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Captain Wreckless
11-28-24, 11:23 PM
Happy Thanksgiving, BH and welcome back!


CW
:arrgh!:

_Oberst
01-26-25, 12:49 PM
Hello, I have a CTD when trying to complete recon mission in one of the ports of Borneo on 20 february 1942, that port is Kuching, when I take photos through the periscope of a tanker standing in the port and two fuel tanks and want to go in to look at the mission objectives, it cause CTD.

Captain Wreckless
02-04-25, 10:17 PM
Does anyone know which would be activated first, EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 or EAX_Clang_Splash.

Thanks.


CW
:arrgh!:

Bubblehead1980
02-07-25, 08:29 PM
Does anyone know which would be activated first, EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 or EAX_Clang_Splash.

Thanks.


CW
:arrgh!:


EAX Clash Splash is all you need, it is the clang and splash combined with EAX sound sim per the README included with the sim for BH TMO 2.0 mod.

Captain Wreckless
02-08-25, 06:10 PM
EAX Clash Splash is all you need, it is the clang and splash combined with EAX sound sim per the README included with the sim for BH TMO 2.0 mod.


I thought I had deleted the post, 'cuz I figured out what I did. I forgot to open the directory and see the files. Had a Homer Simpson moment. :O:


How's the update coming along?


CW


:arrgh!:

Bubblehead1980
02-08-25, 09:10 PM
I thought I had deleted the post, 'cuz I figured out what I did. I forgot to open the directory and see the files. Had a Homer Simpson moment. :O:


How's the update coming along?


CW


:arrgh!:




No prob.


Going well, I've had three patrols in with no major issues in 1942/1943 thus far. Did not get as much work on mod as I hoped over holidays but it is coming along. Nothing major, just tweaking a few bugs, resolving some lingering issue. Patrol reports are up in the reports thread.

Captain Wreckless
02-09-25, 04:35 PM
No prob.


Going well, I've had three patrols in with no major issues in 1942/1943 thus far. Did not get as much work on mod as I hoped over holidays but it is coming along. Nothing major, just tweaking a few bugs, resolving some lingering issue. Patrol reports are up in the reports thread.


Let me know if you need some help. I'm not doing as much anymore 'cuz of chemo.



CW
:arrgh!:

Bubblehead1980
02-10-25, 01:39 PM
Let me know if you need some help. I'm not doing as much anymore 'cuz of chemo.



CW
:arrgh!:



Thanks, will do.

Captain Wreckless
02-16-25, 02:26 AM
Here is my setup. So far so good. Unfortunately Jimimadrid's Optics mod doesn't want to load/merge. I've tried it by itself and same thing.


CW
:arrgh!:

https://www.subsim.com/radioroom/[img]https://i.imgur.com/kzpFd5c.pnghttps://i.imgur.com/ExiuuFI.jpg
https://imgur.com/a/Kijnqin



https://imgur.com/a/Kijnqin

Bubblehead1980
02-16-25, 11:07 PM
Here is my setup. So far so good. Unfortunately Jimimadrid's Optics mod doesn't want to load/merge. I've tried it by itself and same thing.


CW
:arrgh!:

https://www.subsim.com/radioroom/[img]https://i.imgur.com/kzpFd5c.pnghttps://i.imgur.com/ExiuuFI.jpg
https://imgur.com/a/Kijnqin



https://imgur.com/a/Kijnqin



Very nice. Let me know how it goes.


I have ten patrols in V2.1 in development from January 1943-July 1944 in a Gato (USS Wahoo) Just finish the Battle of the Philippine Sea. I put patrol reports together from my notes an added to the patrol logs thread.


Running through to the end of the War if can make it. Then have to check over 1941-end of 1942. Thus far, no major issues, couple little things can correct no problem.

Captain Wreckless
02-17-25, 08:04 PM
Very nice. Let me know how it goes.


I have ten patrols in V2.1 in development from January 1943-July 1944 in a Gato (USS Wahoo) Just finish the Battle of the Philippine Sea. I put patrol reports together from my notes an added to the patrol logs thread.


Running through to the end of the War if can make it. Then have to check over 1941-end of 1942. Thus far, no major issues, couple little things can correct no problem.


So far, so good. I've sunk 2 Merchies, survived 2 DC attacks, in a Sugar boat and no CTD, yet.


One issue that didn't effect anything was the Patrol point (Yellow Star) was in one place and the 150nm circle for it was in another place. This has happened before and is a non-issue really. If I new how to fix it (S3D) I would give it a try.



:arrgh!:
CW

Bubblehead1980
02-19-25, 07:06 PM
So far, so good. I've sunk 2 Merchies, survived 2 DC attacks, in a Sugar boat and no CTD, yet.


One issue that didn't effect anything was the Patrol point (Yellow Star) was in one place and the 150nm circle for it was in another place. This has happened before and is a non-issue really. If I new how to fix it (S3D) I would give it a try.



:arrgh!:
CW


Excellent. Thanks. Yes, I plan to review the objectives, placement etc

Captain Wreckless
02-21-25, 04:07 PM
I'm having a graphics (Nvidia) issue that I can't figure out what is going on. I've never experienced it before paying SH4. It is making spotting targets in the periscope and TBT impossible.

This pic is Corregidor and I'm about 100 yards off shore. I should be seeing green etc, but not until I get almost on top of it. Even passing close to islands I get the same effect and not the terrain.

It's like a permanent haze layer just above the water and continues on forever. Even in the open see I get the same effect.

Any ideas what could be causing it and how I can fix it.

I've changed the setting in game several time but nothing is working.

CW
:arrgh!:

https://www.subsim.com/radioroom/[img]https://i.imgur.com/PmFOV5A.jpghttps://i.imgur.com/PmFOV5A.jpg

https://i.imgur.com/77I2ZzL.jpg
https://www.subsim.com/radioroom/<a href=&quot;https://imgur.com/77I2ZzL&quot;><img src=&quot;<a href=https://i.imgur.com/77I2ZzL.jpg&quot; target=_blank>https://i.imgur.com/77I2ZzL.jpg&quot;</a> title=&quot;source: imgur.com&quot; /></a>
https://imgur.com/77I2ZzL
https://imgur.com/a/0io901B

Captain Wreckless
02-21-25, 09:05 PM
I'm having a graphics (Nvidia) issue that I can't figure out what is going on. I've never experienced it before paying SH4. It is making spotting targets in the periscope and TBT impossible.

This pic is Corregidor and I'm about 100 yards off shore. I should be seeing green etc, but not until I get almost on top of it. Even passing close to islands I get the same effect and not the terrain.

It's like a permanent haze layer just above the water and continues on forever. Even in the open see I get the same effect.

Any ideas what could be causing it and how I can fix it.

I've changed the setting in game several time but nothing is working.

