for v1.5


p.s. reloaded mission. ignored TF that caused the CTD. waited for merchie/convoy. next attack, sank three merchies in first salvo.

so the problem is hitting the capital ships. WTF?!?!?!
beats me.

p.p.s. when the DD drops depth bombs and they explode, CTD.

p.p.p.s on a hunch, i backed out the EAX_Clang_Splash TMO V2.0 mod and did not replace it. restarted mission, re-attacked the TF and was able to get torpedo hits without CTD. Not sure about DC as we were stealthy enough to not be depth-charged. :D

Revus
11-07-22, 08:13 AM
Been a while since posting, long silent run due to life and work.
So, has anyone had CTD's while starting a New Construction 43? Been experiencing it as soon as I get near San Fransisco. Also got one when starting outside the harbor, right after loading. Even deleted "docs" save folder to start fresh after enabling/disabling Mods.
Trying a fresh install/fresh TMO DL.
That being said, using LAA, no additional mods:
-TMO 2.5 Update BH V2.0
-NMMO
-NMMO Patch
-TMO Update BH V2.0 PATCH 01
-EAX_Clang_Splash_Dud for TMO Update
-AAtoDeckguns+Radio
-NewConstructionPatch
-Practice Depth Charges for New Con


Am I missing something? Never had any CTD issues in TMO before (FoTRS tho... every time unfortunately)

DeepSixNiner
11-07-22, 12:09 PM
Based on some previous posts, try disabling the splash-bang-dud mod. Not sure if that's your issue here, but it's caused a few problems for others.

I have not tried a new construction career yet, but if I remember correctly there are a few other add-in mods that need to be activated as well for practice depth charges, but I don't think that would be the issue if your CTD occurred when approaching San Francisco

Captain Wreckless
11-07-22, 02:15 PM
I've been researching the CTD's that are caused by the sound.act file. It seems it is because of the EAX component in the splash mod. Since EAX is pretty much not supported anymore, you have to simulate it now.
There is an alternate way of doing it by installing a small file into Windows and also copy a couple of dll files into the SH4 root directory for it to read. I've been playing around with it and it has been 50/50 so far.

Still doing some testing.


Since the splash mod also includes some updated smoke and other eye candy, I've been trying to figure out how to separate the EAX stuff from the others but haven't been successful. I think when that happens the CTD will probably be less.


CW:arrgh!:

Revus
11-07-22, 04:34 PM
**update**
So, Fresh install, fresh TMO. Moved some MODs around, switched the EAX one out (thanks DeepSixNiner & Capt Wreckless). New construction, same deal: CTD. But I would just work around it by finishing my sea trials as far away as possible, navigating through the SF Bay in Nav Map til I was in range of ending the mission. Not sure why, but I found a work-around I guess.
No issues any other ports. Just SF (possibly too many objects for the program to handle at times).

-TMO 2.5 Update BH V2.0
-NMMO
-NMMO Patch
-TMO Update BH V2.0 PATCH 01
-EAX_Clang_Splash
-NewConstructionPatch
-Practice Depth Charges for New Con
-AAtoDeckguns+Radio
-TMO Sensors Patch
-v2.0 SubFix
-BrisbaneTF-42 72 messages (after a short Pearl pit stop/entering TF42 waters)


Good patrol so far though. Mare to Pearl to Tulagi to the Bismarck (one lone 5000-tonner down on the way) to drop off a coastwatcher.

KaleunMarco
11-07-22, 04:53 PM
**update**
So, Fresh install, fresh TMO. Moved some MODs around, switched the EAX one out (thanks DeepSixNiner & Capt Wreckless). New construction, same deal: CTD. But I would just work around it by finishing my sea trials as far away as possible, navigating through the SF Bay in Nav Map til I was in range of ending the mission. Not sure why, but I found a work-around I guess.
No issues any other ports. Just SF (possibly too many objects for the program to handle at times).

-TMO 2.5 Update BH V2.0
-NMMO
-NMMO Patch
-TMO Update BH V2.0 PATCH 01
-EAX_Clang_Splash
-NewConstructionPatch
-Practice Depth Charges for New Con
-AAtoDeckguns+Radio
-TMO Sensors Patch
-v2.0 SubFix
-BrisbaneTF-42 72 messages (after a short Pearl pit stop/entering TF42 waters)


Good patrol so far though. Mare to Pearl to Tulagi to the Bismarck (one lone 5000-tonner down on the way) to drop off a coastwatcher.

have you tested the scenario of using no EAX_sound mod at all?
i ask because removing it stopped the CTDs that i was experiencing.

DeepSixNiner
11-07-22, 06:22 PM
Glad you found a work-around. Would like to hear how additional patrols go, I was thinking of trying a new construction career, always wanted to be a "plank owner".

KaleunMarco
11-07-22, 07:36 PM
Glad you found a work-around. Would like to hear how additional patrols go, I was thinking of trying a new construction career, always wanted to be a "plank owner".

i did not do the "new construction" career in the Pacific, i started out with Subron 50 career...which is new construction but on the East Coast.
you have what i would call a maiden-voyage-mission and then three or four western europe missions (too long and very boring, imho). then you get transferred to Pearl.

from then on, we have taken on a normal Gato career ala TMO_BH.

Revus
11-08-22, 06:38 AM
Glad you found a work-around. Would like to hear how additional patrols go, I was thinking of trying a new construction career, always wanted to be a "plank owner".


Yea, this is my first fresh boat. Felt all the previous careers were awesome, but I wanted to see if I could bring her through the war from birth. Starting SILVERSIDES on her "first war patrol" at s random date didnt feel right. Also, seeing as the real SS-290 CISCO is still on her first and eternal patrol, wanted to sort of change outcomes, at least virtually, for her. Maybe enact revenge.:Kaleun_Wink:



I will admit though, those sailings from Mare to PH, then from PH to Tulagi, then Tulagi to New Britain (objective) are long as all get out. Felt good to find a lone suitable Maru to let loose on, just hours before inserting my coastwatcher.

KaleunMarco
11-09-22, 07:17 PM
Is the Stop the Shouting mod compatible with TMO_BH?

VinnyNorthWest
11-10-22, 07:59 PM
I'm trying to follow this instruction:

Mod 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.

I downloaded the zip and uzipped, but I don't have "TriggerMaru_Overhaul_2-5_UpdateBH" I have a folder by that name except it has spaces instead of underscores and it's 3.7 GB and it crashes JSGME if I try to use it. (The other required folders are within it.) Can someone please help me find 'TriggerMaru_Overhaul_2-5_UpdateBH"

Thanks

Aktungbby
11-10-22, 11:08 PM
VinnyNorthWest!:Kaleun_Salute: it's always good to have another 'Vinny' onboard! :haha:

KaleunMarco
11-12-22, 04:25 PM
what are the arrangements for the sound generated by deploying decoys?
by that i mean what is the pointer in Sh.sdl?
i am receiving a consistent CTD whenever i deploy decoys and since the boat(Gato) rates having decoys i suspect that the CTD is from the sound.
that and the fact that after i give the order, i hear the first couple of sounds like a vacuum seal popping and then...CTD.

+++

p.s. torpedoed, some ships. hung around and in a few days more targets showed up.
set up a great solution on three ships, starboard AOB from 90 to 120 degrees , fired, couple of minutes later, the event camera pops up and.....CTD.
madness.

Captain Wreckless
11-12-22, 06:59 PM
I'm trying to follow this instruction:

Mod 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.

I downloaded the zip and uzipped, but I don't have "TriggerMaru_Overhaul_2-5_UpdateBH" I have a folder by that name except it has spaces instead of underscores and it's 3.7 GB and it crashes JSGME if I try to use it. (The other required folders are within it.) Can someone please help me find 'TriggerMaru_Overhaul_2-5_UpdateBH"

Thanks


When you unzip the file, you get this folder: TMO Update BH V2.0.

Double click this folder and you will see another folder: Trigger Maru Overhaul 2.5 UpdateBH V2.0. This is the mod folder itself. Double click and you will see the following folders: AddOnMods, data, and support. The AddOnMods folder has some more required and optional mods, data folder is the mod and support folder has the documentation for the mod. Cut or copy the AddOnMods folder and paste it somewhere and then you can open it and look at the other mods that you need or might want to use.

Right click the Trigger Maru Overhaul 2.5 UpdateBH V2.0 folder and either cut or copy, your choice, and paste it in the JSGME mods folder. This is the mod itself. Look through the AddOnMods folder and do the same thing with the mods you want to use.

Open the support folder and be sure to read them as it explains how to install the mod, the order in which to install, and explains what's in the individual mods.

Once you get all the ones you want into the JSGME mod folder, just activate them and have fun.

Hope I made this clear enough to understand.


CW :arrgh!:

Captain Wreckless
11-13-22, 02:48 AM
Can anyone tell me where the setting for the stop watch is? I want to move the default popup position when I hit the "X" key. Right now it pops up way to the right of my screen where only a small portion is visible and I have to drag it out. I just want it to pop up a little further left of the right edge.

I found several references to the Chrono in the menu_1024_768.ini file, but I'm not sure which one is the watch itself and how to change the default popup position to the left.

If I go to my default laptop resolution, I can't even see it because it appears off screen.


Thanks.


CW :arrgh!:


P.S.

I found a thread on deconstructing the menu 1024 768 ini file, but I'm finding it confusing and everything I've tried hasn't worked, because I'm not sure of what I'm doing.


P.P.S

I might have found the answer.

VinnyNorthWest
11-13-22, 08:29 AM
When you unzip the file, you get this folder: TMO Update BH V2.0.

Double click this folder and you will see another folder: Trigger Maru Overhaul 2.5 UpdateBH V2.0. This is the mod folder itself. Double click and you will see the following folders: AddOnMods, data, and support. The AddOnMods folder has some more required and optional mods, data folder is the mod and support folder has the documentation for the mod. Cut or copy the AddOnMods folder and paste it somewhere and then you can open it and look at the other mods that you need or might want to use.

Right click the Trigger Maru Overhaul 2.5 UpdateBH V2.0 folder and either cut or copy, your choice, and paste it in the JSGME mods folder. This is the mod itself. Look through the AddOnMods folder and do the same thing with the mods you want to use.

Open the support folder and be sure to read them as it explains how to install the mod, the order in which to install, and explains what's in the individual mods.

Once you get all the ones you want into the JSGME mod folder, just activate them and have fun.

Hope I made this clear enough to understand.


CW :arrgh!:


Thanks, that's just what I needed.

KaleunMarco
11-16-22, 12:14 PM
i think there is something screwy when depth charges and decoys intersect.

the enemy can deploy DC and we can take damage.
we can deploy decoys and there is no problem.
however, if we deploy decoys and then an escort drops DC in the same vicinity, CTD.
every time.

Captain Wreckless
11-18-22, 09:38 PM
Can anyone tell me where the setting for the stop watch is? I want to move the default popup position when I hit the "X" key. Right now it pops up way to the right of my screen where only a small portion is visible and I have to drag it out. I just want it to pop up a little further left of the right edge.

I found several references to the Chrono in the menu_1024_768.ini file, but I'm not sure which one is the watch itself and how to change the default popup position to the left.

If I go to my default laptop resolution, I can't even see it because it appears off screen.


Thanks.


CW :arrgh!:


P.S.

I found a thread on deconstructing the menu 1024 768 ini file, but I'm finding it confusing and everything I've tried hasn't worked, because I'm not sure of what I'm doing.


P.P.S

I might have found the answer.




Fixed it by changing it back to the vanilla settings that will work no matter what resolution is used.

Captain Wreckless
11-22-22, 02:35 AM
Thought I had the sound.act CTD fixed. Big fat NOPE! Guess I'll just remove the EAX Clang Splash Dud mod for now. Personally I never hear the Dud sound and have never had a DC bounce off my hull.


CW
:arrgh!:

Revus
11-22-22, 02:24 PM
BH,
Still in the middle of patrol off Truk. Started as a New Construction '43. Thusfar, going well, but I was looking at the map for future planning, and it still has my base as Mare Island. How does one change that to an operational base for end of patrol?

Bubblehead1980
11-23-22, 04:43 PM
BH,
Still in the middle of patrol off Truk. Started as a New Construction '43. Thusfar, going well, but I was looking at the map for future planning, and it still has my base as Mare Island. How does one change that to an operational base for end of patrol?

I forget the exact date but it should change during your first patrol. If Balao believe will end patrol at Brisbane. Look for tilted anchor to shift.

Kal_Maximus_U669
11-24-22, 06:41 PM
Hey Amigos..
@jimimadrids' work perfectly compatible with BH..
Hud.. Torpedo.. Sailors..
http://image.noelshack.com/fichiers/2022/47/5/1669333202-sh4img-2022-08-18-01-03-25-198.png
Many ThX jimimadrids
:salute::salute:

Bubblehead1980
11-25-22, 11:16 PM
Logged my first patrol in a while(report will follow sometime soon)...trying to fix some bugs and update TMO, have not had time last few months to really work on it.

I suffered no CTD or other issues reported in 55 days at sea, but could be luck.

Patrol was in USS Tambor in summer 1942, sunk two ships, missed out on sinking a heavy cruise, only damaged her due to torpedo malfunctions (3 premature explosions, two deep runners, one hit). Aircraft and escort responding to the scene prevented follow up attack. Took a beating from depth charges for me efforts.

Captain Wreckless
11-29-22, 05:45 PM
Hey BH,


Patrol Attu 01


[Text]
MissionBriefing=When in all respects ready for sea, proceed to the Attu area and conduct patrol operations until fuel and provisons require termination of patrol.
MissionTitle=
Objective 1=Patrol within 150 nautical miles of designated position off Attu for 20 days.


Don't know if the circle is supposed to be over the the designated position or I have to patrol in the circle to get credit. I've noticed a few missions like this.



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

Bubblehead1980
11-30-22, 10:28 AM
Hey BH,


Patrol Attu 01


[Text]
MissionBriefing=When in all respects ready for sea, proceed to the Attu area and conduct patrol operations until fuel and provisons require termination of patrol.
MissionTitle=
Objective 1=Patrol within 150 nautical miles of designated position off Attu for 20 days.


Don't know if the circle is supposed to be over the the designated position or I have to patrol in the circle to get credit. I've noticed a few missions like this.



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





I will take a look at it. Are you running a map mod? Looks like it. If so, possible the coordinates are different in the "SH 4 world" and placement of objectives is off since map mods can make subtle changes to geography and affect placement.

Captain Wreckless
11-30-22, 08:21 PM
I will take a look at it. Are you running a map mod? Looks like it. If so, possible the coordinates are different in the "SH 4 world" and placement of objectives is off since map mods can make subtle changes to geography and affect placement.


I am. I hadn't thought about that. I'll remove the map mod and see if it makes a difference. The only thing the map mod does is just change the colors, but I will check anyway.


EDIT: Removed the map mod and it made no difference in the location of the circle. If I knew how to do it, I would attempt to fix.

Bubblehead1980
12-01-22, 07:34 PM
I am. I hadn't thought about that. I'll remove the map mod and see if it makes a difference. The only thing the map mod does is just change the colors, but I will check anyway.


EDIT: Removed the map mod and it made no difference in the location of the circle. If I knew how to do it, I would attempt to fix.


Map mods often do more than change the colors. After disabling, did you delete SH 4 folder and start again to test? Residual changes often hang around with those mods.

Assuming the map mod didnt cause it, will need to open the specific mission file in campaign and check it. I plan to work on TMO over holidays some before leave town so will check into it.

Captain Wreckless
12-03-22, 12:12 AM
Map mods often do more than change the colors. After disabling, did you delete SH 4 folder and start again to test? Residual changes often hang around with those mods.

Assuming the map mod didnt cause it, will need to open the specific mission file in campaign and check it. I plan to work on TMO over holidays some before leave town so will check into it.


Yes I did. Made no difference. I'm going to delete the folder and start again and see what happens.



EDIT......


I did a little testing. I loaded up the 4 required mods and 2 optional mods and then chose Alaska Command. It appears there may be an issue with all of the missions. When I started them none of the objectives were inside of the circle. The circle was either NW of ATTU or SW of ATTU with the objectives outside. When I looked at the .mis files with the SH4 editor the objectives all appeared inside the circle no matter were it was located. Do you think it might be better just to delete the circle and let the player draw the patrol radius from the objective on the map themselves. That's what I always do. Hope this helps.


Now I've only really played the AK command missions, the SWPAC or ASIA missions I don't recall if there was an issue.

max-peck
12-15-22, 09:26 AM
Hey Bubblehead....it's been years since I have been around this neck of the woods. How ya doing mate. Recently had the urge to reinstall SH4 and found this mod. TMO was always my favourite so I am eager to see what you done with it. Take it easy BH, talk soon mate :salute:

propbeanie
12-17-22, 05:27 PM
max-peck!!! We hope all is well with you, but good to see you getting a chance to play some Silent Hunter and posting at SubSim, young feller! :salute:

max-peck
12-22-22, 09:42 AM
Thanks Props :salute:
But I tell ya I don't feel so young these days :03:

propbeanie
12-22-22, 06:23 PM
Young? Why you spring chicken you! Of course, Bubbles probably has us both beat... lol

max-peck
12-23-22, 06:53 AM
:D:D

Kal_Maximus_U669
12-27-22, 07:35 PM
http://image.noelshack.com/fichiers/2022/52/3/1672187653-sh4img-2022-12-28-01-30-33-187.png
The ladder has its place finally... to fix :D

Barrybaldy
01-18-23, 12:03 AM
I'm currently playing the pre-war Pearl Harbour Campaign, I've done my prewar patrols and I'm on mission 3. I was at sea when the Pearl Harbour attack happened, so unfortunately I missed the scripted attack.