CW
:arrgh!:

https://www.subsim.com/radioroom/[img]https://i.imgur.com/PmFOV5A.jpghttps://i.imgur.com/PmFOV5A.jpg

https://i.imgur.com/77I2ZzL.jpg
https://www.subsim.com/radioroom/<a href=&quot;https://imgur.com/77I2ZzL&quot;><img src=&quot;<a href=https://i.imgur.com/77I2ZzL.jpg&quot; target=_blank>https://i.imgur.com/77I2ZzL.jpg&quot;</a> title=&quot;source: imgur.com&quot; /></a>
https://imgur.com/77I2ZzL
https://imgur.com/a/0io901B



Seems I was able to fix it. <CTRL-N> is your friend. :salute:

KaleunMarco
02-21-25, 09:13 PM
Seems I was able to fix it. <CTRL-N> is your friend. :salute:


ctrl-n? that's the weather key.

do you mean that the blank-looking graphic was weather-related?
:hmmm:

Bubblehead1980
02-22-25, 01:41 PM
I'm having a graphics (Nvidia) issue that I can't figure out what is going on. I've never experienced it before paying SH4. It is making spotting targets in the periscope and TBT impossible.

This pic is Corregidor and I'm about 100 yards off shore. I should be seeing green etc, but not until I get almost on top of it. Even passing close to islands I get the same effect and not the terrain.

It's like a permanent haze layer just above the water and continues on forever. Even in the open see I get the same effect.

Any ideas what could be causing it and how I can fix it.

I've changed the setting in game several time but nothing is working.

CW
:arrgh!:

https://www.subsim.com/radioroom/[img]https://i.imgur.com/PmFOV5A.jpghttps://i.imgur.com/PmFOV5A.jpg

https://i.imgur.com/77I2ZzL.jpg
https://www.subsim.com/radioroom/<a href=&quot;https://imgur.com/77I2ZzL&quot;><img src=&quot;<a href=https://i.imgur.com/77I2ZzL.jpg&quot; target=_blank>https://i.imgur.com/77I2ZzL.jpg&quot;</a> title=&quot;source: imgur.com&quot; /></a>
https://imgur.com/77I2ZzL
https://imgur.com/a/0io901B




Not sure, never had that issue myself. Only thing I've ever adjusted in TMO with my update that touches the environment is making the nights darker.
Weather wise I just changed the intervals from 24 to 96 (?) which i I believe was max to give more stability as was getting far too much Atlantic like weather in the pacific lol.

The way objects are rendered at distance in SH 4 are fouled up in general. A lot of hard coded things modders can't address. Perhaps one day as sim is pushing 20 years old, we can get it. This franchise would be dead without modders. At times I shake my head in disgust what corporate stooges did , cheated us out of. Although, it is part of what motivated me to start modding
and adding things such as ability to do night surface attacks, which to me really upped the immersion level.

I attacked from inside a convoy, emulating real life tactics at night earlier in my current patrol in November 1944.

adrians69
02-24-25, 04:17 AM
Hi, I've been running at 2560x1440 and all is well, except the gramophone and radio are way off and I can't bring them into view. The chrono was the same initiallly, but someone posted a fix in the download page by repositioning the chrono in menu 1024_768.ini, which now works.

I guess the same fix would be possible for the Gramophone and radio charts, but I have no idea what settings to use.

Any help would be appreciated. I read a post from Fifi that said he had fixed it, but he did not post the position settings for menu 1024_768.ini

Captain Wreckless
02-24-25, 03:50 PM
Not sure, never had that issue myself. Only thing I've ever adjusted in TMO with my update that touches the environment is making the nights darker.
Weather wise I just changed the intervals from 24 to 96 (?) which i I believe was max to give more stability as was getting far too much Atlantic like weather in the pacific lol.

The way objects are rendered at distance in SH 4 are fouled up in general. A lot of hard coded things modders can't address. Perhaps one day as sim is pushing 20 years old, we can get it. This franchise would be dead without modders. At times I shake my head in disgust what corporate stooges did , cheated us out of. Although, it is part of what motivated me to start modding
and adding things such as ability to do night surface attacks, which to me really upped the immersion level.

I attacked from inside a convoy, emulating real life tactics at night earlier in my current patrol in November 1944.


I was able to fix it. Ctrl-N is your friend. Has something to do with the weather. Just do that and it fixes it.

Captain Wreckless
02-25-25, 01:30 AM
Well 4 CTD playing an S-18 in Asiatic Fleet. All but last one was recoverable. After spending 53 minutes navigating through the minefield in Manila Bay it CTD before I could end patrol and would not load last save. Saying I'm pissed is an understatement.

I've got a save outside of the bay, but I'm not even gonna redo it. It just takes too long to get through the minefield following the PT boat.

Going to just give up on this patrol. I'm beginning to wonder if the CTD are sub related. I was playing a Porpoise class in Asiatic Fleet and didn't have a CTD. Seems all my crashes were related to S-18 class. Weird.

This is the logs of each CTD.
----------------------------------------
Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x00018b6b
Faulting process id: 0x4e98
Faulting application start time: 0x01db87293d4f22ac
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: D:\Games\Ubisoft\SH4TMO\Kernel.dll
Report Id: 6a1cf229-a643-4ff7-baf2-8761e4e60029
Faulting package full name:
Faulting package-relative application ID:

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: ntdll.dll, version: 10.0.19041.5007, time stamp: 0x6ce0f861
Exception code: 0xc0000005
Fault offset: 0x0005bcb3
Faulting process id: 0xe78
Faulting application start time: 0x01db8736b8bdfea4
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: C:\Windows\SYSTEM32\ntdll.dll
Report Id: f97dcbfc-fea4-40b8-86b1-cd59cb4076b2
Faulting package full name:
Faulting package-relative application ID:

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x0001b096
Faulting process id: 0x4d40
Faulting application start time: 0x01db874a7a712548
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: D:\Games\Ubisoft\SH4TMO\Kernel.dll
Report Id: 2db16fe7-ac11-4700-b4b9-ce6e2f069dac
Faulting package full name:
Faulting package-relative application ID:

adrians69
02-25-25, 02:09 AM
I had the same thing happen to me when using a Tambor out of Pearl. I changed the compatibility settings to Win 7 and Disable Full Screen Optimisations and haven't had a CTD since. Running Win 11

Captain Wreckless
02-25-25, 05:17 PM
I had the same thing happen to me when using a Tambor out of Pearl. I changed the compatibility settings to Win 7 and Disable Full Screen Optimisations and haven't had a CTD since. Running Win 11


Opps, I forgot to disable FSO after I reinstalled. I've set Win7. We'll see what happens.


CW
:arrgh!:

adrians69
02-26-25, 09:20 AM
Hope it works 😁

adrians69
02-27-25, 07:06 AM
Hi, I've been running at 2560x1440 and all is well, except the gramophone and radio are way off and I can't bring them into view. The chrono was the same initiallly, but someone posted a fix in the download page by repositioning the chrono in menu 1024_768.ini, which now works.

I guess the same fix would be possible for the Gramophone and radio charts, but I have no idea what settings to use.

Any help would be appreciated. I read a post from Fifi that said he had fixed it, but he did not post the position settings for menu 1024_768.ini

EDIT
It's OK I found out how to do it myself using the tuorial in this thread

https://www.subsim.com/radioroom/showthread.php?t=111832

Bubblehead1980
03-04-25, 10:07 AM
I had the same thing happen to me when using a Tambor out of Pearl. I changed the compatibility settings to Win 7 and Disable Full Screen Optimisations and haven't had a CTD since. Running Win 11


Good to know!

Bubblehead1980
03-04-25, 12:03 PM
As I am testing, running through the war testing out the update for this mod, entitled V2.1, just wanted to gauge experiences compared to mine as well as requests users may have, which if possible and in line with the mods purpose,
will attempt to implement.

On deck for this release:

Refinement of patrol objectives.

Implement SD radar that can be turned on/off as the SJ radar can (as it should have been from the start, lazy on UBI's part)


Refinement of crew rosters

Refinement of the SubRon 50 campaign in the ATO/ETO

Bubblehead1980
03-06-25, 11:08 PM
Well 4 CTD playing an S-18 in Asiatic Fleet. All but last one was recoverable. After spending 53 minutes navigating through the minefield in Manila Bay it CTD before I could end patrol and would not load last save. Saying I'm pissed is an understatement.

I've got a save outside of the bay, but I'm not even gonna redo it. It just takes too long to get through the minefield following the PT boat.

Going to just give up on this patrol. I'm beginning to wonder if the CTD are sub related. I was playing a Porpoise class in Asiatic Fleet and didn't have a CTD. Seems all my crashes were related to S-18 class. Weird.

This is the logs of each CTD.
----------------------------------------
Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x00018b6b
Faulting process id: 0x4e98
Faulting application start time: 0x01db87293d4f22ac
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: D:\Games\Ubisoft\SH4TMO\Kernel.dll
Report Id: 6a1cf229-a643-4ff7-baf2-8761e4e60029
Faulting package full name:
Faulting package-relative application ID:

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: ntdll.dll, version: 10.0.19041.5007, time stamp: 0x6ce0f861
Exception code: 0xc0000005
Fault offset: 0x0005bcb3
Faulting process id: 0xe78
Faulting application start time: 0x01db8736b8bdfea4
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: C:\Windows\SYSTEM32\ntdll.dll
Report Id: f97dcbfc-fea4-40b8-86b1-cd59cb4076b2
Faulting package full name:
Faulting package-relative application ID:

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x0001b096
Faulting process id: 0x4d40
Faulting application start time: 0x01db874a7a712548
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: D:\Games\Ubisoft\SH4TMO\Kernel.dll
Report Id: 2db16fe7-ac11-4700-b4b9-ce6e2f069dac
Faulting package full name:
Faulting package-relative application ID:





So I just ran a patrol in June-July 1941 (pre war) and the minefield showed up per history on July 1. I had no issues other than the map label did not show up (shows up if start patrol after july 1) and did not receive a message on radio as supposed to, will look into that.

Regardless, always look for the escort vessel off Corregidor, usually a PT boat, they will be around once a hour roughly, just get astern of the and match speed, follow them in, let them path find through the gap in the minefield. I used 64x TC max navigating through it. I recall reducing number of mines as to not be taxing on systems.

Bubblehead1980
03-09-25, 02:18 PM
Right now the to do list

1. Refine Operation Orders, correct any errors such as typos, misplaced objectives, clean up language of operation orders. Add more wolfpac missions in appropriate time frames.

2. Cleanup the map and labels

3. Lighthouses rendering at real distances if possible

4. Several escorts as No.13 class are missing stern racks for DC but have throwers, not sure why but will resolve (if anyone wants to help, please do)

5. Get US and IJN DD's and boats launching torpedoes. (Anyone?)

6. Want to equip some merchants with defensive depth charges (rack), as some carried them. Merchants when unescorted and/org set to skill level will of course shoot its guns defensively, some will ram a submerged sub or surfaced sub and when given hydrophones I believe would drop a charge way.

7. While I have had no CTD's.in 13 patrols, will double check to make sure no CTD's with torpedo impacts etc.

8. Further refine the SUBRON 50 campaign in ETO

9. Review and if needed refine SPYRON campaign

10. A "wolfpack" commander option, within limits of the sim of course; I've considered this where player when Promoted to Captain (start as Captain if possible) is given command of a Wolfpack. This requires a lot of scripting, both in reworking of campaign objectives, boats are right time, likely convoys messages, to simulate a convoy. Of course player still controls own sub, and only real way to control others is to send contact report (acting as contact boat) and other subs in range will hone in.

I managed to simulate operating as part of a wolfpack with some degree of success in TMO. Nice having other subs to draw enemy escorts, to attack as well. This was accomplished by some careful scripting of traffic and messages
to simulate wolf pack operations within limits of the sim. Brings a new element of realism and immersions to SH 4 TMO.


11. Implement the SD radar on/off option as in FOTRS.

Any other suggestions? Let me know.

adrians69
03-10-25, 03:41 AM
Are the stadimeters accurate in this version or is it possible to incorporate the SCAF mod by Cap'n Scurvy if it's not already included?

Bubblehead1980
03-10-25, 04:31 PM
Are the stadimeters accurate in this version or is it possible to incorporate the SCAF mod by Cap'n Scurvy if it's not already included?


Ducimus long ago incorporated a fix for stadimeter into TMO. There was a version of SCAF for TMO but it is not compatible with my TMO BH update as it, would require updating since many ships have been added, renamed etc.

The stadimeter is overall accurate. I often run patrols without map contacts nor external cams, so the stadimeter is a key tool for accurately determining speed. I plot on the map as a double check as well. I did give the scopes a more realistic increase in zoom and the "identify" target (as well as clicking the check mark in the recognition manual) feature does add the proper data into TDC. The tallest point, typically masts of a vessel as sure you know is the measuring point. In a quick set up, I time them one minute, 300 yards per minute for 3 minutes=9 knots and so forth. I rarely miss due to fire control data error.

I liked SCAF but felt it made things too easy personally, so did not use it for too long. However, great piece of work and if Cap'n wanted to make a version for forthcoming TMO BH Update V2.1 as an optional add on, that would be great.

adrians69
03-11-25, 01:33 AM
That's good to know. I wouldn't want it too easy as I strive for as much realism as possible

Bubblehead1980
03-11-25, 10:15 PM
That's good to know. I wouldn't want it too easy as I strive for as much realism as possible


Excellent, same here. I enjoy the challenge and my update in TMO is geared towards that type of operation.

millnate
03-18-25, 08:09 PM
Anyone else try the torpedo attack tutorial in the school? About 30 seconds after firing a 4 torpedo spread at the CH, I get a CTD.

I realize most folks loading TMO aren’t going to be playing around in the school, so I’m hoping the issue is isolated to that tutorial, but at least one other Reddit user had this exact experience, so it’s not just me.

Been looking forward to trying this mod for a while, and didn’t have much time to test it so I quick loaded that tutorial and my heart sunk as it quickly CTD. I did quickly shoot a DD down the throat in the Convoy Attack tutorial with no CTD.