I've been given an assignment to pull up to Japan and take photos of Yokohama Port. Problem is, the entry to Yokohama and Kawasaki is shallow as all hell, and there are two destroyers patrolling side to side across the only entry.

I've tried running silent at 1 knot and slipping between them when they're facing away, but I can't slip past before they turn around, blast their lights and start pinging.

I've tried being completely motionless on the bottom before they turn around but again, the lights come on and the pinging starts. There's also a smaller boat that motors around at high speed with depth charges and, I'm assuming, a hydrophone, because on the off chance I do make a little headway, that boats jets to me at full speed and starts dropping depth charges on me, Destroyer flares go up and the whole thing starts again.

I feel like I might be missing something here. Did I just luck out and get a mission that can't be completed? The distance shore to shore in that pass is so narrow that the destroyers cover it before I can make any kind of move to navigate the pass. On the off chance the planets align, the Destroyers are facing away from each other and I get a brief gap, that smaller boat comes motoring in hard right on top of me.

What am I doing wrong here?

KaleunMarco
01-18-23, 04:58 AM
I'm currently playing the pre-war Pearl Harbour Campaign, I've done my prewar patrols and I'm on mission 3. I was at sea when the Pearl Harbour attack happened, so unfortunately I missed the scripted attack.

I've been given an assignment to pull up to Japan and take photos of Yokohama Port. Problem is, the entry to Yokohama and Kawasaki is shallow as all hell, and there are two destroyers patrolling side to side across the only entry.

I've tried running silent at 1 knot and slipping between them when they're facing away, but I can't slip past before they turn around, blast their lights and start pinging.

I've tried being completely motionless on the bottom before they turn around but again, the lights come on and the pinging starts. There's also a smaller boat that motors around at high speed with depth charges and, I'm assuming, a hydrophone, because on the off chance I do make a little headway, that boats jets to me at full speed and starts dropping depth charges on me, Destroyer flares go up and the whole thing starts again.

I feel like I might be missing something here. Did I just luck out and get a mission that can't be completed? The distance shore to shore in that pass is so narrow that the destroyers cover it before I can make any kind of move to navigate the pass. On the off chance the planets align, the Destroyers are facing away from each other and I get a brief gap, that smaller boat comes motoring in hard right on top of me.

What am I doing wrong here?

barry,

good question! you are not doing anything wrong.
those missions, which we-veteran-kaleuns refer to as Hollywood missions, are almost impossible to complete.
when you draw one of those missions, it is best to let it be, sail to an area where you feel you can sink some ships and go and do just that.
there is no penalty for an uncompleted objective, other than you do not receive the points for completing it.
restart the mission and go and sink some ships!
:Kaleun_Salute:

Barrybaldy
01-18-23, 05:28 PM
barry,

good question! you are not doing anything wrong.
those missions, which we-veteran-kaleuns refer to as Hollywood missions, are almost impossible to complete.
when you draw one of those missions, it is best to let it be, sail to an area where you feel you can sink some ships and go and do just that.
there is no penalty for an uncompleted objective, other than you do not receive the points for completing it.
restart the mission and go and sink some ships!
:Kaleun_Salute:

Oooohhh this is the mission people are talking about. I thought it was odd considering the lengths the TMO team went to to create a realistic atmosphere.

I take it this is the whole reason for Run Silent, Run Deep. I get it now.

Looks like its time to go get RSRD and start the campaign again.

Thanks for putting me out of my misery.

KaleunMarco
01-18-23, 06:09 PM
Oooohhh this is the mission people are talking about. I thought it was odd considering the lengths the TMO team went to to create a realistic atmosphere.

I take it this is the whole reason for Run Silent, Run Deep. I get it now.

Looks like its time to go get RSRD and start the campaign again.

Thanks for putting me out of my misery.

lol....you may still draw a Hollywood mission when you add RSRD to TMO as i do not know if the RSRD team re-wrote those missions.

when you acquire more experience, there are things that you can do to enjoy TMO/RSRD and get around the Hollywood missions without too much difficulty.

:Kaleun_Salute:

EnriqueOliva
01-27-23, 01:31 PM
Wow, I've just spent half my day installing this thing and following each step to the letter -which by the way, is not as "streamline" as you advertise- and the first thing that happens to me is CTD after scoring a torpedo hit on a ship. This does it, this ### does it.

Absolute garbage of a mod and game, along with all Silent Hunter games. Game engine in all games is riddled with bugs that make them unplayable since you never know when you will get a CTD and a corrupt save that will throw to the bin hours of effort and valuable time.

I played SH3, SH4, and SH5, all of them vanilla and with megamods (GWX OneAlex, FOTRS, TMO, and TWoS) and it's the same ### thing in all of them. Stupid AI and an extremely long list of precautions that you have to take in order not to corrupt your save files. Don't save near AI, don't save submerged, don't ALT+TAB, yada yada yada yada yada yada. A bunch of unacceptable ritual-like requirements to achieve something as basic as keeping your save files ok. What a load of ###.

Silent Hunter games are absoulte trashcan material, with and without mods. The other option out there is UBOAT but it doesn't give a ### about realism and the UI and crew management is nightmarishly complicated.

Guess it will be years before we have a minimally decent sub sim.

post edited by MODERATOR.

Jimbuna
01-27-23, 01:46 PM
Can't say I'm impressed with your first post despite your obvious frustrations.

Please be advised to acquaint yourself with forum rules regarding language before and if you decide to post again.

Oh and I'll finish by informing you that a great many on here whilst sympathising with your viewpoint will also disagree with you.

KaleunMarco
01-27-23, 02:03 PM
Wow, I've just spent half my day installing this thing and following each step to the letter -which by the way, is not as "streamline" as you advertise- and the first thing that happens to me is CTD after scoring a torpedo hit on a ship. This does it, this ### does it.

Absolute garbage of a mod and game, along with all Silent Hunter games. Game engine in all games is riddled with bugs that make them unplayable since you never know when you will get a CTD and a corrupt save that will throw to the bin hours of effort and valuable time.

I played SH3, SH4, and SH5, all of them vanilla and with megamods (GWX OneAlex, FOTRS, TMO, and TWoS) and it's the same ### thing in all of them. Stupid AI and an extremely long list of precautions that you have to take in order not to corrupt your save files. Don't save near AI, don't save submerged, don't ALT+TAB, yada yada yada yada yada yada. A bunch of unacceptable ritual-like requirements to achieve something as basic as keeping your save files ok. What a load of ###.

Silent Hunter games are absoulte trashcan material, with and without mods. The other option out there is UBOAT but it doesn't give a ### about realism and the UI and crew management is nightmarishly complicated.

Guess it will be years before we have a minimally decent sub sim.

i understand your frustration, enrique, because i, too have had difficulties with TMO CTD's, but i must agree with Jimbuna on your post.
Here is a snippet from the forum FAQ page:

Acceptable language & graphics, topic spamming
Please use language that you would use around your mother. No vulgarities, obscenities, hate speech, or foul language. Do not use *******ing w*rds with aster*cks, that's the same thing as vulgar languge. Express yourself with respect to others.
No graphic images of people murdered, blown up, dismembered, or similarly ripped up. If you must, you can use a link to the image and include the warning "Graphic image warning".

No pornography at all. This is an instant ban offence. Any images with nudity are prohibited. Images in swimsuits or original war-era art are ok, as long as there is not any clear nudity. Always stay on the conservative side if you have any doubt. This forum is family safe.

Please do not engage in "topic spamming", where you post several threads on the essentially the same topic in a short period of time. If you want to discuss women's synchronized swimming, fine; start a topic on it. But don't start another topic on women's synchronized swimming clothing, women's synchronized swimming schedules, etc. for several weeks. Same goes with threads on politics, religon, and cultural issues. We don't need six threads on "Obama is ruining America" and eight topics on "Arabs are Evillll!" on the same page.

maybe it is time for you to play a different sub simulator. one that will not frustrate you as this one does.

Onkel Neal
01-27-23, 06:28 PM
Wow, first post and it was a doozy!:haha:

KaleunMarco
01-27-23, 07:01 PM
Wow, first post and it was a doozy!:haha:

:har:
there are so many appropriate replies that can be made here....and every one would be inappropriate.
:har:

Galanti
02-01-23, 11:48 AM
I've drawn a mission to photograph Cape St. George, near Rabaul. However, there's nothing to lock on to in order to activate the camera icon, just gun batteries and a lighthouse. Is this mission un-completeable?

propbeanie
02-01-23, 12:15 PM
Is this the one you have?

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


That would be the one that has 3 CV in the bay south of Rabaul, in the shallows, and behind sub nets & minefields... the ships are date dependent, and if you get the mission when they are not there, definitely not completable...

Galanti
02-01-23, 01:18 PM
Is this the one you have?

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


That would be the one that has 3 CV in the bay south of Rabaul, in the shallows, and behind sub nets & minefields... the ships are date dependent, and if you get the mission when they are not there, definitely not completable...

Nope, it's Cape St. George, on the southern tip of New Ireland. The mission text reads to "photograph enemy installations on Cape St. George", but there are only gun emplacements and a lighthouse. Nothing to lock on to.

propbeanie
02-01-23, 02:32 PM
Hmmm... That might be an FotRSU mission Bubbles borrowed... I might be able to find that one. Hang-on...

Edit: Nope, never mind. The FotRSU missions are a couple of Insert / Extract missions, not photograph...

Captain Wreckless
02-01-23, 03:33 PM
There are a few photo missions that aren't working correctly. BH still needs to look at them.


CW :arrgh!:

KaleunMarco
02-01-23, 03:42 PM
There are a few photo missions that aren't working correctly. BH still needs to look at them.


CW :arrgh!:


if your threshold of time in waiting for BH to response expires, please send me the mission details and i would be happy to take a look at it even though i am not in BH's TMO team.

mission ID numbers would be ideal. you would see those in the CareerTrack.upc file or in PatrolObjectives.upc.

if you do not have that, then i would need current date, boat class, home base, and whatever description appears in the orders screen.

send me a PM with the details.
:Kaleun_Salute:

4H_Ccrashh
02-06-23, 08:59 AM
A prewar mission is to practice against USS Marblehead (light cruiser) in Lingayen Gulf.



Has anyone ever spotted the ship? Nothing on sonar as well.

KaleunMarco
02-06-23, 11:27 AM
A prewar mission is to practice against USS Marblehead (light cruiser) in Lingayen Gulf.



Has anyone ever spotted the ship? Nothing on sonar as well.

does the mission briefing begin with this:

You have ten (10) days remaining on this pre-war patrol. You are in Ticao Passage off of Sarosogon Bay, patrolling portions of the Sibuyan and Visayan Seas, paying particular attention to the passages and straits through the area, especially San Bernardino Strit where it is expected Japanese war movements may come.

4H_Ccrashh
02-06-23, 02:25 PM
No my mission brief is attached.



I think I'm missing a patch.



Going to head to the downloads section.

4H_Ccrashh
02-06-23, 03:37 PM
Doing a dump of SH4/TMO and starting fresh.

I'm going to need some clarity here. I found my :


TriggerMaru_Overhaul_2-5_UpdateBH Revised Final .



I can't find a download with the title :TriggerMaru_Overhaul_2-5_UpdateBH.



So I guess TriggerMaru_Overhaul_2-5_UpdateBH Revised Final is the one I want to start with?



There are also many mods in the new updates that have the same names as mods in the original big TriggerMaru_Overhaul_2-5_UpdateBH Revised Final.


Do I run the first big mod with all of its little "required" mods, then do the same thing and run the newer versions.


It gets confusing when updates start stacking upon one another.

KaleunMarco
02-06-23, 07:31 PM
No my mission brief is attached.



I think I'm missing a patch.



Going to head to the downloads section.

well, when you are done patching, assign yourself mission ID243.
it appears to me to be designed just fine.
the dates line up properly and there is the Marblehead, in the mission editor.
https://i.ibb.co/Zz2Pzhs/Picture0105.jpg

not sure what you experienced, but everything looks kosher to me.
:Kaleun_Salute:

4H_Ccrashh
02-06-23, 09:02 PM
I'm working on sorting out the install.



In your post you said to assign myself mission number "umpty-fratz"


Is that a requirement or will this mission come up in the natural order of the campaign?

Captain Wreckless
02-06-23, 10:47 PM
A prewar mission is to practice against USS Marblehead (light cruiser) in Lingayen Gulf.



Has anyone ever spotted the ship? Nothing on sonar as well.


I've done that mission several times and have never seen the USS Marblehead. I always just cruise around in Lingayan Gulf until I get the completed mission.
I believe this mission is based in fact. I asked BH why I never see the CL and he said it is purely random. You may or may not see her.
Not a big deal IMO.


CW :arrgh!:

KaleunMarco
02-06-23, 11:45 PM
I'm working on sorting out the install.



In your post you said to assign myself mission number "umpty-fratz"


Is that a requirement or will this mission come up in the natural order of the campaign?

lol.

i think being assigned any one mission is a dice-throw.


it is only a requirement if you want to try the Marblehead mission again with your new installation.

Pagan_PL
02-10-23, 09:16 PM
I have a big problem!

In TMO the clock is half way visible on the right side of the screen, when activated. In original game - was on right, left place of the screen. So, in 4K resollution it is completly out of the screen and it is impossible to see it.

Please, tell me if there is any possible fix for this!

Thank You.

KaleunMarco
02-11-23, 12:25 AM
I have a big problem!

In TMO the clock is half way visible on the right side of the screen, when activated. In original game - was on right, left place of the screen. So, in 4K resollution it is completly out of the screen and it is impossible to see it.

Please, tell me if there is any possible fix for this!

Thank You.

Please do not double post.
if you do not have the rights to move your post (bottom right on the post screen), edit it and request that the moderator move it to a different forum/thread.

:Kaleun_Salute:

Captain Wreckless
02-13-23, 09:36 PM
I have a big problem!

In TMO the clock is half way visible on the right side of the screen, when activated. In original game - was on right, left place of the screen. So, in 4K resollution it is completly out of the screen and it is impossible to see it.

Please, tell me if there is any possible fix for this!

Thank You.


I had the same issue and searched the forums for the answer. You have to change a line in your menu_1024_768.ini file. I can't remember what it is 'cuz I lost my notes. If I find it, I'll post it.


In the mean time try searching.


CW :arrgh!:

KaleunMarco
02-14-23, 01:17 PM
has anyone experienced super large savefolders while playing a career-mission?

what i mean is that, a save folder while in port is approx 259 kB.
the first save while playing the mission creates a save folder that is 162MB. (MEGA)
the mission is a pre-war mission out of Cavite with very little ship action from any navy or merchant marine.
it seems as if the largest file being saved is the SaveFile.rep and it continues to grow until it reaches 909 MB and then...CTD.
since the mission has very little ship interaction and no attacks what is being saved in this file that takes up so much memory?

maybe i am asking the wrong question.

let's leave it with my original question: has anyone else experienced this and what did you do to fix it?
:Kaleun_Salute:

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
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&DC_Reset_To_Stock
400 Webster's 300' Underwater Visability for v1.5
500 jimimadrid Torpedos
510 Jimimadrid SubManagement


P.S. i traced the source of the problem to a modified Narwhal.Sim file change. i had bumped the EPropulsion speed from 8.75 to 9 kts and that caused the app to create these huge savefolders, tickling 1 GB.
i have performed this manner of change with other modsets in the past and the only change that was noticed was that my sub went a bit faster underwater.:03:
took me all day to find this and i still cannot explain it. it is what it is, i suppose. another example of fine programming-and-design from UBI.:salute:

jimimadrid
02-14-23, 03:02 PM
I have a big problem!

In TMO the clock is half way visible on the right side of the screen, when activated. In original game - was on right, left place of the screen. So, in 4K resollution it is completly out of the screen and it is impossible to see it.

Please, tell me if there is any possible fix for this!

Thank You.




You have to change following line in the Data\Menu\Menu_1024_768.ini
(Can be done with the normal editor)


Search for [G29 I2]
Change:

Zone= 412 768 234 225 0 1 0x29000000 1.23 0 0x29020000 -1 0 -300 0
to:

Zone= 412 768 234 225 0 1 0x29000000 1.1 0 0x29020000 -1 0 -300 0




Hope this helps.