Modlist:
TMO 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash TMO V2.0

Apologies if I missed something in the readme or forum searches. Thanks!

Bubblehead1980
03-18-25, 08:51 PM
Anyone else try the torpedo attack tutorial in the school? About 30 seconds after firing a 4 torpedo spread at the CH, I get a CTD.

I realize most folks loading TMO aren’t going to be playing around in the school, so I’m hoping the issue is isolated to that tutorial, but at least one other Reddit user had this exact experience, so it’s not just me.

Been looking forward to trying this mod for a while, and didn’t have much time to test it so I quick loaded that tutorial and my heart sunk as it quickly CTD. I did quickly shoot a DD down the throat in the Convoy Attack tutorial with no CTD.

Modlist:
TMO 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash TMO V2.0

Apologies if I missed something in the readme or forum searches. Thanks!



Hello,

I did not encounter this issue when V2.0 of the mod was released nor in the 13 patrols I ran from 1942-1945 in recent testing. However, since I have returned form hiatus, in both 1941 and 1942, as well as the torpedo training mission (1943) I have discovered this issue of torpedoes caused CTD after launch, at different times and believe have tracked down the issue as have made numerous attacks and completed the training missions with no CTD after torpedo launch. This weekend I hope to release a "holdover version" if possible until the full update is ready for release.

Somewhat ironically, I believe the CTD are in part attributed to impact angle settings in the .sim file for torpedoes as the duds with the wider angle shots seeming to cause CTD before (possibly when sim is deciding if torpedo will be dud, calling on the files settings?, but as you experienced, no CTD with down the throat shot. In real life the dud issue was due to firing pin issues with the angels greater than 45 with the standard "broadside" 90 degree shot being most common cause of duds. Just a theory based on a lot of evidence lol.

Some cloned ships are also possible culprits

If you're willing to be a tester, let me know and I will send an easy fix mod to verify my theory outside of myself. Always nice to have independent testing/feedback.

millnate
03-18-25, 09:06 PM
Hello,

I did not encounter this issue when V2.0 of the mod was released nor in the 13 patrols I ran from 1942-1945 in recent testing. However, since I have returned form hiatus, in both 1941 and 1942, as well as the torpedo training mission (1943) I have discovered this issue of torpedoes caused CTD after launch, at different times and believe have tracked down the issue as have made numerous attacks and completed the training missions with no CTD after torpedo launch. This weekend I hope to release a "holdover version" if possible until the full update is ready for release.

Somewhat ironically, I believe the CTD are in part attributed to impact angle settings in the .sim file for torpedoes as the duds with the wider angle shots seeming to cause CTD before (possibly when sim is deciding if torpedo will be dud, calling on the files settings?, but as you experienced, no CTD with down the throat shot. In real life the dud issue was due to firing pin issues with the angels greater than 45 with the standard "broadside" 90 degree shot being most common cause of duds. Just a theory based on a lot of evidence lol.

Some cloned ships are also possible culprits

If you're willing to be a tester, let me know and I will send an easy fix mod to verify my theory outside of myself. Always nice to have independent testing/feedback.

BH,

I would absolutely love to be a tester, and am excited to hear you may have found the issue on this. But just so you’re aware, I can only game on a steam deck (travel for work) and have little ones when at home (limited time for gaming) but if you’re okay with that, send it my way!

It’s a beautiful mod BTW. Great work. Can’t wait to start a campaign.

millnate
03-19-25, 08:06 AM
BH,

Just out of curiosity, I loaded the torpedo attack tutorial in the school to maneuver behind the CH to test your angle theory and unfortunately, got a CTD after a few min without ever shooting a torpedo.

It could just be that tutorial?

Bubblehead1980
03-19-25, 10:17 AM
BH,

Just out of curiosity, I loaded the torpedo attack tutorial in the school to maneuver behind the CH to test your angle theory and unfortunately, got a CTD after a few min without ever shooting a torpedo.

It could just be that tutorial?

Hmm not sure on that one. By the tutorial you are referring to "Submarine School" Torpedo attack mission correct? I've never edited that mission or any of the training missions from the screen, all of my work is on the campaign, missions are holdovers from the original TMO. I don't believe its limited to tutorial based on my testing, the common factor is torpedoes.

I've successfully ran a patrol now in 1941 without CTD in four torpedo attacks or in the training mission.

Another possible contributor is the EAX clash bang dud mod. The "dud" splash effect added, I went back to using a previous version which did not have the dud splash effect.

Another possible issue (should not be ) is that the mod was created on a hard copy of SH 4, you stated that you are running steam. I know some steam users have had issues with mods in past, but plenty use it as well.

I would say (if you have not already) check your install order with readme, any additional mods, make sure have the 4gig patch or LAA enabled. Make sure you have a clean install of SH4 V1.5




I'm working on the holdover version to release this weekend. Among the things I am working to do is streamline further the install and instructions. I attempted to in V2.0 initial release.

millnate
03-19-25, 05:42 PM
Try activating realistic sound travel in the options, fixed it for me.

BH,

I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!!

Seems the realistic sound travel needs to be activated in the game’s sound options!

Bubblehead1980
03-19-25, 05:53 PM
BH,

I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!!

Seems the realistic sound travel needs to be activated in the game’s sound options!


Interesting. I always heard it would slow things down, cause CTD. Hmm. Glad that appears to have solved it for you.

Bubblehead1980
03-20-25, 12:57 AM
BH,

I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!!

Seems the realistic sound travel needs to be activated in the game’s sound options!


I believe you are on to something. I just tried the cruiser training mission with realistic sound travel on, no CTD when fired torpedoes or on impact


Same exact setup, but without the sound setting, CTD after launch hmm.

adrians69
03-20-25, 05:24 AM
Submarine school torpedo tutorial works ok for me with no CTD. Just ran it 4 times to be sure it wasn't a fluke

millnate
03-20-25, 09:51 AM
Submarine school torpedo tutorial works ok for me with no CTD. Just ran it 4 times to be sure it wasn't a fluke

Was “ realistic sound travel” enabled in the sound settings?

I’ve run it a few times with no more CTD with that enabled. Makes sense with the built in EAX sound mod.

Bubblehead1980
03-20-25, 06:03 PM
Screenshots from patrol in December 1941.


https://www.subsim.com/radioroom/showthread.php?t=107786

Bubblehead1980
03-20-25, 10:43 PM
Just a little update....


1. Reviewing/refining patrol orders in campaign

2. Reviewing, refining campaign traffic

3. Refining ships....hope to add "defensive depth charge" ability to some merchants as have read about them.

4. Restore lethality of TMO's aircraft.

5. Enhanced visual sensors for submarine watch crew

6. historical adjustments to SD radar to reflect its limitations
Also wish to make it where SD can be switched on/off as it is possible.

7. Player will operate from Corregidor December 19-30 1941 as Manila
and Cavite were untenable due to air raids, Manila declared open city as well.

8. Pacific Fleet Division 2 leftover from original TMO focused on special operations, which have been entirely reworked to be more in line with history. Considering making this a flotilla for use later war by older boats like Salmon, Porpoise, Sargo which began to patrol bypassed areas and perform lifeguard missions, as well as other special missions.

9. Fleetboats operating from Dutch Harbor in summer 1942 when assigned to patrol off Kiska and Attu after Japanese invasion.

10. If have time, refine new construction careers previously worked on, not included in last release

11. Spruce up the SUBRON 50 campaign in ETO .

12. Clean up the navigation map.

13. If possible get light houses that render at more realistic distances.

14.* WOLFPACK COMMANDER ADD-ON


I have begun preliminary work on a wolfpack commander add on. As most are away with AI submarines that can fire torpedoes now in TMO, there are wolkfpack assignments in the campaign. Of course this is scripted by simulating contact/orders through placement of AI subs with messages.

The AI subs will respond to and attack convoys when player makes contact report within range.

Once player makes rank of Captain, would simply add on the mod via JSGME and will give player patrol orders as wolfpack commander in assigned area with so and so submarine. Takes a lot of scripting and work to achieve it but could be interesting and add another level vs retirement or continuing on as a Captain commanding a sub.


I have limited time so if anyone is willing to test but also help out, much appreciated, let me know.

adrians69
03-21-25, 01:31 AM
Was “ realistic sound travel” enabled in the sound settings?

I’ve run it a few times with no more CTD with that enabled. Makes sense with the built in EAX sound mod.

Yes, I always have that enabled

ElCid97
03-23-25, 05:07 PM
For what it's worth:

https://pigboats.com/index.php?title=Torpedo_photos_%26_information#Bli ss-Leavitt_Mark_9_Mod_1B

I'm sure you folks have this already down-packed when it comes to getting and finding references, but I figured "why not" when I ran across this when trying to fix some BuPers issues I'm having.

It was more of a "rabbit hole" thing when I was trying to find info on the S-Class. I'm trying to update the thing's "upc" file and I'm also trying to update some of the weapon stuff, but "upc" files in general, unfortunately, have been driving me crazy this weekend.

I thought it may help if you were thinking of any weapons updates such as adding the older Mk9 Mod1B as an option in the Asiatic Fleet or Alaska either early in the war or in pre-war stuff.

ElCid97

KaleunMarco
03-24-25, 07:22 PM
started a career PH Div 2, in a Tambor.
December 8 1942
First mission Marshalls (Sink 02).

On station, contacted a convoy.
Escorts detected us and attacked.
we sank the first one.
the second began a depth bomb attack then CTD. we heard the splashes then CTD.
the keyboard mod is my personal Command.cfg and has been compatible with every version of SH4.

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visibility for v1.5
999_KM_Keyboard

Bubblehead1980
03-24-25, 08:35 PM
started a career PH Div 2, in a Tambor.
December 8 1942
First mission Marshalls (Sink 02).

On station, contacted a convoy.
Escorts detected us and attacked.
we sank the first one.
the second began a depth bomb attack then CTD. we heard the splashes then CTD.
the keyboard mod is my personal Command.cfg and has been compatible with every version of SH4.

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visibility for v1.5
999_KM_Keyboard


Yesm Div 2 CTD is mentioned in the README, has to do with changing of flotillas and patrol orders, eliminating hollywoodesque missions. Div 2 will be heavily revamped in 2.1. Either it will serve as a training flotilla so player is not thrown into combat, let crew build up some experience, also to represent down time for major retfits so its not "instant" or work that takes months stateside takes 2 weeks in forward area lol. May also have it serve where player is temporarily transferred to do things like test torpedoes. The mission for testing duds (as Muskallunge did in 1943) was added in the campaign, player has chance of being assigned to test torpedoes on the cliffs in Hawaii Islands if in port on appropriate dates. Could add the depth tests to Australia in late 1942.


OR will serve as special ops focused but just for later war with the older boats performing special ops and patrols in the less "hot" areas which became the norm historically once plenty of Gato/Balao's were available. Of course steps will be taken to keep things interesting, but won't be.


Anyways, right now its not functional. Surprised you even made it to start a career.


Hmm not sure what is going on, never had CTD with depth charges.


I am working off a stable version of TMO V2.0 that was finished shortly before I integrated some things that appear to be the culprit. Patience, it'll be fixed.

KaleunMarco
03-24-25, 08:59 PM
Yesm Div 2 CTD is mentioned in the README, has to do with changing of flotillas and patrol orders, eliminating hollywoodesque missions. Div 2 will be heavily revamped in 2.1. Either it will serve as a training flotilla so player is not thrown into combat, let crew build up some experience, also to represent down time for major retfits so its not "instant" or work that takes months stateside takes 2 weeks in forward area lol. May also have it serve where player is temporarily transferred to do things like test torpedoes. The mission for testing duds (as Muskallunge did in 1943) was added in the campaign, player has chance of being assigned to test torpedoes on the cliffs in Hawaii Islands if in port on appropriate dates. Could add the depth tests to Australia in late 1942.


OR will serve as special ops focused but just for later war with the older boats performing special ops and patrols in the less "hot" areas which became the norm historically once plenty of Gato/Balao's were available. Of course steps will be taken to keep things interesting, but won't be.


Anyways, right now its not functional. Surprised you even made it to start a career.


Hmm not sure what is going on, never had CTD with depth charges.


I am working off a stable version of TMO V2.0 that was finished shortly before I integrated some things that appear to be the culprit. Patience, it'll be fixed.

made one change: added Realistic Sound travel to config.
restarted first mission. (Sink Marshalls 02)
intercepted convoy...sank 4 including one escort.
took damage. repaired damage. surfaced for a short time, to catch breath, then CTD.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.

Bubblehead1980
03-24-25, 09:00 PM
made one change: added Realistic Sound travel to config.
restarted first mission. (Sink Marshalls 02)
intercepted convoy...sank 4 including one escort.
took damage. repaired damage. surfaced for a short time, to catch breath, then CTD.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.


The realistic sound travel thing is weird, it's never been a factor before V2.0


I also suffered a CTD with it enabled, not from torpedoes those worked fine, but from a unknown ship was closing when it rendered.

Mouse
03-25-25, 01:59 PM
Yesm Div 2 CTD is mentioned in the README, has to do with changing of flotillas and patrol orders, eliminating hollywoodesque missions. Div 2 will be heavily revamped in 2.1. Either it will serve as a training flotilla so player is not thrown into combat, let crew build up some experience, also to represent down time for major retfits so its not "instant" or work that takes months stateside takes 2 weeks in forward area lol. May also have it serve where player is temporarily transferred to do things like test torpedoes. The mission for testing duds (as Muskallunge did in 1943) was added in the campaign, player has chance of being assigned to test torpedoes on the cliffs in Hawaii Islands if in port on appropriate dates. Could add the depth tests to Australia in late 1942.


OR will serve as special ops focused but just for later war with the older boats performing special ops and patrols in the less "hot" areas which became the norm historically once plenty of Gato/Balao's were available. Of course steps will be taken to keep things interesting, but won't be.


Anyways, right now its not functional. Surprised you even made it to start a career.