Belmondo
02-14-23, 11:55 PM
has anyone experienced super large savefolders while playing a career-mission?

what i mean is that, a save folder while in port is approx 259 kB.
the first save while playing the mission creates a save folder that is 162MB. (MEGA)
the mission is a pre-war mission out of Cavite with very little ship action from any navy or merchant marine.
it seems as if the largest file being saved is the SaveFile.rep and it continues to grow until it reaches 909 MB and then...CTD.
since the mission has very little ship interaction and no attacks what is being saved in this file that takes up so much memory?

maybe i am asking the wrong question.

let's leave it with my original question: has anyone else experienced this and what did you do to fix it?
:Kaleun_Salute:

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
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&DC_Reset_To_Stock
400 Webster's 300' Underwater Visability for v1.5
500 jimimadrid Torpedos
510 Jimimadrid SubManagement

Hello, where can i download these mods

KaleunMarco
02-15-23, 11:21 AM
Hello, where can i download these mods

These mods are part of the TMO_BH download zipped file. Find them on Pg 1 of this thread.
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
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&DC_Reset_To_Stock

This mod is in the MODS forum here @Subsum. It was originally built for Ducimus' version of TMO and it seems to work with BH's TMO.
400 Webster's 300' Underwater Visability for v1.5


these two mods can be found in their own threads in this Forum and in the MODS Forum.
500 jimimadrid Torpedos
510 Jimimadrid SubManagement

propbeanie
02-15-23, 04:27 PM
has anyone experienced super large savefolders while playing a career-mission?

what i mean is that, a save folder while in port is approx 259 kB.
the first save while playing the mission creates a save folder that is 162MB. (MEGA)
the mission is a pre-war mission out of Cavite with very little ship action from any navy or merchant marine.
it seems as if the largest file being saved is the SaveFile.rep and it continues to grow until it reaches 909 MB and then...CTD.
since the mission has very little ship interaction and no attacks what is being saved in this file that takes up so much memory? ...

P.S. i traced the source of the problem to a modified Narwhal.Sim file change. i had bumped the EPropulsion speed from 8.75 to 9 kts and that caused the app to create these huge savefolders, tickling 1 GB.
i have performed this manner of change with other modsets in the past and the only change that was noticed was that my sub went a bit faster underwater.:03:
took me all day to find this and i still cannot explain it. it is what it is, i suppose. another example of fine programming-and-design from UBI.:salute:
The sim and cfg file figures should match... plus, if you had instituted the change after starting a career, it might cause issues, since the game runs a combination of Save folder and game folder for the Player's boat... most, but not all of it is in the Save folder... ??
- other than that, who know?? besides, "an SH4" thang...

KaleunMarco
02-15-23, 05:46 PM
The sim and cfg file figures should match... plus, if you had instituted the change after starting a career, it might cause issues, since the game runs a combination of Save folder and game folder for the Player's boat... most, but not all of it is in the Save folder... ??
- other than that, who know?? besides, "an SH4" thang...

yes, i agree and that is why the actions you have listed are table stakes.
they are a pain but they are necessary.
having taken those steps, there is no reasonable explanation for this behavior.
i was doing nothing that i had not successfully done in the past, albeit without the negative effect of superlarge savefolders.
madness.

KaleunMarco
02-16-23, 11:42 AM
BH,

i am driving a Narwhal in the Asiatic Prewar scenario.
i was returning to Cavite and did not pay attention to the MINEFIELD on the Nav Map and bang...found out about the mines.:doh:

the thing is, as we were taking damage and sinking, we were at TC=1 and then...CTD.

i DID search this forum and read about CTD at high TC when encountering mines but nothing with this use case.

any thoughts on the CTD at low TC when encountering mines and their damage?
:Kaleun_Salute:

Captain Wreckless
02-17-23, 08:54 PM
BH,

i am driving a Narwhal in the Asiatic Prewar scenario.
i was returning to Cavite and did not pay attention to the MINEFIELD on the Nav Map and bang...found out about the mines.:doh:

the thing is, as we were taking damage and sinking, we were at TC=1 and then...CTD.

i DID search this forum and read about CTD at high TC when encountering mines but nothing with this use case.

any thoughts on the CTD at low TC when encountering mines and their damage?
:Kaleun_Salute:


I also had a CTD from those peshy mines awhile back. No idea why. I avoid the CTDs now by not hitting the mines. :haha:

KaleunMarco
02-17-23, 10:33 PM
I also had a CTD from those peshy mines awhile back. No idea why. I avoid the CTDs now by not hitting the mines. :haha:

yeah, that's what the MINEFIELD GAP must be for.:doh:

so, we made it through the prewar missions except for the last one which occurred in December. after the Pearl Harbor attack i found myself with a Japanese merchie in the Convoy College. i take a bead on her and sink her.

only, there is no sinking registered and no sunken ship icon.
we surface and up pops a Japanese ship exactly where we left the merchie.
WTF!
there are a couple of explosions, the hard drive rattles a bit and bang...CTD.
so, i guess this version of TMO is off the menu until the wrinkles can be ironed out.
:Kaleun_Salute:

Roger Dodger
02-19-23, 06:18 PM
BubbleHead:

The (v2) README states:

Make sure you have the Large Address Aware (LAA) or 4gb patch installed, if not, sim will CTD.

I have never used these programs before, and have never even heard of them. I never had any problems when using TMO v2.5 + RSRD. Do I really need either or both of them? Also, LAA is for a 32 bit OS/CPU. I have downloaded, but not installed the 4gb patch. I did not D/L the LAA program. Addendum: The README for the 4gb patch clearly states that this 'fix' is for Windows Vista 32bit, and not needed for 64 bit.

My PC is a Windows 10, 64 bit with Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz, 16GB RAM.

I've just started installing this MOD from a CLEAN install of SH4, even downloading a brand new copy of SH4 from Amazon.com/UBI (first un-installing my working copy of SH4, including deleting all registry entries). This question has stopped me cold, so I need an answer soonest.

Thanks so much in advance.

KaleunMarco
02-19-23, 07:04 PM
BubbleHead:

The (v2) README states:

Make sure you have the Large Address Aware (LAA) or 4gb patch installed, if not, sim will CTD.

I have never used these programs before, and have never even heard of them. I never had any problems when using TMO v2.5 + RSRD. Do I really need either or both of them? Also, LAA is for a 32 bit OS/CPU. I have downloaded, but not installed the 4gb patch. I did not D/L the LAA program. Addendum: The README for the 4gb patch clearly states that this 'fix' is for Windows Vista 32bit, and not needed for 64 bit.

My PC is a Windows 10, 64 bit with Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz, 16GB RAM.

I've just started installing this MOD from a CLEAN install of SH4, even downloading a brand new copy of SH4 from Amazon.com/UBI (first un-installing my working copy of SH4, including deleting all registry entries). This question has stopped me cold, so I need an answer soonest.

Thanks so much in advance.

jumping in here and pinch-hitting for BH.....

SH4 is not using your system's 16GB. Probably maxing at 2 MB, possibly less. Keep in mind that SH4 was designed in 2007 and it is running two code sets, an SH3-offshoot for the German Uboat missions and a hybrid code set for the Pacific theatre. Plus, the UBI designers did not design the memory usage very well and so it CTD's when it gets confused on usable memory.

using a 4GB memory enhancer such as LAA or the other one, whose name i cannot remember at the moment, will force SH4 to use up to 4 GB, cutting down on the opportunities of it running out of what it thinks is usable memory and then crashing to the desktop without any error messages.

so, you do not HAVE to use a 4 GB memory aid but it helps, a lot.
i use it for every installation i have for SH4 from Stock through TMO, FOTRSU and Dark Waters. the last two won't really run properly without a 4 GB memory utility. trust me on this.

don't worry about using a 32-bit vs 64-bit LAA...i have never noticed a difference with SH4.

either way, it's your decision.

good luck, Herr Kaleun.
:Kaleun_Salute:

Roger Dodger
02-19-23, 11:13 PM
Thanx for getting back to me so fast. I'll go ahead and install the 4GBPatch. I'm always a little hinkey about installing any program that might change my system - gives me the Willies!

Have a great day!

BritTorrent
03-14-23, 05:42 PM
Hi Bubblehead,

Downloading your mod now, looking forward to trying this out. Been away from SH4 for quite a while and your mod looks like a good 'one stop shop' to get back into it!

A quick question. Does your mod include the OTC mod at all? Does anybody here use that mod with this?

I know they made a version for TMO 2.5, but not sure if it'll be compatible with your additions.

Do I *need* the OTC mod to be able to do manual targeting? I'm still not 100% sure on what exactly that mod does. I just know it seems to be important to use manual targeting and rangefinding correctly.

Nilus11
03-24-23, 04:31 PM
So I'm playing a campaign in mid-1942 with this mod, and after multiple torpedo misses even when I think I have almost perfect data (I do play on full realism with no map contacts, so it's never perfect but I've gotten really close by comparing the TDC's position keeper with visual observations), I made a test single mission in 1942 to see if it's me or the torpedoes. And sure enough, at least half of the torpedoes I fire immediately drop to 60 or so feet. I appreciate the mod being brutally realistic, but is there any way to cope with the depth problem besides playing at a later date or just sucking it up and being prepared to constantly miss? I've learned to mitigate the defective exploder problem somewhat by firing at acute angles, but it seems like most of my torpedoes will also run deep, even when they're set at the very minimum depth.

Also, I read in this thread that having too many save games can be bad for stability. Is it a good idea to routinely clear out the save games folders in Documents/SH4, leaving only the latest save, as I've been doing?

Great mod btw, I especially love how dark the nights are. Every other subsim I've played is far too bright during nighttime, even during a new moon/overcast conditions when it should be pitch black.

KaleunMarco
03-24-23, 04:50 PM
So I'm playing a campaign in mid-1942 with this mod, and after multiple torpedo misses even when I think I have almost perfect data (I do play on full realism with no map contacts, so it's never perfect but I've gotten really close by comparing the TDC's position keeper with visual observations), I made a test single mission in 1942 to see if it's me or the torpedoes. And sure enough, at least half of the torpedoes I fire immediately drop to 60 or so feet. I appreciate the mod being brutally realistic, but is there any way to cope with the depth problem besides playing at a later date or just sucking it up and being prepared to constantly miss? I've learned to mitigate the defective exploder problem somewhat by firing at acute angles, but it seems like most of my torpedoes will also run deep, even when they're set at the very minimum depth.

Great mod btw, I especially love how dark the nights are. Every other subsim I've played is far too bright during nighttime, even during a new moon/overcast conditions when it should be pitch black.

there is a "gameplay" option to negate the "dud" torpedoes but i do not think that the option negates the bad gyros, or the running deep, or the circle runners.

to cure all of the issues, you would need a small mod made for TMO_BH that specifically modifies all of the torpedo defects.

it has been done. :D
:Kaleun_Salute:

Nilus11
03-26-23, 11:56 AM
there is a "gameplay" option to negate the "dud" torpedoes but i do not think that the option negates the bad gyros, or the running deep, or the circle runners.

to cure all of the issues, you would need a small mod made for TMO_BH that specifically modifies all of the torpedo defects.

it has been done. :D
:Kaleun_Salute:

Oh I know how to modify all the torpedo defects in Torpedoes_US.sim, I was just wondering if there was a way to mitigate them in game instead of modifying the files. I took a peek in there and found that the premature detonation/depth keeping problems are mostly solved by mid-1943, leaving the faulty contact detonators as the main problem until late 1943. So I'll just suck it up till then, like the actual skippers had to do. That's when you know you've got a real good simulation: not only are the highs represented, but the lows too! :Kaleun_Mad: After effortlessly sinking hundreds of thousands of tons in vanilla, getting even five digit ton patrols in this mod is far more rewarding.

KaleunMarco
03-26-23, 01:06 PM
Oh I know how to modify all the torpedo defects in Torpedoes_US.sim, I was just wondering if there was a way to mitigate them in game instead of modifying the files. I took a peek in there and found that the premature detonation/depth keeping problems are mostly solved by mid-1943, leaving the faulty contact detonators as the main problem until late 1943. So I'll just suck it up till then, like the actual skippers had to do. That's when you know you've got a real good simulation: not only are the highs represented, but the lows too! :Kaleun_Mad: After effortlessly sinking hundreds of thousands of tons in vanilla, getting even five digit ton patrols in this mod is far more rewarding.

well, then, good luck with the verdampt torpedoes, Herr Kaleun!
:Kaleun_Salute:

Nilus11
03-28-23, 12:07 AM
Another question about duds, are they more likely when targeting warships than merchants? Because in spite of them, I've witnessed a decent number of successful impacts against merchants, while I've fired dozens of torpedoes at warships by now and all of them have been duds. In both cases I only use contact pistols. What's confusing in the torpedoes.sim file is the dud chance based on the torpedo's angle of impact - before it's fixed in late 1943, it apparently has a 99% dud chance with an impact angle between 41 and 110 degrees. If that were the case, I would expect close to zero successful impacts as all of my attacks have been conducted between those angles, but I've still had my fair share of merchant kills.

KaleunMarco
03-28-23, 09:05 AM
Another question about duds, are they more likely when targeting warships than merchants? Because in spite of them, I've witnessed a decent number of successful impacts against merchants, while I've fired dozens of torpedoes at warships by now and all of them have been duds. In both cases I only use contact pistols. What's confusing in the torpedoes.sim file is the dud chance based on the torpedo's angle of impact - before it's fixed in late 1943, it apparently has a 99% dud chance with an impact angle between 41 and 110 degrees. If that were the case, I would expect close to zero successful impacts as all of my attacks have been conducted between those angles, but I've still had my fair share of merchant kills.


the type of ship makes no difference in the performance of the exploder.
with your hit rate using your angle of attack, i would buy a lottery ticket.:yeah:

:Kaleun_Salute:

Laffertytig
04-06-23, 08:38 AM
Hello. I've not played SH4 in a few years and getting that itch again. I've been looking into this mod and checking back through the thread i see there seems to be a fair few ctd issues.

Are these issues maybe being caused by people adding mods on top of tmo (mod soup) or is the mod itself just not very stable?

I'm going be running SH4 on a 70inch wide screen tv and windows 11. Am i going to run into any issues with the resolution?

KaleunMarco
04-06-23, 11:51 AM
Hello. I've not played SH4 in a few years and getting that itch again. I've been looking into this mod and checking back through the thread i see there seems to be a fair few ctd issues.

Are these issues maybe being caused by people adding mods on top of tmo (mod soup) or is the mod itself just not very stable?

I'm going be running SH4 on a 70inch wide screen tv and windows 11. Am i going to run into any issues with the resolution?

TMO 2.5 ala Ducimus and Capn Scurvy is pretty stable. you can play it with or without the RSRD add-on. Also, there are many, many supplementary mods for SH4. when you play TMO 2.5 make sure that you use mods created specifically for TMO 2.5.

TMO ala Bubblehead1980 is an offshoot of TMO 2.5 and the two are not compatible. if you play TMO_BH, you need to use mods made specifically for TMO_BH. one personal comment: i have run into quite a few different CTD's playing this mega-mod. while i enjoyed some of the improvements BH has made, the CTD's were frustrating...for me. others have not had the same experience.

will there be problems with playing SH4 under Win11 and on a 70 inch TV?
probably.
the highest resolution in the game settings is 1910x1080(?) 60 hz. i may be off a bit but i am not at my home PC. so, with that res on a 70 inch monitor, you may see things not seen when using a 23 or 27 inch monitor.
as for Win11, check out the Win11 threads to read what others have experienced and how they resolved their issues.

https://www.subsim.com/radioroom/showthread.php?t=250953
https://www.subsim.com/radioroom/showthread.php?t=249934
https://www.subsim.com/radioroom/showpost.php?p=2835487&postcount=8
https://www.subsim.com/radioroom/showpost.php?p=2801397&postcount=1

propbeanie
04-06-23, 04:06 PM
My computer and SH4 can do 4k, but everything is WAY too small to be usable. 2k isn't so bad, but then after exiting the game, any other windows open at the time will then re-size to twice what they were... also frustrating. There are 4:3, 5:4 and 16:9 proportions available in the game, but other aspects will distort. A 70 inch television on HDMI will give you a good sized image at 1920x1080, but one thing to remember about the TV as opposed to a computer display is the "borders" regions, top, bottom, left & right, and that you will lose screen real estate, and most likely some important aspects, such as the pull-out targeting parts on the periscope and TBT screen, as well as time compression and the clock in the lower right of the screen. That is probably the most irritating aspect of using a TV for your game display, unless you can re-size and or "window" the display, which none of the tellies will do that.

Jeffg
04-07-23, 10:55 PM
I am installing TriggerMaru_Overhaul_2-5_UpdateBHand in the req modes you have listed NavMapmakeoverTMOupdatePatch (Required-Included) but it is not in the files. there is the make over update but not the patch. Where can I find the patch as I am trying to isstall the mods as you have listed in order?

Jeffg

KaleunMarco
04-08-23, 10:03 AM
I am installing TriggerMaru_Overhaul_2-5_UpdateBHand in the req modes you have listed NavMapmakeoverTMOupdatePatch (Required-Included) but it is not in the files. there is the make over update but not the patch. Where can I find the patch as I am trying to isstall the mods as you have listed in order?

Jeffg

there are subfolders in the TMO_BH zip file. the patch is one of those subfolders.

https://i.ibb.co/TPDRzcB/Picture0113.jpg (https://ibb.co/gtbwsyM)

Jeffg
04-08-23, 10:27 AM
Thanks, was just about to reply as I just found the patch.Thanks again

Jeffg

Laffertytig
04-10-23, 04:56 AM
It's been ages since i've done any SH modding so forgive me for maybe asking the obvious here but i remember the exe file had to be modded before with some application to help with memory issues and other bugs (or was that just with SH3?)

i don't see any mention of that on the installation instructions on page 1 of this thread. Is that stuff not required any more?