Hmm not sure what is going on, never had CTD with depth charges.


I am working off a stable version of TMO V2.0 that was finished shortly before I integrated some things that appear to be the culprit. Patience, it'll be fixed.

Interestingly enough this happened to me. Was asiatic fleet and accepted a new boat, Tambor class then first Depth charge CTD

KaleunMarco
03-25-25, 02:45 PM
made one change: added Realistic Sound travel to config.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.


new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions :har:)

Bubblehead1980
03-25-25, 03:21 PM
new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions :har:)


ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress

KaleunMarco
03-25-25, 03:37 PM
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release


I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress

Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo. :doh:

Bubblehead1980
03-25-25, 09:45 PM
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo. :doh:


Lol @ Dr. Evil. We watched "Goldmember" the other night.

"Evil" in sense they are a real threat again, especially once have MAD. Some other surprises i'm testing. I found an old write up by ducimus on development of his planes.

One issue have is with the G4M , it likes to make a dive, and fire guns if player is on surface in transition to diving, then once player is submerged, comes back around and usually too deep for it where as on first drop. Just silly behavior. I've thought about removing the guns actually to prevent this, but then strafing runs once out of bombs are nice.

propbeanie
03-25-25, 11:08 PM
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo. :doh:
The game seems to constantly 'cheat' and apparently can home-in on your SD, even early war. It is an undocumented "feature" of the stock game... :roll:

btw- the "On/Off" versus "Rise/Lower" is the sim file designation for the SD mast as either "Radar antenna (FotRSU) or "Snorkel" (TMO). Skwasjer had a post about that somewhere, but Anvart is the one to first do it (Rise/Lower), but without using S3D (hex), and released a mod for it in like 2007 or 8, otherwise you had the Stock method On/Off...

KaleunMarco
03-25-25, 11:30 PM
The game seems to constantly 'cheat' and apparently can home-in on your SD, even early war. It is an undocumented "feature" of the stock game... :roll:

btw- the "On/Off" versus "Rise/Lower" is the sim file designation for the SD mast as either "Radar antenna (FotRSU) or "Snorkel" (TMO). Skwasjer had a post about that somewhere, but Anvart is the one to first do it (Rise/Lower), but without using S3D (hex), and released a mod for it in like 2007 or 8, otherwise you had the Stock method On/Off...

so.....does lowering the SD radar turn it off such that it is not detectable?

KaleunMarco
03-25-25, 11:31 PM
BTW, the sonar came back to life in the second mission.
it will now operate as expected.

no idea why it stopped working in the first mission.:ping:

in the middle of an attack, i have the attack scope raised forward and i switch over and raise the observation scope to see aft and.........CTD.

prior to this time, i had used both scopes although not simultaneously.

millnate
03-26-25, 08:13 AM
new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions :har:)

CaptScurvy released a sonar bearing fix mod for the Tambor and a few other subs. Looks like it was an issue with the stock game. I’m trying to help Bubblehead out (with my inexperience and all lol) and look into incorporating it but got swamped with work before I was expecting.

LUKNER
03-26-25, 10:13 AM
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress


Вражеские самолеты не могут найти лодку по работе радара. Это самовнушение, или заблуждение, ваше. Авиабаза генерирует самолет рядом с лодкой. Удаленность в пределах генерации 3Д объекта, не далее 30 км от лодки. Если самолет оснащен необходимым оружием, то атака идет сразу как сенсоры самолета находят лодку. Потому что сенсоры самолета в разных модах на максималках практически на 80 % перекрывают зону генерации самолета. Единственное что спасает, или точнее сказать, "задерживает" на время атаку самолета, это коффициенты тумана, волны, день/ночь.
======================
Enemy aircraft cannot find a boat by radar. (The plane cannot detect the submarine's radar.) This is self-hypnosis, or delusion, yours. The airbase generates an aircraft near the boat. The distance is within the generation of a 3D object, no further than 30 km from the boat. If the aircraft is equipped with the necessary weapons, then the attack occurs immediately as the aircraft sensors find the boat. Because the aircraft sensors in different modes at maximum settings almost 80% overlap the aircraft generation zone. The only thing that saves, or more precisely, "delays" the aircraft attack for a while, is the fog, wave, day/night coefficients.

ElCid97
03-26-25, 05:34 PM
Just to verify:

1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base?

2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase.

3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat.

4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be.

5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft.

6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away.

I'm not sure how you figured that out, but I would guess it took a while! :03:

Let me know if that sounds about right. :up:

Saludos!

ElCid97

LUKNER
03-26-25, 07:01 PM
Just to verify:

1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base?

2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase.

3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat.

4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be.

5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft.

6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away.

I'm not sure how you figured that out, but I would guess it took a while! :03:

Let me know if that sounds about right. :up:

Saludos!

ElCid97


In general, it is correct. But there are some minor amendments.


1. If the airbase has different aircraft by range, then the aircraft whose flight range matches the range of the airbase will arrive. The airbase shows its range by the maximum flight range of one of the registered aircraft.

6. The attack will only occur if the aircraft has weapons for the attack, and it also depends on the group the aircraft is registered in. For example, a fighter group. I have tested their operation experimentally. Without bombs, there is no attack. Even with bombs, there were cases when the aircraft simply flew overhead in clear weather in calm weather. But as soon as I registered the Zero as a patrol aircraft, everything changed dramatically. Not a single fly-by happened anymore. An aggressive attack even without bombs: attack - turn - attack ... !!!


===============================

В общем правильно. Но есть небольшие поправки.

1. Если авиабаза имеет разные самолеты по дальности, то прилетит тот самолет у которого дальность полета совпадает с дальностью авиабазы. Авиабаза показывает свою дальность по максимальной дальности полета одного из прописанных самолетов.

6. Атака произойдет если только вооружение будет иметься на борту самолета для атаки, и еще это зависит от группы в которой прописан самолет. Например группа истребители. Опытным путем проверял их работу. Без бомб атаки нет. Даже с бомбами были случаи что самолет в ясную погоду в штиль просто пролетал над головой. Но стоило мне Зеро прописать в патрульные самолеты, все резко поменялось. Ни одного пролета мимо больше не случилось. Агрессивная атака даже без бомб: атака - разворот - атака ... !!!

ElCid97
03-27-25, 06:33 AM
Thanks for the clarification! :up:

I'll see if I can type something out for reference.

ElCid97

propbeanie
03-27-25, 11:36 AM
... Enemy aircraft cannot find a boat by radar. (The plane cannot detect the submarine's radar.) This is self-hypnosis, or delusion, yours. The airbase generates an aircraft near the boat. The distance is within the generation of a 3D object, no further than 30 km from the boat. If the aircraft is equipped with the necessary weapons, then the attack occurs immediately as the aircraft sensors find the boat. Because the aircraft sensors in different modes at maximum settings almost 80% overlap the aircraft generation zone. The only thing that saves, or more precisely, "delays" the aircraft attack for a while, is the fog, wave, day/night coefficients.
Technically, no - they do not find you by radar, but the game does indeed point them more directly, more often at the player boat when the SD / APR is on, because it adds to the equation modifiers. Like most aspects of the game, you cannot "date" certain aspects of the environment or submarine as the game progresses. Some parts can change, others cannot, dependent upon the dev's "build" of that aspect of the game. The AirStrike.cfg comes into play here, as noted by Bubblehead1980, and it does not change during the gameplay. You might also notice that the devs simulate HF/DF throughout the war, and the Japanese did not feel the need for that early-war either.