KaleunMarco
04-10-23, 10:13 AM
It's been ages since i've done any SH modding so forgive me for maybe asking the obvious here but i remember the exe file had to be modded before with some application to help with memory issues and other bugs (or was that just with SH3?)

i don't see any mention of that on the installation instructions on page 1 of this thread. Is that stuff not required any more?

jumping in here....

it is strongly recommended that a player uses a 4GB enabler such as Large Address Aware (LAA) with any installation of SH4, even Stock.
look in the MODS Forum here and you will find it.
Good Luck!
:Kaleun_Salute:

Laffertytig
04-11-23, 04:48 AM
Do i need the 4gb enabler if i'm running windows 11 64 bit? On the download page it seems to suggest i don't.

KaleunMarco
04-11-23, 10:28 AM
Do i need the 4gb enabler if i'm running windows 11 64 bit? On the download page it seems to suggest i don't.

it is strongly recommended that a player uses a 4GB enabler such as Large Address Aware (LAA) with any installation of SH4, even Stock.:ping:

Win11, Win10, Win7 makes no difference to SH4. it was designed under Win-XP and the designers never considered using more than 1 or 2 GB of memory. the 4GB utility enables the use of more memory during play which SH4 dearly needs.

Laffertytig
04-11-23, 11:24 AM
Cool just wanted to confirm that

Cheers

Laffertytig
04-13-23, 02:21 PM
1st patrol completed from fremantle in mid 42 without any issues or ctd's happy days.

That's apart from those damn m14 torpedos! i must have had at least 8 torps all run deep below ships even with the shallow settings.

i'm aware of the issues these torpedo's has up until 43 so think i'l try the m10's and see how i go.

Couple of questions,

I play with manual targeting and no map contacts but i do miss having the sonar lines while trying to evade destroyers, any mods available that mod back in the sonar lines?

Also, the recognition book doesn't give ship length, any mods that add that info?

propbeanie
04-13-23, 03:17 PM
I cannot think of a mod with the lines, but the files are "ContLine.dds" and "DashLine.dds" in the Data \Menu \Gui folder. However, if you are using the game's menu choice of No Map Contacts, then that "blanks" them, though I do not know how... Look in that folder now before you do anything, and see if maybe the game makes the files empty. If they do, then you can just replace them. If they are not in the folder, same difference, just put files with the lines in there. However, if they are "turning them off" internally, then I do not know to get around that... unless - use a blank file for all of the ship and plane "shp" files, and turn map contacts back on. With the blank shp files, you'll not see the contacts, but you will have the lines... eh - rats, there are those "zoomed-in" "Unit*" files also... in the Data \Menu \Gui \Units folder... you'll have to "blank" those also.

As for the Ship Length figures, the game does not use those. CapnScurvy's Optical Targeting Correction (OTC) (https://www.subsim.com/radioroom/downloads.php?do=file&id=4051) mod did alterations to the RecMan in the menu_1024_768.ini file, and displayed the figures. We are attempting to enable that particular aspect of OTC in FotRSU, and if Bubblehead1980 wants to, he could copy off of us to put it in TMO_BH, though the menu_1024_768.ini file is quite complex and scary to work on... In the meantime, you could try CapnScurvy's mod for TMO 2.5, and see if it will work in Bubblehead's version. I can't think of any reason why it wouldn't, but you never know... :salute:

KaleunMarco
04-13-23, 06:49 PM
1st patrol completed from fremantle in mid 42 without any issues or ctd's happy days.

That's apart from those damn m14 torpedos! i must have had at least 8 torps all run deep below ships even with the shallow settings.

i'm aware of the issues these torpedo's has up until 43 so think i'l try the m10's and see how i go.

Couple of questions,

I play with manual targeting and no map contacts but i do miss having the sonar lines while trying to evade destroyers, any mods available that mod back in the sonar lines?

Also, the recognition book doesn't give ship length, any mods that add that info?



I cannot think of a mod with the lines, but the files are "ContLine.dds" and "DashLine.dds" in the Data \Menu \Gui folder. However, if you are using the game's menu choice of No Map Contacts, then that "blanks" them, though I do not know how... Look in that folder now before you do anything, and see if maybe the game makes the files empty. If they do, then you can just replace them. If they are not in the folder, same difference, just put files with the lines in there. However, if they are "turning them off" internally, then I do not know to get around that... unless - use a blank file for all of the ship and plane "shp" files, and turn map contacts back on. With the blank shp files, you'll not see the contacts, but you will have the lines... eh - rats, there are those "zoomed-in" "Unit*" files also... in the Data \Menu \Gui \Units folder... you'll have to "blank" those also.

As for the Ship Length figures, the game does not use those. CapnScurvy's Optical Targeting Correction (OTC) (https://www.subsim.com/radioroom/downloads.php?do=file&id=4051) mod did alterations to the RecMan in the menu_1024_768.ini file, and displayed the figures. We are attempting to enable that particular aspect of OTC in FotRSU, and if Bubblehead1980 wants to, he could copy off of us to put it in TMO_BH, though the menu_1024_768.ini file is quite complex and scary to work on... In the meantime, you could try CapnScurvy's mod for TMO 2.5, and see if it will work in Bubblehead's version. I can't think of any reason why it wouldn't, but you never know... :salute:

jumping here...which i hate to do once PB launches into one of his explanations....:03:

i am speaking from experience here.

Ducimus/Scruvy's TMO 2.5 mods are no longer compatible with TMO_BH. BH has made many modifications to the TMO set of files and it is no longer safe to go into that water. :D you can try to mix TMO and BH mods but it inevitably leads to the land of CTD.

when using the Gameplay Option of No Map Contacts, SH4 manipulates a set of game-time options that turn off certain icons without touching the various files within the game folders themselves.

I cannot conceive of a way that one cannot play with both No Map Contents and set a mod-condition where one could see sonar/radar scan lines unless...... you created yourself a mod that removed all ship and sub .dds and .tga from every ship subfolder in \Data\Sea and then played with No Map Update turned off, you might get to see the sensor lines and not the ship icons.
once or twice, i tried to remove files via JSGME but i could not figure it out. Maybe PB knows how to use JSGME to remove files via modding. Suffice it to say, task of creating that "ship icon removal" mod would be truly laborious.

i do not use the Ship Recognition Manual in TMO_BH so i cannot help you there.

:Kaleun_Salute:

Laffertytig
04-14-23, 01:33 AM
Thanks for the info guys.

I've not encountered a pack of dd's yet but i would imagine it would be way more difficult avoiding them all without seeing those sonar lines.

I'm curious about you saying you don't use the recognition manual in TMO_BH though, isn't that a necessary tool for manual targeting? Target speed for one thing, i've just been using the auto estimate button instead.

Laffertytig
04-14-23, 02:45 AM
I guess i spoke to soon about bugs. I'm driving a porpoise and now at the start of my 2nd patrol i'm unable to switch on my surface radar.

I've done a bit of forum searching and this looks to be related to a conning tower upgrade i received. I've ran the SH4 validator tool as admin and ran into a pile of errors. my SH4 file path is D:\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition

I've got no clue what to do at this point, would someone be very kind and take a look at the log file to see what the issue may be? I'm unable to upload the txt file due to size so i'l just post the errors. There are a bunch of ignores as well not sure if they are relevant. I have attached a text file of my mod list which i installed as per the instructions.


Classes errors:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Air\AFB_Spitfire Mk.Vc\AFB_Spitfire Mk.Vc.eqp does not contain sequentially ordered entries (found duplicate [Equipment 17]) @ line number 86

Classes ignores:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_LargeTurret\LCD_LargeTurret. eqp ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_LargeTurret\LCD_LargeTurret. sns ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_MediumTurret\LCD_MediumTurre t.eqp ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_MediumTurret\LCD_MediumTurre t.sns ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Ordnance\AntiSubNet\AntiSubNet.sns ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Ordnance\Minefield\Minefield.sns ignored

DefSide errors:
no errors

DefSide ignores:
no ignores

Campaign errors:
:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Campaigns\Campaign\PatrolObjectives\S peOps_Yap_Recon\SpeOps_Yap_Recon.mis:
no errors

Campaign ignores:
:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Campaigns\Campaign\PatrolObjectives\S peOps_Yap_Recon\SpeOps_Yap_Recon.mis:
no ignores

Saved campaign errors:
not coded thus not checked

Saved campaign ignores:
not coded thus not checked

KaleunMarco
04-14-23, 03:51 PM
I guess i spoke to soon about bugs. I'm driving a porpoise and now at the start of my 2nd patrol i'm unable to switch on my surface radar.

I've done a bit of forum searching and this looks to be related to a conning tower upgrade i received. I've ran the SH4 validator tool as admin and ran into a pile of errors. my SH4 file path is D:\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition

I've got no clue what to do at this point, would someone be very kind and take a look at the log file to see what the issue may be? I'm unable to upload the txt file due to size so i'l just post the errors. There are a bunch of ignores as well not sure if they are relevant. I have attached a text file of my mod list which i installed as per the instructions.



yeah...about that list....resolving those errors is a long, winding, and dark hole.

back to the porpoise-radar issue...
Porpoise will start the war with SD (air) radar and be eligible for SJ (surf) June 1942. Is your game calendar past June of 1942?


lastly...thank you for including your modlist. next time you want to post your modlist, Open JSGME, click Tasks, Export, To Clipboard. then open your post here at Subsim, and use Ctrl+v to paste the list into your post. this is easier than saving and attaching a text file.

:Kaleun_Salute:

Laffertytig
04-14-23, 05:26 PM
Yeah i can imagine. On a positive note though are are only a few and none seem related to this conning tower issue.

I done more forum digging and found a conning tower fix pdf but still not sure if that will fix the issue or what the downsides to it are or is that the fix that everyone else has used as i don't see many posts about this issue?

The career started in June 6th 1942, i got back to base at the end of june and the current date is 7th July. I deleted the saves i had made before docking so the only save i have is in port and after the upgrade happened so i assume the fix above wouldn't save this career?

Also, is this just a TMO issue or do all major mods have this issue?

Captain Wreckless
04-23-23, 12:37 AM
Thanks for the info guys.

I've not encountered a pack of dd's yet but i would imagine it would be way more difficult avoiding them all without seeing those sonar lines.


Wait until you do early war missions in the PI. There is a DD breeding ground in the Babuyan Channel north of Luzon. I counted 35 there once. :D



CW
:arrgh!:

1Patriotofmany
05-02-23, 05:04 PM
Thank you BubbleHead for Darker nights! Much more interesting to get inside a convoy on the surface.

E5USMC
06-03-23, 07:08 PM
I just got back in the SH4 after a few years away. I have it loaded on my laptop for over 10 years and have played it with TMO since it came out.

I know have a super nice desktop that I decided to load it on. I tired Fall of the Rising Sun but could never get past the CTD I was constantly getting when starting the campaign missions from outside the base so I moved back to TMO Update BH and so far so good. I took all the add on mods in TMO and installed them as well. It took me a few adjustments to make it happy but all seems well so far. I’d do have a few questions on somethings I remember that I’m not seeing

1. Wasn’t there a mod that installed the historic shipping lanes for the pacific ?

2. I thought I remembered in the map when you zoomed in close enough to your boat you got a circle with marked distances in 100 yard increments. Was that removed.

3. Is there any fix if running 4k to make the gauges, dials, buttons, etc… bigger to be readable or is it best to just go back to 1980 setting

Also, I was a member a long time back but no longer had the email to get my old sign in back so that’s why I have a new name……was ASO544

Thanks !!!

KaleunMarco
06-03-23, 09:10 PM
I just got back in the SH4 after a few years away. I have it loaded on my laptop for over 10 years and have played it with TMO since it came out.

I know have a super nice desktop that I decided to load it on. I tired Fall of the Rising Sun but could never get past the CTD I was constantly getting when starting the campaign missions from outside the base so I moved back to TMO Update BH and so far so good. I took all the add on mods in TMO and installed them as well. It took me a few adjustments to make it happy but all seems well so far. I’d do have a few questions on somethings I remember that I’m not seeing

welcome back to SH4. sorry you had troubles with FOTRSU as it is a great mega mod. Are you running with a 4GB memory enabler, such as Large Address Aware? you will need it for mods like FOTRSU as well as TMO_BH.


1. Wasn’t there a mod that installed the historic shipping lanes for the pacific ?
you are remembering Run Silent Run Deep (RSRD). it was an add-on to Stock, GFO, as well as the original TMO (2.5 vs BH). RSRD reconfiged the shipping routes to mimic the actual IJN routes. Not sure it is compatible with TMO_BH. send a PM to Bubblehead1980 and ask him.

2. I thought I remembered in the map when you zoomed in close enough to your boat you got a circle with marked distances in 100 yard increments. Was that removed.
you are remembering the 3000 meter bearing plotter. they are still around and available for d/l in the MODS forum.

3. Is there any fix if running 4k to make the gauges, dials, buttons, etc… bigger to be readable or is it best to just go back to 1980 setting

i am sure there is a mod for larger gauges. what i am not sure is whether it is compatible with TMO_BH. you have to read the support doc for TMO_BH on page 1 of that thread and then read the support doc of the gauge mod. you might want to check out jimimadrid's recent user interface mods. they change a lot of the menu graphics. there may be one that shows larger gauges.

Also, I was a member a long time back but no longer had the email to get my old sign in back so that’s why I have a new name……was ASO544

send a PM to Onkel Neal.

Thanks !!![/QUOTE]

wildvanisle
06-07-23, 11:30 AM
Anyone got tips to prevent CTDs in this mod? They seem to happen somewhat randomly, whether im on the Navmap at high time compression or just evading some DDs after attacking a convoy at 1x time compression.

SH4:Uboat Missions is installed outside of program files and I've used LAA to allow the program to use more memory. Thanks :salute:

Aktungbby
06-07-23, 11:34 AM
wildvanisle!:Kaleun_Salute: & E5USMC!:Kaleun_Salute:

KaleunMarco
06-07-23, 02:41 PM
Anyone got tips to prevent CTDs in this mod? They seem to happen somewhat randomly, whether im on the Navmap at high time compression or just evading some DDs after attacking a convoy at 1x time compression.

SH4:Uboat Missions is installed outside of program files and I've used LAA to allow the program to use more memory. Thanks :salute:

many of us suffer from these, seemingly random, CTD's when playing TMO_BH.

try turning off Event Camera. that may help.
do you know where that option is?

propbeanie
06-07-23, 03:13 PM
Anyone got tips to prevent CTDs in this mod? They seem to happen somewhat randomly, whether im on the Navmap at high time compression or just evading some DDs after attacking a convoy at 1x time compression.

SH4:Uboat Missions is installed outside of program files and I've used LAA to allow the program to use more memory. Thanks :salute:
Did you delete the Save folder (C:\Users \UserName \Documents \SH4) prior to starting the TMO-modded game? If not, you have a mix of whatever you had before, and TMO_BH. You could also use MultiSH4v1.5 and create a new Save folder with your own 3-character name.

wildvanisle
06-07-23, 07:02 PM
many of us suffer from these, seemingly random, CTD's when playing TMO_BH.

try turning off Event Camera. that may help.
do you know where that option is?

Yes, it is off. I play at 100% realism so event cam, external cam etc are all off. Thanks for your help though!

Bartholomew Roberts
06-15-23, 09:41 PM
I play with TMO Update BH V2.0 +OTC for TMO 2.5 .
Started prewar S18 Career. Get exersice mission, went there , target ship do not show up. I went further south to the shore, nothing there
Find the mission file, it shows the target loops waypoints and does not dissappear. So where is the ship?

https://img1.imgtp.com/2023/06/16/nZFszsmy.jpg
https://img1.imgtp.com/2023/06/16/yn84yETN.jpg
https://img1.imgtp.com/2023/06/16/RkWX2IBN.jpg
https://img1.imgtp.com/2023/06/16/bwqLrXZl.jpg

Captain Wreckless
06-23-23, 09:51 PM
I play with TMO Update BH V2.0 +OTC for TMO 2.5 .
Started prewar S18 Career. Get exersice mission, went there , target ship do not show up. I went further south to the shore, nothing there
Find the mission file, it shows the target loops waypoints and does not dissappear. So where is the ship?

https://img1.imgtp.com/2023/06/16/nZFszsmy.jpg
https://img1.imgtp.com/2023/06/16/yn84yETN.jpg
https://img1.imgtp.com/2023/06/16/RkWX2IBN.jpg
https://img1.imgtp.com/2023/06/16/bwqLrXZl.jpg


I've played that mission several times and the Marblehead has never shown up. Just cruise around in the area, it will complete.



CW :arrgh!:

KaleunMarco
06-24-23, 07:40 AM
I play with TMO Update BH V2.0 +OTC for TMO 2.5 .
Started prewar S18 Career. Get exersice mission, went there , target ship do not show up. I went further south to the shore, nothing there
Find the mission file, it shows the target loops waypoints and does not dissappear. So where is the ship?

Bart,

although the directions lead one to believe that contact with the target must be made AND the target ship appears in the mission specs, for some unknown reason it does not appear in the game.

as C.Wreckless posted: just cruise around a while and the objective will complete.

that is because there are only two objectives for this mission and they are both patrol-time objectives. one in Lingayen Gulf and the other in the Gulf of Tonkin. the mission directive-text gets one focused on playing war games with the two friendlies but in reality it is a 72 hour area patrol.

personally, i have looked at the mission and cannot figure out why the stupid ship does not appear. if i do i will post the solution.

p.s. i reviewed this mission (again) and, in an effort to find the problem, i made two adjustments. i added an RGG in the same approximate area as the original Group of Two and i changed the Start Date parm of the mission to 1/1/1938. The RGG was added to see if it would react differently than the Group.

when the mission was executed, the Group spawned as expected but was not detectable. THAT is unexplainable at this time.

the RGG, which should have spawned when the Group spawned, did not spawn until we had been on patrol in the area for a while. since this was unexpected, it was not tracked. the RGG moved around according to its definition but, like the Group, it remained undetectable.

the term undetectable means that the crew did not detect their presence when they were in close proximity to our boat. no 'contact' warnings were announced.