Just to verify:
1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base? Small, Normal and Large Airbase, but also planes, as LUKNER notes below
2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase. somewhat - see below
3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat. The 'range' is the game's spawn range - whatever that is. The "bearing" is a roll of the dice, with 'modifiers' that are invoked based on the situation (radar active, detector active, etc)
4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be. If equipped with radar, then yes, once the player boat is within the plane's radar range, then it will divert its course
5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft. The factors also determine whether a plane is generated by the AirStrike.cfg
6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away. You do not always get an attack, especially as LUKNER notes below
...

In general, it is correct. But there are some minor amendments.
1. If the airbase has different aircraft by range, then the aircraft whose flight range matches the range of the airbase will arrive first. The airbase shows its range by the maximum flight range of one of the registered aircraft.
6. The attack will only occur if the aircraft has weapons for the attack, and it also depends on the group the aircraft is registered in. For example, a fighter group. I have tested their operation experimentally. Without bombs, there is no attack. Even with bombs, there were cases when the aircraft simply flew overhead in clear weather in calm weather. But as soon as I registered the Zero as a patrol aircraft, everything changed dramatically. Not a single fly-by happened anymore. An aggressive attack even without bombs: attack - turn - attack ... !!! The "type" of planes do make a difference
Now, the AirStrike.cfg determines how often the "roll of the dice" is done to determine whether the game will send a plane out toward the player, whether directly on their bearing, or 10-12 degrees off-bearing. The other factors stated in the AirStrike file determine whether there is more of a chance, or less of a chance of an AirStrike. If a player's boat is "seen" by the AI Visual, that basically will make AirStrikes occur one after the other. Get "seen" a 2nd time, and they will keep occurring. In the Stock game, the "size" of the AirBase determines the range, but as LUKNER mentions, the planes are the real determining factor for "range". Also, "range", as far as the game's "AI" is concerned, does NOT allow for RTB or 'Bingo' fuel. They can travel to you, and generally stay overhead quite a bit longer than "real life" would allow. If you are further away from an AirBase, they will send the long-range plane first, and shorten up as you are further detected, until you are within range of the fighers. If there are 7 planes in an airgroup, the game will send all 7 after the player boat. The player MUST be killed, as far as the AI is concerned.

As for the "fighter" plane to attack (any plane), all you need is a couple of dummy bombs (BombDummy) in the cfg / eqp file loadout (and of course, bomb pads to mount them to in the dat file). Sometimes, planes do not attack if the conditions are not 'correct' for the AI. If a plane is equipped with radar, you will sometimes get a bomb drop on a 2nd pass, but you will see them come down, almost like they're dropping a 'marker' in the water. If they "see" you, unless the angle is not good, you will almost always get a bomb drop on the first pass, or a strafing if a BombDummy is mounted instead. I was going to mention something else, but my internal AI is very deficient, and the idea has escaped for now... sigh :roll:

Hah! I remember now... Aircraft carriers, or any ship designated as Type=7, 8, 18 and 19, are also considered an AirBase, with ranges based upon the planes in their Sea folder cfg file... they are also involved in the AirStrike.cfg file, BUT - in addition, if your submarine is detected within range of them, you will have a constant stream of planes spawning from them, as they attempt to terminate your submarine with extreme prejudice, at the expense of all else, including encounters with their enemy Task Forces... It can be interesting to see sometimes...

LUKNER
03-27-25, 07:04 PM
Альтернатива появлению самолетов в игре без использования авиабаз и AirStrike.cfg это рандомная прописка траффика. Минусы этого способа, это сложный траффик, и полеты в любую погоду, даже в ураган с туманами и сильным ветром. Когда на лодке только сенсоры визуального обнаружения, этот метод супер лучший. Самолеты есть не зависимо от погоды, но ни самолеты ни игрок не видят друг друга, как будто самолетов в воздухе нет. Другое дело, когда на лодке есть радар воздушного обнаружения. Тогда такой воздушный траффик выглядит глупо.
Поэтому создание воздушного противника в игре эта самая сложная работа в кампаинге. И использовать надо комплексно все способы что может дать игра. И авиабазы, чтобы перекрыть большое пространство, и узкие участки (острова, порты, проливы) с помощью рандомной прописки.
====================================


An alternative to the appearance of aircraft in the game without using airbases and AirStrike.cfg is random traffic registration. The disadvantages of this method are complex traffic, and flights in any weather, even in a hurricane with fog and strong wind. When the boat only has visual detection sensors, this method is super best. Airplanes are present regardless of the weather, but neither the planes nor the player see each other, as if there are no planes in the air. Another thing is when the boat has an air detection radar. Then such air traffic looks stupid. Therefore, creating an air enemy in the game is the most difficult work in the campaign. And you need to use all the methods that the game can give in a comprehensive manner. And airbases to cover a large space, and narrow areas (islands, ports, straits) using random registration.

KaleunMarco
03-27-25, 07:27 PM
BTW, the sonar came back to life in the second mission.
it will now operate as expected.

no idea why it stopped working in the first mission.:ping:

in the middle of an attack, i have the attack scope raised forward and i switch over and raise the observation scope to see aft and.........CTD.

prior to this time, i had used both scopes although not simultaneously.

survived a mission (second) to the Gilberts.

third mission: Dolittle Raid recon.
neither the April 9 nor the April 10 messages triggered.
on our way to the ten-day patrol zone.
++++

intercepted a group as it passed the Bonins. sunk two or three ships. one of the escorts exploded as it passed a ship that we had just torpedoed. no credit...but one less escort. took a beating. survived. surfaced and lit out after the group. CTD.

Bubblehead1980
03-27-25, 09:38 PM
survived a mission (second) to the Gilberts.

third mission: Dolittle Raid recon.
neither the April 9 nor the April 10 messages triggered.
on our way to the ten-day patrol zone.
++++

intercepted a group as it passed the Bonins. sunk two or three ships. one of the escorts exploded as it passed a ship that we had just torpedoed. no credit...but one less escort. took a beating. survived. surfaced and lit out after the group. CTD.


I just don't get all the CTD's. I made 13 patrols 1942-1945 with no CTD. Then did get them early war. One common factor seems to be some cloned ships, torpedoes for some users when the realistic sound not enabled.


What is your mod list.


Did you conduct the dootlitte mission? Was it the one for weather recon in Tokyo area /beacon duty or scouting ahead of the fleet?

KaleunMarco
03-28-25, 02:34 PM
I just don't get all the CTD's. I made 13 patrols 1942-1945 with no CTD. Then did get them early war. One common factor seems to be some cloned ships, torpedoes for some users when the realistic sound not enabled.