:Kaleun_Salute:

propbeanie
06-24-23, 01:05 PM
I play with TMO Update BH V2.0 +OTC for TMO 2.5 .
Started prewar S18 Career. Get exersice mission, went there , target ship do not show up. I went further south to the shore, nothing there
Find the mission file, it shows the target loops waypoints and does not dissappear. So where is the ship?

pic
pic
pic
https://img1.imgtp.com/2023/06/16/bwqLrXZl.jpg
I've played that mission several times and the Marblehead has never shown up. Just cruise around in the area, it will complete.

Possible clue there in the Group header, where it has "EvolveFromEntryDate=true". What that does is it puts the ship wherever it would be on the date your boat enters the game. Not seen, but surmised is the last Waypoint (6??). It looks like it is set to Loop to Waypoint 1, correct? Make certain it is set to 100% of the time. If it is set below 100%, the group will take off across the ocean in a straight line beyond Waypoint 1. Also, in the TMO files, the CLOmaha is not a "complete" ship, and relies on the Stock game's binary files, so look in your Sea NCL_Omaha folder and make certain all of the files are there. You should also make certain there is enough space between the Omaha and its escort ship, allowing at least 1000 yards between them, because the escort will do patrolling "knuckles", and it will need plenty of room to avoid the Omaha going into collision avoidance and then neither of them maintaining formation. You can also delete the lines SecondsUntilReport=-21.501501, HighPrioContact=false, TacticalUnit=false, AvailStartDate=19380101, AvailEndDate=194531, since they are not neeeded by the game. Anytime you run the Mission Editor though, it will put those last four lines back in.


Bart,

although the directions lead one to believe that contact with the target must be made AND the target ship appears in the mission specs, for some unknown reason it does not appear in the game.

as C.Wreckless posted: just cruise around a while and the objective will complete.

that is because there are only two objectives for this mission and they are both patrol-time objectives. one in Lingayen Gulf and the other in the Gulf of Tonkin. the mission directive-text gets one focused on playing war games with the two friendlies but in reality it is a 72 hour area patrol.

personally, i have looked at the mission and cannot figure out why the stupid ship does not appear. if i do i will post the solution.

p.s. i reviewed this mission (again) and, in an effort to find the problem, i made two adjustments. i added an RGG in the same approximate area as the original Group of Two and i changed the Start Date parm of the mission to 1/1/1938. The RGG was added to see if it would react differently than the Group.

when the mission was executed, the Group spawned as expected but was not detectable. THAT is unexplainable at this time.

the RGG, which should have spawned when the Group spawned, did not spawn until we had been on patrol in the area for a while. since this was unexpected, it was not tracked. the RGG moved around according to its definition but, like the Group, it remained undetectable.

the term undetectable means that the crew did not detect their presence when they were in close proximity to our boat. no 'contact' warnings were announced.

:Kaleun_Salute:
The ship is set to Neutral by default with the "Side=0" line, or 'friendly' with a "1", but you're both neutral prior to 19411207. The game should report sonar or radar contacts (if appropriate) and ship spotted, but once spotted, will not report sonar contact unless you submerge and can no longer "see" the ship. You guys could also try setting the ship to report its position after every 30 minutes, and try to see what it is doing...

KaleunMarco
06-24-23, 02:09 PM
Possible clue there in the Group header, where it has "EvolveFromEntryDate=true". What that does is it puts the ship wherever it would be on the date your boat enters the game. Not seen, but surmised is the last Waypoint (6??). It looks like it is set to Loop to Waypoint 1, correct? Make certain it is set to 100% of the time. If it is set below 100%, the group will take off across the ocean in a straight line beyond Waypoint 1.

i always thought that the EvolveFromEntryDate parm tracked the version of the Unit from its birth through its "evolution" as a unit, as game time progressed. i never once thought it would mean evolve its position in the game. :hmmm::timeout:

Also, in the TMO files, the CLOmaha is not a "complete" ship, and relies on the Stock game's binary files, so look in your Sea NCL_Omaha folder and make certain all of the files are there. You should also make certain there is enough space between the Omaha and its escort ship, allowing at least 1000 yards between them, because the escort will do patrolling "knuckles", and it will need plenty of room to avoid the Omaha going into collision avoidance and then neither of them maintaining formation.

i thought this might be a problem also, however, in TMO_BH, the Omaha has just as many \Sea-folder files as any other CL, IJN or US.

i DID notice that in the Roster file (Omaha.cfg) that \Sea\Omaha.TGA files are referenced however there are NO corresponding TGA files in the \Sea\NCLOmaha folder. there are several sets of DDS graphic files, however. i do not think this is the issue in this particular problem.


The ship is set to Neutral by default with the "Side=0" line, or 'friendly' with a "1", but you're both neutral prior to 19411207. The game should report sonar or radar contacts (if appropriate) and ship spotted, but once spotted, will not report sonar contact unless you submerge and can no longer "see" the ship. You guys could also try setting the ship to report its position after every 30 minutes, and try to see what it is doing...

neither the RGG nor the Group is spotted. by anyone. at any time.
and i did set the Report Position to 10 prior to my last run, which may have aided the appearance of the group/RGG icons.

i still cannot figure out why there is no second spawn when we are in close proximity to the group/RGG.

You can also delete the lines SecondsUntilReport=-21.501501, HighPrioContact=false, TacticalUnit=false, AvailStartDate=19380101, AvailEndDate=194531, since they are not neeeded by the game. Anytime you run the Mission Editor though, it will put those last four lines back in.

BTW, setting High Priority Contact to true will cause the game to mark the group/RGG with a huge, visible icon, once it spawns. i've tested that before.

KaleunMarco
06-24-23, 02:37 PM
continuing the discussion.....

in this first shot, you can see that we are approx 3000 yds from the MarbleHead Task Group and yet there is no second spawn of individual ships and therefore none of the ships is detected by either the Watch Crew or the Sonar crew.

https://i.ibb.co/pfdjwc6/SH4-Img-2023-06-24-14-25-49-810.png (https://ibb.co/F5z432k)

in the second shot, we are within approx 3000 yds of the RGG i created with the exact same ships as the Group above and there is no second spawn, no detection by the crew or our sensors.

https://i.ibb.co/Qjbhfg6/SH4-Img-2023-06-24-14-26-56-921.png (https://ibb.co/BKzvtpg)

KaleunMarco
06-24-23, 02:52 PM
continuing the discussion.....

in this first shot, you can see that we are approx 3000 yds from the MarbleHead Task Group and yet there is no second spawn of individual ships and therefore none of the ships is detected by either the Watch Crew or the Sonar crew.

https://i.ibb.co/pfdjwc6/SH4-Img-2023-06-24-14-25-49-810.png (https://ibb.co/F5z432k)

in the second shot, we are within approx 3000 yds of the RGG i created with the exact same ships as the Group above and there is no second spawn, no detection by the crew or our sensors.

https://i.ibb.co/Qjbhfg6/SH4-Img-2023-06-24-14-26-56-921.png (https://ibb.co/BKzvtpg)

i created another RGG, this one is IJN merchies (Momoyama Maru aka Hog Island Freighter) that i know appear during game play.
yet, they perform the same as the US warship groups.
https://i.ibb.co/XFxHHqv/SH4-Img-2023-06-24-14-47-24-735.png (https://ibb.co/SVwSSz9)

the problem has to be rooted in the way the game treats neutrals during prewar dates.
i changed the date of the Pre-War Asiatic 02 mission to December 9 1941, created a new boat based in Cavite, then assigned the Pre-war (now December 1941) mission to the new boat.
Bingo, the Marblehead and its escort now spawn as expected.
https://i.ibb.co/VqFSfVJ/SH4-Img-2023-06-24-15-08-06-751.png (https://ibb.co/KrtqT6b)

at least this proves that the game is prejudiced during the pre-war time frame in the Pacific in the way it manages groups/RGGs.
i suspect that if we designed an August 1939 pre-war mission for Dark Waters that the game would react similarly.

propbeanie
06-24-23, 03:25 PM
When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?

Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away.

Also, don't forget that the game only uses one sensor at a time...

KaleunMarco
06-24-23, 03:45 PM
When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?

...not during the peacetime dates when we are all neutrals.

Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away.

Also, don't forget that the game only uses one sensor at a time...

no sensor detected ships during peacetime. the groups just came-and-went on their own. no second spawn of individual ships.

during wartime, there was a second spawn and individual ships were spawned and detected....i cannot remember the message. i think they were visually detected.

Bartholomew Roberts
06-25-23, 04:10 AM
...not during the peacetime dates when we are all neutrals.



no sensor detected ships during peacetime. the groups just came-and-went on their own. no second spawn of individual ships.

during wartime, there was a second spawn and individual ships were spawned and detected....i cannot remember the message. i think they were visually detected.

So the problem seem to be related to the game code and could not to be solved, and the TMO team didn't notice it from the beginning. As they stop updating, it lasts there forever. Interesting discovery, well down.

I'm now trying to make OTC compatible with TMO_BH_2.0 and Fleetboat_Interior, anyone knows how to upload patch mod to Subsim? I've PM Onkel Neal but got no respond.:Kaleun_Salute:

Bartholomew Roberts
06-25-23, 04:51 AM
When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?

Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away.

Also, don't forget that the game only uses one sensor at a time...
And I found the game won't TC 1 spotting Friendly units, or Receive Contact message, I always notice the contact 2 hours afterwards, despite I've already set RadioReport=1. But it does TC 1
while receiving news massage.:)

KaleunMarco
06-25-23, 10:23 AM
So the problem seem to be related to the game code and could not to be solved, and the TMO team didn't notice it from the beginning. As they stop updating, it lasts there forever. Interesting discovery, well down.

I'm now trying to make OTC compatible with TMO_BH_2.0 and Fleetboat_Interior, anyone knows how to upload patch mod to Subsim? I've PM Onkel Neal but got no respond.:Kaleun_Salute:

neal will get back to you.
it's summer. people go outside. :03:

KaleunMarco
06-25-23, 10:34 AM
And I found the game won't TC 1 spotting Friendly units, or Receive Contact message, I always notice the contact 2 hours afterwards, despite I've already set RadioReport=1. But it does TC 1
while receiving news massage.:)

yes, what you have discovered is true.

when you are cruising the Pacific on your way to your patrol zone at TC=1024, non-threatening ships will not take you out of high TC unless you are about to collide with them. and then, sometimes, by the time the game slows and lets you know, you might be too late to avoid that collision. that is why some of us recommend that TC should never go higher than 1024. at that setting, every second of real time is 17 minutes of game time. a lot can happen in 17 minutes. from 1024 to 2048, the rate is doubled to one second equates to 34 minutes of game time etc, etc, etc.

also, contact messages will not take you out of high TC...and when you come off of high TC, your may hear one or more reports that were not given to you because of high TC. this is also true of responses to your commands to the crew.

radio messages are different. for each radio message there is an indicator as to whether the message is important enough to break TC to 1. the modder determines that when he builds the message stack.

Bartholomew Roberts
06-26-23, 01:33 AM
yes, what you have discovered is true.

when you are cruising the Pacific on your way to your patrol zone at TC=1024, non-threatening ships will not take you out of high TC unless you are about to collide with them. and then, sometimes, by the time the game slows and lets you know, you might be too late to avoid that collision. that is why some of us recommend that TC should never go higher than 1024. at that setting, every second of real time is 17 minutes of game time. a lot can happen in 17 minutes. from 1024 to 2048, the rate is doubled to one second equates to 34 minutes of game time etc, etc, etc.

also, contact messages will not take you out of high TC...and when you come off of high TC, your may hear one or more reports that were not given to you because of high TC. this is also true of responses to your commands to the crew.

radio messages are different. for each radio message there is an indicator as to whether the message is important enough to break TC to 1. the modder determines that when he builds the message stack.

I've done with the patch and it's save compatible with TMO_BH , now I want to kown how to visualize the camera position by soft, the interior mod disabled conning tower camera and radio room camera. I think reposition camera would bring these two functions back.

Mouse
07-07-23, 10:24 PM
neal will get back to you.
it's summer. people go outside. :03:

What is this "outside" you mention? And summer is evil

KaleunMarco
07-08-23, 10:55 AM
What is this "outside" you mention? And summer is evil

lol.
what are you a cave-troll from Tolkien?

Kal_Maximus_U669
07-08-23, 11:25 AM
:har::har::har:
https://media.tenor.com/XqbQaAZdrK0AAAAM/troll.gif
now inside

KaleunMarco
07-08-23, 05:21 PM
:har::har::har:
https://media.tenor.com/XqbQaAZdrK0AAAAM/troll.gif
now inside

too funny, mon ami.
:Kaleun_Cheers:

pillow142
07-15-23, 07:11 PM
Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.

Captain Wreckless
07-18-23, 02:38 AM
Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.


I've completed it several times. IIRC, just wait for the raft to pass the Sampan, and then you can lock onto the raft.

propbeanie
07-19-23, 09:39 PM
Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.
You have to be surfaced, of course, and you have to be on the full Bridge menu. In other words, you need to see the TBT button, as well as (most importantly) the lifesaver ring on the menu buttons. Once you have those, use the binocular to "look at" the raft or survivor. A yellow plus sign ( + ) in the binocular is your center target. When it turns "red", then you can initiate the "rescue" by clicking that lifesaver ring menu icon button. This is definitely frustrating in rough seas. You also have to be in close enough that your crew identifies the raft as "Ship spotted!", and the icon on the NavMap then turns into a liferaft icon, and is rescuable... It is easiest to approach the rescue from a mostly bow-on attitude, with the raft or survivor just to the left of center. your up-down movement of the boat is not as severe as the side-to-side can be when attempting a rescue broadside. You should also be doing either All Stop or at most Ahead One Third. :salute:

Foffy
07-20-23, 09:02 AM
Hello everyone! Apologies if this is a silly thing to ask, but I wanted to make sure I installed this mod properly. To my knowledge, the mod should include a pre-war timeframe that isn't the December 1941 start date, correct? If so, I am not seeing this when I have the mods compiled in JSGME. When I start a new career I am given the default start date.

These are the mods I have compiled in JSGME and their order.
- Trigger Maru Overhaul 2.5 UpdateBH V2.0
- NMMO Patch TMO Update V2.0
- Nav Map Make-Over TMO Update 2.0
- EAX_Clang_Splash_Dud for TMO Update
- Radio Message TMO Update 2.0
- BBPearlHarbor Pre War TMO
- Pre-PearlHarborPatch TMO Update V2.0

Have I missed something here? I presume the last two are the important ones when wanting to start at an earlier start date. Apologies if I've missed something supremely obvious here. I have the JSGME executable and config in the SH4 folder and I presume this is enough to link it to the game executable.

Aktungbby
07-20-23, 10:04 AM
Foffy!:Kaleun_Salute: "castlevania"?! :yeah: EDIT & pillow142!:Kaleun_Salute:

Bartholomew Roberts
07-21-23, 07:09 AM
Hello everyone! Apologies if this is a silly thing to ask, but I wanted to make sure I installed this mod properly. To my knowledge, the mod should include a pre-war timeframe that isn't the December 1941 start date, correct? If so, I am not seeing this when I have the mods compiled in JSGME. When I start a new career I am given the default start date.

These are the mods I have compiled in JSGME and their order.
- Trigger Maru Overhaul 2.5 UpdateBH V2.0
- NMMO Patch TMO Update V2.0
- Nav Map Make-Over TMO Update 2.0
- EAX_Clang_Splash_Dud for TMO Update
- Radio Message TMO Update 2.0
- BBPearlHarbor Pre War TMO
- Pre-PearlHarborPatch TMO Update V2.0

Have I missed something here? I presume the last two are the important ones when wanting to start at an earlier start date. Apologies if I've missed something supremely obvious here. I have the JSGME executable and config in the SH4 folder and I presume this is enough to link it to the game executable.
Pre-PearlHarborPath don't affect start time, you start June 1941 anyway.
You may need AAtodekguns+Radio and GatoLadder3 to have more feature.
I think Radio Message TMO Update 2.0 is unnecessary as it's the default one. Other message mods are needed if you start up away from US land.

Spicy tuna
07-23-23, 10:16 AM
This mod is actually awesome, its finally difficult to fight the IJN fully too difficult unfortunately. Ive yet to be able to get away from destroyers. what are the tips to get away. ive been doing early war sargo run, i can evade depth charges for hours but i cant slip away so they eventually get lucky.

Any advice is appreciated, thanks.

KaleunMarco
07-24-23, 11:42 AM
This mod is actually awesome, its finally difficult to fight the IJN fully too difficult unfortunately. Ive yet to be able to get away from destroyers. what are the tips to get away. ive been doing early war sargo run, i can evade depth charges for hours but i cant slip away so they eventually get lucky.

Any advice is appreciated, thanks.

the key to escaping is to vary your speed, depth and course. think three dimensionally.

other things to consider for successful escape:

don't ever sink all merchies in a convoy otherwise the escorts will have no reason to leave the area other than to hunt you...and i do not believe that they have fuel restrictions.

one or more escorts will mill around where you have successfully sunk a merchie. i suspect that this activity emulates picking up survivors however if you are detected in that area, escorts will steam right through any/all lifeboats in an effort to sink you.

plan your escape before you attack. the best avenues will be in the direction that the convoy came from...or in that general direction. the escorts have no set path in searching for you but, in general, they will continue on the same path as they steaming, before you attacked.

good luck, Herr Kaleun.
:Kaleun_Salute:

Foffy
07-26-23, 02:26 AM
Pre-PearlHarborPath don't affect start time, you start June 1941 anyway.
You may need AAtodekguns+Radio and GatoLadder3 to have more feature.
I think Radio Message TMO Update 2.0 is unnecessary as it's the default one. Other message mods are needed if you start up away from US land.

When I launch a campaign with the 1941 year, I am launching with the default start date. What precisely do I need to do to get the pre-Pearl Harbor start date? I am starting in December, not June, so something isn't working.

In case I've overlooked something else, a few other things to note
- I am on 1.15 via Steam
- I have JGSME in the root folder to the game with the mods mentioned in my previous post in that specific order
- I have not changed any compatibility modes regarding the executable (I'm on Windows 10, changing this fixed issues I had with SH3 but I wouldn't know which to go with for this game)

I've set up GXW OneAlex for SH3 and got that set up fine, and did the same for SH5 and TWoS. It's only SH4 here that I think isn't working properly.

Foffy!:Kaleun_Salute: "castlevania"?! :yeah:

I couldn't name a sub sim because I'm mostly an ArmA player so I went with my overall favorite game series. I want to explore spaces that aren't covered so strongly with its infantry combined arms experience in ArmA, and that led me to wanting to play the Silent Hunter games. I have this and IL-2 in my considerations for water and air combat games I want to play more of, respectively.

propbeanie
07-26-23, 06:29 AM
Hello Foffy! Welcome to SubSim! :subsim:

The Pre-War starts might be listed last, so scroll the "date" choice down beyond 1945, and you should see Alaska, New Construction and possibly Pre-War. I am not certain, since I don't have the mod on this computer I am on.

Does the game run fine otherwise? You do have to set the "Compatibility" properties in the SH4.exe very similarly to the SH3.exe settings. You also should use 4GB Patch (https://ntcore.com/?page_id=371) or the similar LAA applet on the SH4.exe, which has to be write-enabled prior to their use... :salute:

Foffy
07-28-23, 10:16 AM
Hello Foffy! Welcome to SubSim! :subsim:

The Pre-War starts might be listed last, so scroll the "date" choice down beyond 1945, and you should see Alaska, New Construction and possibly Pre-War. I am not certain, since I don't have the mod on this computer I am on.

Does the game run fine otherwise? You do have to set the "Compatibility" properties in the SH4.exe very similarly to the SH3.exe settings. You also should use 4GB Patch (https://ntcore.com/?page_id=371) or the similar LAA applet on the SH4.exe, which has to be write-enabled prior to their use... :salute:

I wanted to make sure this mod is even working properly, and I assume if I was able to see a pre-Pearl Harbor start date that would be a good sign. Following your suggestions, I only see the default 1941-1944 year selection, there's not even a 1945 option. I even deleted the SH4 folder in My Documents and changed the exe compatibility to XP Service Pack 2 which fixed my SH3 problems, but no, nothing. The game looks like it's just straight vanilla. I wouldn't be able to tell you how I'd know this is working, but I see no difference between this and vanilla. 4GB patching the game did nothing either.

I really can't figure out why none of this is working but everything is working for SH3 and SH5. They're all the Steam versions. I have to be missing something for this one to not be working at all, by the looks of it. JGSME is in the root folder with the game executable, the mods are in the MODS folder, I selected what mods I want to use, shouldn't that be it?

propbeanie
07-28-23, 02:30 PM
I wanted to make sure this mod is even working properly, and I assume if I was able to see a pre-Pearl Harbor start date that would be a good sign. Following your suggestions, I only see the default 1941-1944 year selection, there's not even a 1945 option. I even deleted the SH4 folder in My Documents and changed the exe compatibility to XP Service Pack 2 which fixed my SH3 problems, but no, nothing. The game looks like it's just straight vanilla. I wouldn't be able to tell you how I'd know this is working, but I see no difference between this and vanilla. 4GB patching the game did nothing either.

I really can't figure out why none of this is working but everything is working for SH3 and SH5. They're all the Steam versions. I have to be missing something for this one to not be working at all, by the looks of it. JGSME is in the root folder with the game executable, the mods are in the MODS folder, I selected what mods I want to use, shouldn't that be it?
Open the JSGME in your SH4 folder Foffy, and in the middle is a "Tasks..." link. Click on that, and then on the "Export activated mods list to -->" and then "Clipboard". Do a Reply here, and use the <Ctrl><V> key combination to paste the clipboard into the posting text box, and we'll be able to see your install folder and the activated mods list... :salute:

Foffy
07-29-23, 01:30 AM
Open the JSGME in your SH4 folder Foffy, and in the middle is a "Tasks..." link. Click on that, and then on the "Export activated mods list to -->" and then "Clipboard". Do a Reply here, and use the <Ctrl><V> key combination to paste the clipboard into the posting text box, and we'll be able to see your install folder and the activated mods list... :salute:

Generic Mod Enabler - v2.6.0.157
[E:\Downloaded Games\PC\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
NMMO Patch TMO Update V2.0
Nav Map Make-Over TMO Update 2.0
EAX_Clang_Splash_Dud for TMO Update
Radio Messages TMO Update 2.0
Pre-PearlHarborPatch TMO Update V2.0
BBPearlHarbor Pre War TMO



I don't see anything off with this. It's the same drive SH3 and SH5 are on. I know the name of the folder is different but that's Steam's default naming of it, not my edit.

propbeanie
07-29-23, 07:33 AM
Yes, that should work, in the location of the game, but the mod might be a pinch "off":

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5963) (Required, see Subsim downloads section under ships)
Ships for TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5964) (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)
IJN_Radar_Fix_2 (recommended)
Any Optional mods included with TMO and TMOupdate.

That is from Bubble's ReadMe in the mod, but I do not have it activated on my computer at this time, and I had thought he had put it all the ships together in the mod and the downloads weren't needed. I do not see those in the package itself... But your NavMap mods need to be reversed. The NMMO is over-writing the Patch. The underlined portions of the mod names above are download links. :salute:

KaleunMarco
07-29-23, 08:03 AM
Yes, that should work, in the location of the game, but the mod might be a pinch "off":

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5963) (Required, see Subsim downloads section under ships)
Ships for TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5964) (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)
IJN_Radar_Fix_2 (recommended)
Any Optional mods included with TMO and TMOupdate.

That is from Bubble's ReadMe in the mod, but I do not have it activated on my computer at this time, and I had thought he had put it all the ships together in the mod and the downloads weren't needed. I do not see those in the package itself... But your NavMap mods need to be reversed. The NMMO is over-writing the Patch. The underlined portions of the mod names above are download links. :salute:

do you have the link for IJN_Radar_Fix_2 (recommended)?
i cannot find a file with that name. found several with approximate names, though. :D

Foffy
07-29-23, 10:21 AM
Yes, that should work, in the location of the game, but the mod might be a pinch "off":

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5963) (Required, see Subsim downloads section under ships)
Ships for TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5964) (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)
IJN_Radar_Fix_2 (recommended)
Any Optional mods included with TMO and TMOupdate.

That is from Bubble's ReadMe in the mod, but I do not have it activated on my computer at this time, and I had thought he had put it all the ships together in the mod and the downloads weren't needed. I do not see those in the package itself... But your NavMap mods need to be reversed. The NMMO is over-writing the Patch. The underlined portions of the mod names above are download links. :salute:

I got it fixed by the way, it was probably the mods out of order as you noticed, so thank you! You were correct with Nav Map Make-Over having to be loaded before the NMMO Patch.

According to this update file (https://www.subsim.com/radioroom/downloads.php?do=file&id=6138) "EAX Clang Splash" which is suggested to use as it avoids a CTD problem. It's also said for the version this is replacing that it's a merged file of EAX Sound and the merchant smoke mod.

Unless I'm mistaken according the readmes, patches, and what you suggested is needed, this is the minimum minimums you need to run the most recent version...

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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

stoobeedoo
08-09-23, 10:32 PM
Hey guys,

I'm a recent newcomer to the forums (couple years ago). Been enjoying the Trigger Maru mods for SH4, especially all of Bubblehead's work getting the TMO BH 2.0 update with all its addons and missions. It really adds to the immersion.

However, try as I might I just can't get the Pearl Harbour raid to work, just keep getting constant CTD's. I've found the LAA fix which has made SH4 run so much better and let me play most of the mods, but the Pearl Harbor raid just won't cooperate.

I've followed the readme carefully: stay more than 40NM away from Pearl and don't enter the Harbor close to the date until after midnight on December 7th. The first time I tried to do this, I just left the clock running from day dot (first patrol!) until December 7th after midnight - this didn't work. So I played through the missions up until September 1941 (if you dock after this time, your next patrol won't be until after 7th Dec). Followed the instructions. However, after midnight whenever I'm putting into Pearl Harbor, the game will just CTD at times after 05:00.

I finally managed to get my Narwhal into port at about 06:00. At about 06:15, the game just crashes. Even when I keep time compression off, just get a CTD. I've retried going into Pearl at night before the raid again, but it will crash whenever I try run time compression before that time, or it misses the raid entirely. I did manage to park my boat outside of the island and got to watch about 6-7 Zeroes strafing and dropping bombs on my sub, this was fun to watch (the readme says the AI will attack you on the surface so you need to stay submerged to watch the attack. Maybe I'm not supposed to watch it while in the harbour? You can dive to periscope depth, but it's pretty dangerous!!

I have a basic Intel Nuc i3 with 8GB ram (my gaming rig is out of action for the moment). The game runs really nice for the most part, and I've been enjoying TMO BH. I just want to see the fireworks and watch the silly AI planes try to do the Pearl Harbor raid. Any ideas on how to get it to not CTD? I have both the Pre-War Patch and Pearl Harbour Pre-War Battleship addons as per the readme.

KaleunMarco
08-10-23, 09:04 AM
Hey guys,

I'm a recent newcomer to the forums (couple years ago). Been enjoying the Trigger Maru mods for SH4, especially all of Bubblehead's work getting the TMO BH 2.0 update with all its addons and missions. It really adds to the immersion.

However, try as I might I just can't get the Pearl Harbour raid to work, just keep getting constant CTD's. I've found the LAA fix which has made SH4 run so much better and let me play most of the mods, but the Pearl Harbor raid just won't cooperate.

I've followed the readme carefully: stay more than 40NM away from Pearl and don't enter the Harbor close to the date until after midnight on December 7th. The first time I tried to do this, I just left the clock running from day dot (first patrol!) until December 7th after midnight - this didn't work. So I played through the missions up until September 1941 (if you dock after this time, your next patrol won't be until after 7th Dec). Followed the instructions. However, after midnight whenever I'm putting into Pearl Harbor, the game will just CTD at times after 05:00.

I finally managed to get my Narwhal into port at about 06:00. At about 06:15, the game just crashes. Even when I keep time compression off, just get a CTD. I've retried going into Pearl at night before the raid again, but it will crash whenever I try run time compression before that time, or it misses the raid entirely. I did manage to park my boat outside of the island and got to watch about 6-7 Zeroes strafing and dropping bombs on my sub, this was fun to watch (the readme says the AI will attack you on the surface so you need to stay submerged to watch the attack. Maybe I'm not supposed to watch it while in the harbour? You can dive to periscope depth, but it's pretty dangerous!!

I have a basic Intel Nuc i3 with 8GB ram (my gaming rig is out of action for the moment). The game runs really nice for the most part, and I've been enjoying TMO BH. I just want to see the fireworks and watch the silly AI planes try to do the Pearl Harbor raid. Any ideas on how to get it to not CTD? I have both the Pre-War Patch and Pearl Harbour Pre-War Battleship addons as per the readme.

ahoy stoobeedoo,

can you post your config?
JSGME-Tasks-Export to Clipboard, then paste here (ctrl+v)
:salute:

stoobeedoo
08-10-23, 04:42 PM
ahoy stoobeedoo,

can you post your config?
JSGME-Tasks-Export to Clipboard, then paste here (ctrl+v)
:salute:

Heya,

I have two configs I use, as I have two saves labelled differently for different periods of the war.

For my 1941 start, I use the following:


Generic Mod Enabler - v2.6.0.157
[C:\Games\steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

TMO 2.5 BH V2.0_00_Main
TMO 2.5 BH V2.0_01_Nav Map Make-Over TMO Update 2.0
TMO 2.5 BH V2.0_02_NMMO Patch TMO Update V2.0
TMO 2.5 BH V2.0_03_Req_EAX_Clang_Splash_Dud for TMO Update
TMO 2.5 BH V2.0_04_Addon_Pre-PearlHarborPatch TMO Update V2.0
TMO 2.5 BH V2.0_04_Addon_BBPearlHarbor Pre War TMO

This is the setup I used with the Pre-War game.

I have another saved campaign for 1942, labelled as needed. When I'm playing post Pearl Harbour Raid (Brisbane S/42 Missions) I use the following:

Generic Mod Enabler - v2.6.0.157
[C:\Games\steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

TMO 2.5 BH V2.0_00_Main
TMO 2.5 BH V2.0_01_Nav Map Make-Over TMO Update 2.0
TMO 2.5 BH V2.0_02_NMMO Patch TMO Update V2.0
TMO 2.5 BH V2.0_03_Req_EAX_Clang_Splash_Dud for TMO Update
TMO 2.5 BH V2.0_03a_Radio_BrisbaneTF42 72 messages


The 'Main' Mod is just the Data folder from the Zip file. I just renamed and numbered the folders so appear in order of required install.

Aktungbby
08-10-23, 08:26 PM
stoobeedoo!:Kaleun_Salute:

D-Jones
08-29-23, 12:52 PM
I see this load order above--

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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

If I have TMO 2.5-BH loaded, do I still need the TMO update 2.0 Patch? It seems as though that would be for an earlier version. The reason I ask is that I still get CTDs whenever I attack a convoy or multiple ships. The attack map seems to cause CTDs also. My load order is pretty much the sme as the above, but without the patch. Any suggestions?

Thanks.

Bubblehead1980
08-29-23, 07:53 PM
I see this load order above--

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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

If I have TMO 2.5-BH loaded, do I still need the TMO update 2.0 Patch? It seems as though that would be for an earlier version. The reason I ask is that I still get CTDs whenever I attack a convoy or multiple ships. The attack map seems to cause CTDs also. My load order is pretty much the sme as the above, but without the patch. Any suggestions?



Thanks.

Pearl Harbor is a tricky one due to variations in performance of computers.

Pretty stable for me and yes its safer to stay outside harbor and use the external cam to watch the battle. However, I've submerged inside harbor and watched it successfully, try to stay as deep as possible, pop up with periscope.

Thing is when youre in harbor, the sim has to render your boat, which is a detailed model, the ships in harbor, the planes, explosions etc, it can be overwhelming for some rigs.


Why did you omit the patch? Follow README install instructions for best performance and stability.

D-Jones
08-29-23, 09:56 PM
BH, there are so many Readme's that I didn't know where to begin. Also, the Readme in the main mod's support documents lists this as the load order--

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash_Dud for TMO Update(Required-Included)
Any other Requiired mods or add ons.
Any Optional mods included with TMO and TMOupdate.



The patch isn't listed. If you look at what forum members posts, the patch isn't listed by most. It's confusing. That it says 2.0 patch while the main mod says 2.5 led me to believe that it was for an earlier version only.

I always start outside of port. The CTDs happen when I'm attacking a convoy, almost always--A\ Shortly after the torpedoes are fired, and/or-B\ When I use the attack map to track them.

I'm going to try it with the patch now. Thanks.

Bubblehead1980
08-31-23, 09:57 PM
Full patrol report to come later..

TMO BH V2.0
100 difficulty (really jumped back in lol)

USS Haddo SS-255
Second War Patrol
20 July-21 September 1944
South China Sea


First patrol in a while, had it running all week (never exited, just saved found a "safe spot" turned screen off and let it run.


Departed Fremantle on 20 July for South China Sea (Area B4) after patrolling a dead area in the Celebes Sea on first patrol, using deck gun to sink a armed sailboats which opened fire with machine guns.


11 August 1944-SJ detected convoy at 16000 yards at 0240 hours.Perfect dark night for surface attack.

Managed two attacks before dawn, sunk two 10,000 ton tankers, loaded. Erupted in fireballs after one torpedo hit. One 4 or 5 inch shell from a escorting DE came too close for comefort, but we managed to lose her in the darkness, but had to submerged and endure 5 hours of depth charges
when she reacquired the boat as morning twilight began on the South China Sea.Went to 380 ft to avoid, escape with minor damage.



28 August Apprximately 200 NM ESE of Hainan Island,
SJ radar detected four large pips with a ring of escorts displaying on PPI
scope at 19000 yards, 2351 hours.

0031 hours, chased off and forced to dive, apparently these guys had radar. Escaped after pinging and a few DC, none close. Surfaced into heavy seas and a squall at dawn, worked the day to regain contact. Weather cleared at 1600 hours, 1604 hours made SJ contact with same group.


By dusk was ahead enough to submerge and make dusk periscope attack with the setting sun illuminating a a CL, CA, CV, CA, and CL with eight destroyers in a ring. Curiously only traveling at 16.5 knots, zigging on occasion.

CA's were tentatively identified as Myoko Class, with the CL's as Naka Class.
The CV was found to be a CVE of the Taiyo Class, not a CV.

Managed to slip inside screen (not sure how, except seas were still choppy even though squall had cleared) and fired four MK 18-2 torpedoes at CVE and two at the trailing CA.

All four hit the CVE, which erupted in a fireball. One hit the CA, one missed.

The CVE slowed and began to list heavily to starboard. The CA slowed to a crawl with fires burning (love the fire causes damage mod).

Destroyers, including a Yagumo were hunting, one spotted out scope in the chop and headed our way. Down at 375 feet, took a beating, including
water in forward torpedo, but flooding stopped.


At 1901, came to surface to see the capsized CVE's hull, which suddenly several explosions occurred and it sunk. The CA was making about 5 knots under heavy guard.


Surfaced after dark but night aircraft on SD kept us down and from catching up lost contact around 0300, never regained.


Would be September 30 before made it back to Fremantle, was involved in one more dramatic action in which Haddo was almost sunk by depth charges on September 16, 1944.


Really did miss this sim, was fun to get a patrol in. To nail a carrier first time out in a while lol. Will work on a full patrol report soon.

Kal_Maximus_U669
09-02-23, 08:20 AM
Bubblehead1980 Hello...:salute:
Will you make corrections on version 2.5...
For my part it is unplayable the torpedoes provoke CTD constantly...Lol..
Several people here have the problem..I tried different construction and nothing can be done..

TMO BH V2.0 you gave us a report on this version but version 2.5
do you play it??? because there seems to be a lot of things that don't work...
I have noticed errors in the positioning of objects.. some have noted ship configuration errors and others...
I am not criticizing your work, I agree that it is not easy to achieve...
go and make corrections thank you...

TMO BH V2.0 I still have the first version of your work...digging through my archives I got my hands on it...I will probably re-upload it to see the difference...

Your version 2.5 is not easy to set up, lots of things to read...
It would be good to simplify...because it puts off some people here I think...when do you think??
Kind regards Kal Maximus U669 :salute:

D-Jones
09-04-23, 02:11 PM
What you said, KM. Thought I had it working, and then it went off the rails with CTDs all over the place. I think the common denominator for those of us getting CTDs is torpedoes, either as they're fired or when they hit, dud or not. For me, the attack map causes CTDs too, although that might bleed into the torpedo problem. Another is convoys and Task Forces, not all the time, but often. It might have to do with the DDs. A shame, because it's a great mod.

Kal_Maximus_U669
09-04-23, 03:52 PM
Hey D-Jones :Kaleun_Cheers:
I tinkered with it for 2 days...I stopped it annoys me...I can tell you that I don't use the attack map or very little...
Using the mod alone "Trigger Maru Overhaul 2.5 UpdateBH V2.0" without anything else...CTD he modified values on the torpedoes for less performance, this is what I understood when reading these documents...j I haven't checked with S3D with TMO Original I'm tired of constantly tinkering...and looking for the culprit...it's true that it's a shame this mod seems really very good in difficulty but there are other errors as I see it I said... then I don't have time with that at the moment... at the time of the first version under Wind7 I wasn't bored like that... it's strange..!!!.Try with that of TMO Original you will perhaps see that it works...but it will break the experience of the mod for the reliability of the torpedoes at different periods of the war...since that is the goal...:salute:

Kal_Maximus_U669
09-04-23, 04:06 PM
I forgot to say...BH is not very reactive at the moment although he seems present.:timeout::timeout:..maybe he doesn't have the time:D:D...In any case he doesn't seem to be impacted by these problems... I think I know he uses a Steam version...maybe that's the reason...because I also had smoke problems, he didn't have any...but I doubt it, who knows with the computer...:D:D

Kal_Maximus_U669
09-04-23, 06:37 PM
the problem is the file Torpedoes_US.zon...

D-Jones
09-04-23, 08:47 PM
At least we're trying (or tried), KM. Having absolutely no modding experience or aptitude, I was thinking that the CTDs had something to do with the number of duds and/or depth alterations, i.e. the amount of duds and "unders" in the mod. Don't know. Maybe we'll get an answer.

Bubblehead1980
09-04-23, 10:57 PM
I forgot to say...BH is not very reactive at the moment although he seems present.:timeout::timeout:..maybe he doesn't have the time:D:D...In any case he doesn't seem to be impacted by these problems... I think I know he uses a Steam version...maybe that's the reason...because I also had smoke problems, he didn't have any...but I doubt it, who knows with the computer...:D:D


I do not use STEAM, I have a CD version, I hate steam lol.

I have been quite busy and no time to really mod. I just finished my first patrol in 6 months. I look over the forums once a week or so, answer when have time.

I do plan to try and correct some issues sometime soon. Modding this sim is time consuming and tedious.

Kal_Maximus_U669
09-05-23, 03:36 PM
I do not use STEAM, I have a CD version, I hate steam lol.

I have been quite busy and no time to really mod. I just finished my first patrol in 6 months. I look over the forums once a week or so, answer when have time.

I do plan to try and correct some issues sometime soon. Modding this sim is time consuming and tedious.

Hey BH my best regards... :salute::salute

I suspected that you didn't have the time...take the necessary time..No rush!!!..I thought you were using another version of sh4 game..lol..Now I agree that it it is not easy to carry out this work...in addition it represents a phenomenal amount of time between the construction of the model, the tests etc..you have all my encouragement for this work because I would like it to work...so much the difficulty is to raise this which makes the game much better..!!! I searched... I don't understand...?? I fire a torpedo... after a few meters... I have CTD immediately... this happens in the missions.. the naval school. campaign finally everywhere. I tried to replace with RFB torpedoes..it still doesn't work... "fresh install" backup remove etc..nothing to do..I tried the FOTRS one..nothing to do it's beyond me ..really I don't understand I'm sure the solution is very simple...what's under my nose but I can't see it...I'm thinking of the wake of the torpedo...maybe??? My dear BH has soon...once again there is no hurry Kind regards Kal Maximus U669:Kaleun_Salute:

knallgiraffe
11-20-23, 01:56 PM
Hello,

I have just downloaded TMO Overhauled and the Patch 01 for TMO, the two ship packs and the EAX mod from the TMO patch and activated the mods as specified in the manual.

I am using:

Windows 11
Intel i5 CPU
32GB RAM
NVidia GTX 1660Ti Graphics card

My game on version 1.5 (SH4 with UBoat Missions via Steam) is installed in: E:\SteamLibrary\steamapps\common\Silent Hunters wolves of the pacific

I have no MultiSH4 installed. -> Do I need that mandatory?
I have no 4 GB Patch installed. -> Do I need that with Win 11?

For activation order of mods, JSGME says the following:

Generic Mod Enabler - v2.6.0.157
[E:\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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash


Now I encounter at least two problems, maybe someone can already point me to what is wrong using my description:

1. When starting a career on 8. December 1941 in Pearl Harbor (in port), as soon as the game loads and I enter either the periscope or the bridge, I get a CTD. When starting in June 1941, in PH docked to a tender then I can enter the bridge or periscope and do not get a CTD. When starting in Asiatic Fleet on 8. December 1941, I also get no CTD. What could be the cause of this?

2. When wanting to test the torpedos, the I think torpedo fire control interface (that window that pulls in from the lower right side) is blank white. Also when going into F1 help menu I see the font but the rest is all white. Are there some textures from mods missing that aren't mentioned anywhere?

When I get the CTD (so for example starting in Pearl Harbor on 8. December 1941 and going to bridge or periscope) and afterwards look into Windows Events display, I see that sh4.exe caused a ntdll.dll error. Does anybody know what causes this?

Thanks in advance if someone can help me as I really want to get back into SH4 again and want to use the TMO features.

propbeanie
11-21-23, 08:54 AM
"I have no MultiSH4 installed. -> Do I need that mandatory?
I have no 4 GB Patch installed. -> Do I need that with Win 11?"
MultiSH4v1.5 is not required, but definitely recommended. If nothing else, be certain you empty the game's Save folder prior to starting the modded game (defaults to C:\Users \UserName \Documents \SH4). The 4Gig Patch (or similar, such as LAA) are definitely required with most mods, and even helps the Stock game run better on the 'modern' computer, since Windows has so much #$%@ running in the background anymore. With Bubblehead1980's redone TMO, FotRSU, DW, and other newer mods, you definitely need to use it. What you describe in your post is quite possibly related to both of those. However, be sure you experiment with the "SH4.exe Properties", as found in Silent Hunter 4 & Windows 10 Post #204 (https://www.subsim.com/radioroom/showthread.php?p=2755870#post2755870), and other pages of that thread. How much (if any) changes you have to make depends upon your computer video card, Windows, and the display you are using.

Huno41
11-26-23, 10:28 PM
Hey BH my best regards... :salute::salute

I suspected that you didn't have the time...take the necessary time..No rush!!!..I thought you were using another version of sh4 game..lol..Now I agree that it it is not easy to carry out this work...in addition it represents a phenomenal amount of time between the construction of the model, the tests etc..you have all my encouragement for this work because I would like it to work...so much the difficulty is to raise this which makes the game much better..!!! I searched... I don't understand...?? I fire a torpedo... after a few meters... I have CTD immediately... this happens in the missions.. the naval school. campaign finally everywhere. I tried to replace with RFB torpedoes..it still doesn't work... "fresh install" backup remove etc..nothing to do..I tried the FOTRS one..nothing to do it's beyond me ..really I don't understand I'm sure the solution is very simple...what's under my nose but I can't see it...I'm thinking of the wake of the torpedo...maybe??? My dear BH has soon...once again there is no hurry Kind regards Kal Maximus U669:Kaleun_Salute:

Try activating realistic sound travel in the options, fixed it for me.

spyze
12-13-23, 05:09 AM
Hi all,

I have huge issues with the mod. The normal game runs fine if i disable fullscreen optimization in the properties.

I have used JSGME to install the mods and when i boot up the game it all looks fine with the mod. My issue is when i get into a patrol, the ship inside is glitching and ship models are missing all over the place. Also my FPS is very low and the game seems to struggle not to close down.
I read that the ship models mods were not needed and i for some reason cant seem to download the mods on here to test out (maybe the modder closed them?)


I am also unsure if i need to pack the individual mods out or if i just put the whole folder intop JSGME and install the mod. In the ReadMeīs they say that it is streamlined so i dont need to do much work. :hmmm:

I really want this to work, so any help would be much appreciated.


EDIT:

I found out that the base game also is also glitching out with the ship models and is tanking my fps... I dont know how i fix this.

Aktungbby
12-13-23, 10:24 AM
spyze!:Kaleun_Salute:

KaleunMarco
12-13-23, 10:25 AM
Hi all,

I have huge issues with the mod. The normal game runs fine if i disable fullscreen optimization in the properties.

I have used JSGME to install the mods and when i boot up the game it all looks fine with the mod. My issue is when i get into a patrol, the ship inside is glitching and ship models are missing all over the place. Also my FPS is very low and the game seems to struggle not to close down.
I read that the ship models mods were not needed and i for some reason cant seem to download the mods on here to test out (maybe the modder closed them?)


I am also unsure if i need to pack the individual mods out or if i just put the whole folder intop JSGME and install the mod. In the ReadMeīs they say that it is streamlined so i dont need to do much work. :hmmm:

I really want this to work, so any help would be much appreciated.


EDIT:

I found out that the base game also is also glitching out with the ship models and is tanking my fps... I dont know how i fix this.

hello spyze,

your issues sound very much like install issues. your best and quickest resolution is to check out the info in these Subsim links:

https://www.subsim.com/radioroom/showthread.php?t=221366 for Win10
https://www.subsim.com/radioroom/showthread.php?t=250953 for Win11
https://www.subsim.com/radioroom/showthread.php?t=219029

good luck!

km

Captain Wreckless
02-05-24, 02:37 AM
Yes, that should work, in the location of the game, but the mod might be a pinch "off":

Allied Ship Pack TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5963) (Required, see Subsim downloads section under ships)
Ships for TMO (https://www.subsim.com/radioroom/downloads.php?do=file&id=5964) (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)



I could have sworn that the ship packs were no longer needed, as I thought BH had incorporated them into the mod. Same with the smoke and splash mod. Not positive about it.

Not to sure about the EAX mod, though.

I got a new computer and I forgot to write down what mods I had installed before I dumped my old one. :wah: Still trying to figure out what I had that was 1/2 way successful in defeating the CTDs.


CW :arrgh!:

Captain Wreckless
02-09-24, 02:27 AM
Anyone notice the forum headers and links are in German?


CW:arrgh!:

Captain Wreckless
02-09-24, 05:29 PM
Now everything is back to normal. Weird.

Yorktown_Class
02-10-24, 03:43 PM
Hey all,
I just came back to Silent Hunter 4 and I just have to say thank you for everyone who contributes to this game and others. It's just like when the game first came out. Keeping TMO alive, just got to say thank you.

BBwalk
02-21-24, 12:41 AM
Just confirming this is the current load order as mentioned in the patch_01 readme...

1.TriggerMaru_Overhaul_2-5_UpdateBH
2.NavMapMakeoverTMOUpdate
3.NavMapmakeoverTMOupdatePatch
4.TMO Update BH V2.0 PATCH 01
5.EAX_Clang_Splash

Edit: with this setup I'm getting random crashes early in a campaign, usually after sinking a destroyer/cargo ship. If I then load a previous save it crashes during the loading portion. SH4 docs folder was cleared prior to the campaign start. For reference I have zero crashes when using SH4 GMO, TMO-RSRDC-OTC or FotRSU v1.8 campaigns.

Fearless
03-01-24, 12:04 AM
Just confirming this is the current load order as mentioned in the patch_01 readme...

1.TriggerMaru_Overhaul_2-5_UpdateBH
2.NavMapMakeoverTMOUpdate
3.NavMapmakeoverTMOupdatePatch
4.TMO Update BH V2.0 PATCH 01
5.EAX_Clang_Splash

Edit: with this setup I'm getting random crashes early in a campaign, usually after sinking a destroyer/cargo ship. If I then load a previous save it crashes during the loading portion. SH4 docs folder was cleared prior to the campaign start. For reference I have zero crashes when using SH4 GMO, TMO-RSRDC-OTC or FotRSU v1.8 campaigns.

It could be memory related. Have you installed the 4GPatch?

BBwalk
03-02-24, 07:20 AM
Yep, 4Gig patch installed. I have a few separate installs of SH4 for each megamod. I mostly play FotRSU and TMO-RSRDC-OTC and haven't had any issues with them.

Fearless
03-02-24, 11:17 PM
The issue I’m having at the moment is I cannot end the patrol.
Started the pre-war June 1941 career and mission was 25 day patrol. I spend more than 30 days at sea returned back to Manila and behold, I cannot end the patrol even though the object is completed.

It relates to Pre-war Asiatic Patrol 07.mis file.

What a waste.

Fearless
03-03-24, 03:02 AM
Oh no... completed another mission. This one dropping off an agent and 3 observations than pick the agent up and return to base. Guess what!, cannot end patrol. This one took me the whole day.

And why does it say mission failed

Peeved off now :06:

KaleunMarco
03-03-24, 02:35 PM
The issue I’m having at the moment is I cannot end the patrol.
Started the pre-war June 1941 career and mission was 25 day patrol. I spend more than 30 days at sea returned back to Manila and behold, I cannot end the patrol even though the object is completed.

It relates to Pre-war Asiatic Patrol 07.mis file.

What a waste.

did your home base move while you were on patrol?

Fearless
03-03-24, 06:23 PM
did your home base move while you were on patrol?

Negative, home base was still at same location. Anchor symbol was on an angle at the port where I originally departed from. When I reached the vicinity of the home port I could only rearm not end patrol.
So far this issue has happened on 2 competed pre-war patrols.

KaleunMarco
03-03-24, 10:55 PM
Negative, home base was still at same location. Anchor symbol was on an angle at the port where I originally departed from. When I reached the vicinity of the home port I could only rearm not end patrol.
So far this issue has happened on 2 competed pre-war patrols.

hmmm.
you have me stumped, for the time being.
i do not have TMO ala BH1980 on my laptop and i am out of town with only my laptop to use. :D

i do know that BH had some CTD issues that were very hard to track down and then RL stepped in. hard to say where he is with fixes and development and RL.

propbeanie
03-05-24, 07:44 AM
Negative, home base was still at same location. Anchor symbol was on an angle at the port where I originally departed from. When I reached the vicinity of the home port I could only rearm not end patrol.
So far this issue has happened on 2 competed pre-war patrols.
Run JSGME Fearless, and use the "Tasks" link in the middle, then choose "Export activated mod list to -->" and if you choose "Clipboard", you can <Ctrl><V> paste it into your next post, or choose the "Text file", and copy and paste that in the next post. After you activated the mod set, had you emptied the Save folder (C:\Users \UserName \Documents \SH4)? :salute:

J0313
03-22-24, 03:02 PM
I am setting up Bubbleheads TMO V2 and I have 3 separate EAX clang splash mods.

1. EAX_Clang_Splash

2. EAX_Clang_Splash TMO V2.0

3. EAX_Clang_Splash_Dud for TMO update

Which one do I use. I can't really tell from the Read-me's

J0313
03-22-24, 04:54 PM
I am setting up Bubbleheads TMO V2 and I have 3 separate EAX clang splash mods.

1. EAX_Clang_Splash

2. EAX_Clang_Splash TMO V2.0

3. EAX_Clang_Splash_Dud for TMO update

Which one do I use. I can't really tell from the Read-me's



Never mind I figured it out.

J0313
03-22-24, 05:39 PM
Is there a version of nippon maru and nihon kaigun for this mod?

KaleunMarco
03-22-24, 08:54 PM
Is there a version of nippon maru and nihon kaigun for this mod?

i believe those two mods were developed specifically for FOTRSU.

S7rikeback and PB will probably add more comments. S7rikeback developed them in conjunction with FOTRSU.

propbeanie
03-23-24, 12:04 PM
Is there a version of nippon maru and nihon kaigun for this mod?
Bubbles already incorporated most of the Nippon Maru mod in his edits. I do not remember if he did any of Nihon Kaigun, or if he edited any of the warships in his edits to do FotRSU type calls... If he did edit the mod for other FotRSU ships, which I am reasonably certain he did, then Nihon Kaigun should run in his TMO OK. However, there would be issues with the Roster file, in that Bubbles re-named some of the FotRSU ships, and the Roster file in Nihon Kaigun would not include those. However, it would be a relatively easy set of edits to do so... maybe... :hmmm:

J0313
03-23-24, 09:56 PM
Thanks for the replies. Another question. Do I need the allied ship pack and the ships for TMO? I am of the mind that they were only for his earlier release of the TMO update.

Captain Wreckless
03-26-24, 06:55 PM
Thanks for the replies. Another question. Do I need the allied ship pack and the ships for TMO? I am of the mind that they were only for his earlier release of the TMO update.


This is from the V1.0 of the readme.


TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (Required, see Subsim downloads section under ships)
Ships for TMO (Required, see Subsim downloads section under ships)

SubmarinerJoe
05-06-24, 02:43 PM
So i've been trying this mod after playing Fall of the Rising Sun to see which I like better. Problem is, I have been struggling to get past one or two patrols due to the frequent CTDs. Honestly, I think I would prefer this one but I just can't seem to get it to work. Issues I seem to have include random crashes when I

-Speed up time compression
-Sink/attack certain types of ships or get attacked myself
-Loading previous saves

One odd glitch that I did notice was that when I was leaving Cavite, there were trucks driving around on the water as if it was pavement...not sure if that helps identify a common glitch or not. I reinstalled the game from scratch and only added the following mods:

https://www.subsim.com/radioroom/picture.php?albumid=1296&pictureid=13493

Is it a problem with my load order? Are these common glitches? I did modify the executable with the 4gig patch. Any and all help much appreciated.

Aktungbby
05-06-24, 03:24 PM
SubmarinerJoe!:Kaleun_Salute:...back on the surface after 4 years' & 3 days' of 'silent running'!:up:

1Patriotofmany
05-06-24, 05:38 PM
Do you have both mods going to the same save file I.E. SH4 in the "my documents"? If so delete the file SH4 in "my documents" it and try again, reboot your computer first before trying again. You'll lose your campaigns and configurations and all settings, so you'll have start fresh again. I'll assume you have Large Address Aware installed in your game folder? If Not you need to install that, it'll help with CTD's also.

Captain Wreckless
05-06-24, 06:47 PM
One odd glitch that I did notice was that when I was leaving Cavite, there were trucks driving around on the water as if it was pavement...not sure if that helps identify a common glitch or not. I reinstalled the game from scratch and only added the following mods That's a known glitch. It's just the Army getting bored and blowing up the tires so the trucks will float. Then they have a race. If you look around a bit, you can see spectators cheering them on. :yeah:


CW :arrgh!:

https://www.subsim.com/radioroom/showpost.php?p=2826301&postcount=1143

ESPY
05-12-24, 05:19 PM
So i've been trying this mod after playing Fall of the Rising Sun to see which I like better. Problem is, I have been struggling to get past one or two patrols due to the frequent CTDs. Honestly, I think I would prefer this one but I just can't seem to get it to work. Issues I seem to have include random crashes when I

-Speed up time compression
-Sink/attack certain types of ships or get attacked myself
-Loading previous saves

One odd glitch that I did notice was that when I was leaving Cavite, there were trucks driving around on the water as if it was pavement...not sure if that helps identify a common glitch or not. I reinstalled the game from scratch and only added the following mods:

https://www.subsim.com/radioroom/picture.php?albumid=1296&pictureid=13493

Is it a problem with my load order? Are these common glitches? I did modify the executable with the 4gig patch. Any and all help much appreciated.

Joe, there's a patch for the BH Update that you're missing, otherwise the order looks good. Here's what's working for me, obviously with some other additions:

https://www.subsim.com/radioroom/picture.php?albumid=1454&pictureid=13536

SubmarinerJoe
05-13-24, 08:52 PM
Thanks for all the suggestions. Unfortunately, even with a clean install and the above recommendations, i'm still getting frequent CTDs. As I said, mostly with adjusting the time compression (typically when increasing it). Not sure if that makes any common error of installation or known glitch more obvious. As I said though, mod seems fantastic, I just can't seem to get it to work on my end which leads me to believe it's likely a me problem since it seems to work for others.

Captain Wreckless
05-21-24, 12:29 AM
Thanks for all the suggestions. Unfortunately, even with a clean install and the above recommendations, i'm still getting frequent CTDs. As I said, mostly with adjusting the time compression (typically when increasing it). Not sure if that makes any common error of installation or known glitch more obvious. As I said though, mod seems fantastic, I just can't seem to get it to work on my end which leads me to believe it's likely a me problem since it seems to work for others.


One thing also, do not go past 1024 on TC. That could cause a crash also.



CW :arrgh!:

1Patriotofmany
05-22-24, 12:21 PM
Thanks for all the suggestions. Unfortunately, even with a clean install and the above recommendations, i'm still getting frequent CTDs. As I said, mostly with adjusting the time compression (typically when increasing it). Not sure if that makes any common error of installation or known glitch more obvious. As I said though, mod seems fantastic, I just can't seem to get it to work on my end which leads me to believe it's likely a me problem since it seems to work for others. If you have any programs running in the background or suddenly start running. that causes CTD's also. Never window out of the game either.

MAF12111994
06-24-24, 05:11 PM
I have a problem with Pre-war career, Asian Fleet, port in Cavite Yard. When i come back to port i cannot end my patrol because the game recognize Cavite as Manila, and Manila it's not my homeport. Despite all my tries (i once overstepped on the sand to get inside of possible of Cavite Port:o) the port it's still overwhelmed by Manila's "Range". This basically makes all the Pre and Early war career in Asian Fleet unplayable due to this bug. Is there a way to change port in the save files?

Aktungbby
06-24-24, 08:47 PM
MAF12111994!:Kaleun_Salute:

MAF12111994
07-17-24, 06:03 PM
I played since early war campaign in Asiatic Fleet and now i am stucked because after the beginning of 1943 in almost all the area around Solomons, New Guinea, Borneo and philippines (around i mean also hundreds of mile into sea, very far from coasts) it's impossible to save without getting a ctd, even if i am alone with no contact around me. It simply crash and i honestly don't know if it's only here or even the rest of the pacific.

I started also a new save on beginning of 1943 with the pacific fleet and reached the same sea-zones to see if maybe was my career that was corrupted and nope, still crash.:k_confused: I attached my mod list/order if someone can help me. My sub is a Tambor class. Any help or clarification is appreciated, thanks.

propbeanie
07-18-24, 02:31 PM
It looks like you have several major mods in your MODS folder. Do you empty the Save folder (C:\Users \UserName \Documents \SH4) when you change your mod configuration?

KaleunMarco
07-18-24, 02:41 PM
I attached my mod list/order if someone can help me. My sub is a Tambor class. Any help or clarification is appreciated, thanks.

there is an easier way to post your config: Launch JSGME, then click Tasks, then Export to Clipboard. then post here using ctrl+v.

:salute:

propbeanie
07-18-24, 03:20 PM
I played since early war campaign in Asiatic Fleet and now i am stucked because after the beginning of 1943 in almost all the area around Solomons, New Guinea, Borneo and philippines (around i mean also hundreds of mile into sea, very far from coasts) it's impossible to save without getting a ctd, even if i am alone with no contact around me. It simply crash and i honestly don't know if it's only here or even the rest of the pacific.

I started also a new save on beginning of 1943 with the pacific fleet and reached the same sea-zones to see if maybe was my career that was corrupted and nope, still crash.:k_confused: I attached my mod list/order if someone can help me. My sub is a Tambor class. Any help or clarification is appreciated, thanks.
It looks like you have several major mods in your MODS folder. Do you empty the Save folder (C:\Users \UserName \Documents \SH4) when you change your mod configuration?
there is an easier way to post your config: Launch JSGME, then click Tasks, then Export to Clipboard. then post here using ctrl+v.

:salute:
... and another issue MAF12111994 has there KaleunMarco is that he has Steam and the game in a C:\Program Files folder... See Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) MAF12111994 for more info on accomplishing that. Windows will "protect" your computer from "harm", and not allow any "unauthorized" applications to alter any folder in any of the "Program Files" folders, so it is advisable to move the game. On some computers, you can copy the game folder (found under "C:\Program Files (x86) \Steam \SteamApps \config" usually) and then paste it into a folder of your choice, and avoid the issue, but there have been recent reports of more & more people not being able to do that. I installed my Steam to "C:\Games...", a folder I created myself. :salute:

Larrywb57
08-04-24, 09:07 AM
Greetings Captains,

This is the sonar station on the USS Pollack, SS-180, a porpoise class boat out of Pearl Harbor at the beginning of the war. The gauges in the control room can be read. It's the sonar that can't be read. The dial works when moved. Can someone point me in the right direction to fix this? Here is my mod list:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\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_splash_clang_TMOV2.0
Torpedoes Early_TNTV3
Radio Messages TMO Update 2.0
AAtoDeckguns+Radio
GatoLadder3
Jimimadrid SubManagement
Jimimadrid_Periscope
Webster's 300' Underwater Visability for v1.5
Bigger Better Protractors
3000 Yard Bearing Tool (1920x)

Thanks for your help.

https://i.imgur.com/T1RbUZd.jpg

KaleunMarco
08-04-24, 09:01 PM
Greetings Captains,

This is the sonar station on the USS Pollack, SS-180, a porpoise class boat out of Pearl Harbor at the beginning of the war. The gauges in the control room can be read. It's the sonar that can't be read. The dial works when moved. Can someone point me in the right direction to fix this? Here is my mod list:


Thanks for your help.


yes, i had the same issue.

Larrywb57
08-05-24, 08:27 AM
yes, i had the same issue.

Thank you for your response.

I now have CTDs after sending that quote, of torpedoes nearing a target and just before hitting, the game goes to desktop. I dumped that career in the sh4 folder under documents. Took out the Torpedos Early_TNTv3 folder, replaced it with Torpex TorpedoesV3 folder to see if I can stop the CTDs. I read about this in the form but don't recall a solution to the cause of the CTD. Do you have any advice to the problem?

Larry

propbeanie
08-10-24, 10:58 AM
If I am remembering correctly, none of the mods work very well with the Mark 10 torpedo... similar to the issue with Webster's GFO mod, if you altered the torpedoes... I don't think anyone has ever figured-out was up with that.

dbcrutch12
09-11-24, 09:28 PM
Hey all, I used to play TMO way back in the day and just got back into it with BHs update. That being said, I have fired 18 Mk14 torpedoes this patrol. 3 different merchies and every single one of my torps has ran way too deep. I know the issues with the Mk14s but 18/18 seems ridiculous. Is this legit or do I have some odd mod issue? I have searched the forums but haven't found anything that fits my issue other than those dang old Mk14s. On a happy note they were all merchants without ASW support so they still fell to the mighty deck gun.

KaleunMarco
09-12-24, 08:49 AM
Hey all, I used to play TMO way back in the day and just got back into it with BHs update. That being said, I have fired 18 Mk14 torpedoes this patrol. 3 different merchies and every single one of my torps has ran way too deep. I know the issues with the Mk14s but 18/18 seems ridiculous. Is this legit or do I have some odd mod issue? I have searched the forums but haven't found anything that fits my issue other than those dang old Mk14s. On a happy note they were all merchants without ASW support so they still fell to the mighty deck gun.

probably not a mod issue.
you are probably experiencing the dud rate that BH defined in the Torpedoes definition file.
you may be lucky that you did not get a hit: another TMO_BH user posted, not long ago, that his torpedo hits generated CTDs. Ouch.:doh:

dbcrutch12
09-12-24, 05:11 PM
probably not a mod issue.
you are probably experiencing the dud rate that BH defined in the Torpedoes definition file.
you may be lucky that you did not get a hit: another TMO_BH user posted, not long ago, that his torpedo hits generated CTDs. Ouch.:doh:

Thanks for the reply! I'm going to try the Mk10s and see how that goes. The Mk14s work fine in the sink the cruiser training thing so I was hoping it wasn't the mod. As for the top CTDs, I had that when I first downloaded. Had to turn on the realistic sound travel time thingy and that fixed it.

antares81
09-29-24, 12:48 PM
Is it worth playing the original TMO + RSRD first and then getting this mod, or is it better to jump right to this one?

KaleunMarco
09-29-24, 02:40 PM
Is it worth playing the original TMO + RSRD first and then getting this mod, or is it better to jump right to this one?

sure...why not.

i enjoy playing TMO+RSRD.

good luck!
:Kaleun_Salute:

les green01
10-22-24, 07:22 PM
at manila 41 off cavit i have 2-1/2 tons doing air patrol boy the japs going have a surprise:har:

Larrywb57
11-21-24, 03:16 PM
....As for the top CTDs, I had that when I first downloaded. Had to turn on the realistic sound travel time thingy and that fixed it.

Thanks dbcrutch12 for the information! I was watching my torpedoes going towards and enemy ship when just before reaching it, CTD
. After reading your post, I made the change in the office. Now I get to watch them go under the ships without the screen going black!

Bubblehead1980
11-27-24, 12:31 AM
Hello, all,

Glad to see there is still interest in this mod. I had to step away from modding and SH 4 in general for a bit as life has kept me busy since COVID relaxed, and new life opportunities opened up.

I have found myself wanting to "get back on patrol" as of late and polish up the last release. Last release I realize I attempted to do too much in one release and while stable etc. on my end, seems some problems arose for others, and other solved them. I would also like to perfect some things. In the past, this has been mostly a one man band so to speak but I am supposed to have some assistance. I will have sometime over holidays to do a mini update of sorts, goal is to release in January or first of February.

I have been perusing the thread to see common issues. If you have any issue, please report it here and include the info such as in game date/time/location(specific coordinates if have them) class of sub, mod list.
I want to build a list of general and specific issues so can tackle in an efficient manner.

Any additional feedback etc is appreciated. Favorite aspects, least favorite aspects.

The ability to perform realistic night surface attacks is a key aspect of this mod and something I worked on for a long time to get to level when one could emulate under right conditions, the tactics of US submarines in 1943-1945 when night surface attacks became the preferred method, including ability to get inside some convoys, attack, and escape without being shot to shreds every time, forcing unrealistic patrol with massive holes in boat etc. Please share your experiences.

I would also like to tweak the damage model, depth charges further if needed.

KaleunMarco
11-27-24, 10:42 AM
Hello, all,

Glad to see there is still interest in this mod. I had to step away from modding and SH 4 in general for a bit as life has kept me busy since COVID relaxed, and new life opportunities opened up.



welcome back, BH.
Happy Thanksgiving to you and yours!!!

:Kaleun_Cheers:

Larrywb57
11-28-24, 12:02 PM
Welcome back Bubblehead 1980,

Happy Thanksgiving!

I have been perusing the thread to see common issues. If you have any issue, please report it here and include the info such as in game date/time/location(specific coordinates if have them) class of sub, mod list.
I want to build a list of general and specific issues so can tackle in an efficient manner.

I came across something in the sonar station on the Porpoise class submarine. The patrol started on 09Dec41 with the Patrol Objective being "Proceed directly to Area 4 and standby for orders." upon reaching the area, we received new orders to "Engage and destroy enemy shipping." The boat is out of Pearl Harbor and I noticed this at the beginning of the patrol. With both objectives completed, three torpedoes left, and just enough fuel to reach Midway, we started back. The patrol ended on 13Jan42.

The dial doesn't move but using the home/end keys can move the sensor head. By looking at the text box on the top left-hand side, one can see which heading it traveling.

https://i.imgur.com/58ngsDc.jpg

My mod list is:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\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_splash_clang_TMOV2.0
TorpexTorpedoesV3
Radio Messages TMO Update 2.0
AAtoDeckguns+Radio
GatoLadder3
Jimimadrid SubManagement
Jimimadrid_Periscope
Jimimadrid Optics
Jimimadrid TDC
positionsMenuMerge
3000 Yard Bearing Tool (1920x)
Bigger Better Protractors

Thanks for your hard work and for making this mod available to the community.

Larry