What is your mod list.


Did you conduct the dootlitte mission? Was it the one for weather recon in Tokyo area /beacon duty or scouting ahead of the fleet?

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999_KM_Keyboard

LAA Status
https://i.ibb.co/KxyJRQTV/image-2025-03-28-143030560.png

i was assigned the recon for Doolittle mission.

none of the triggers or events after the initial waiting area objective worked as you had intended.

on the subject of CTD's....the last few have occurred while there was no apparent action happening. i was either cruising from one place to another or sitting someplace waiting for something to come by. no torpedoes, explosions, etc.:hmmm:

Bubblehead1980
03-28-25, 02:50 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999_KM_Keyboard

LAA Status
https://i.ibb.co/KxyJRQTV/image-2025-03-28-143030560.png

i was assigned the recon for Doolittle mission.

none of the triggers or events after the initial waiting area objective worked as you had intended.

on the subject of CTD's....the last few have occurred while there was no apparent action happening. i was either cruising from one place to another or sitting someplace waiting for something to come by. no torpedoes, explosions, etc.:hmmm:


Hmm.

Thanks for letting me know on the Doolittle Mission. Did you see the B-25's on 18 April ? I haven't looked at that mission in a while, but will. I recall player was supposed to be right under their flight path offshore.

KaleunMarco
03-28-25, 03:11 PM
Hmm.

Thanks for letting me know on the Doolittle Mission. Did you see the B-25's on 18 April ? I haven't looked at that mission in a while, but will. I recall player was supposed to be right under their flight path offshore.

negative on the B25's.

in fact, once i pulled ahead of the TF, i never detected them again. when the august 9 and 10 messages did not appear i figured that the .MIS logic had failed us and we were on our own. this was confirmed when the patrol objective was not announced and the patrol zone marker pennant did not appear on the Nav Map.

SubmarinerJoe
03-31-25, 12:05 PM
FWIW, I love your mod but I also get frequent CTDs, mainly when being depth charged or when a destroyer starts firing it's weapons.

I've even done several clean installs with only your mod installed. Not sure if there's some common link in terms of computer hardware/software or not amongst those of us getting CTDs.

Bubblehead1980
03-31-25, 05:32 PM
FWIW, I love your mod but I also get frequent CTDs, mainly when being depth charged or when a destroyer starts firing it's weapons.

I've even done several clean installs with only your mod installed. Not sure if there's some common link in terms of computer hardware/software or not amongst those of us getting CTDs.


Glad you love the mod! V2.1 should be even better, without the instability that is mod related.

I hate you keep getting CTD's. The mod was always rather stable until V2.0 after a certain point. I believe I have isolated the main cause of CTD's that are systemic and not individual user system related , and have removed the elements causing them. Reworking some things and testing.

Recently, in testing 2.1, I made 13 patrols from August 1942-February 1945 without a CTD after torpedoes firing, depth charges etc, or any but then in earlier war had many as you report.

Frustrating and time consuming process but working to restore the mod to its previous stability with the updates.

Bubblehead1980
03-31-25, 05:41 PM
negative on the B25's.

in fact, once i pulled ahead of the TF, i never detected them again. when the august 9 and 10 messages did not appear i figured that the .MIS logic had failed us and we were on our own. this was confirmed when the patrol objective was not announced and the patrol zone marker pennant did not appear on the Nav Map.


Okay, great you found the TF but hate you lost them. Being before SJ radar can be difficult. In 2.1 deck watch has greatly improve visual sensors. Well, you likely were unable to regain contact as likely did not get the course change message, since the time/date triggers did not work. While the course speed change were slight, over time can cause to just miss them, especially pre-surface search radar. I've eliminated them in the update version, I ill put them together and send to you to test as mentioned in PM.

Ah yea, B-25's likely did not make it due to range. I don't believe the planes have the range in game they have in real life or maybe crashed en route. I had the planes spawning from their actual historical launch point, timed to arrive in accordance with history. Sometimes that works, sometimes it does not due to range etc. In update version, I have them spawning about 100 miles out, so they arrive at historic time and location. Player's station for "beacon" duty is off Cape Inubosaki /Boso Peninsula. Planes should fly right overhead a low level, then climb as reach coast. and over mountains to Tokyo area. I have them flying the historic routes roughly, whether make it or not is one thing but should be out of range of player so it will seem they did. I do have targets for them to bomb in Tokyo etc.

I considered a "Hollywood" style mission to infiltrate Tokyo Bay so player can observe it, may work on that sometimes. Will require a lot of work as I made going into actual Tokyo Bay the deathtrap it should be and was historically, thus why no subs actually went inside, by were in Sagami Wan, often referred to as Tokyo Bay.

KaleunMarco
03-31-25, 07:24 PM
Will require a lot of work as I made going into actual Tokyo Bay the deathtrap it should be and was historically.

i got that mission once.

i forget which modset i was playing but i got THAT mission.
i think it took me two days to get through it.
so many patrol boats...and merchies.
i cannot remember what the objective was...whether it was a photo-op or a ship assassination.

never again.:Kaleun_Salute:

SubmarinerJoe
04-01-25, 10:02 AM
Glad you love the mod! V2.1 should be even better, without the instability that is mod related.

I hate you keep getting CTD's. The mod was always rather stable until V2.0 after a certain point. I believe I have isolated the main cause of CTD's that are systemic and not individual user system related , and have removed the elements causing them. Reworking some things and testing.

Recently, in testing 2.1, I made 13 patrols from August 1942-February 1945 without a CTD after torpedoes firing, depth charges etc, or any but then in earlier war had many as you report.

Frustrating and time consuming process but working to restore the mod to its previous stability with the updates.

Maybe I'll try a campaign of V2 starting in 1943 to see if I still get frequent CTDs. Never really thought about doing that as I'm a creature of habit and always start in an Asiatic Fleet S boat right after Pearl Harbor

No worries about how long it takes, totally understand this is a labor of love.

4H_Ccrashh
04-03-25, 07:21 AM
I've been searching forums for a few days now. I recall there was a post somewhere on how to edit the menu ini file so you can see the radio, gramophone and stop watch when running in high resolution. I have large monitor and running the game at low resolution does not look very good. I can run the other supermod at 2550 x 1440 and it all works but I prefer TMO.

KaleunMarco
04-03-25, 10:57 AM
I've been searching forums for a few days now. I recall there was a post somewhere on how to edit the menu ini file so you can see the radio, gramophone and stop watch when running in high resolution. I have large monitor and running the game at low resolution does not look very good. I can run the other supermod at 2550 x 1440 and it all works but I prefer TMO.

jimimadrid created some tools to modify Menu items.
search the SH4 forums or go to the Mods forum and search for his mods and see if one of them resolves your issue.
:Kaleun_Cheers:

KaleunMarco
04-03-25, 11:02 AM
I just don't get all the CTD's. I made 13 patrols 1942-1945 with no CTD. Then did get them early war. One common factor seems to be some cloned ships, torpedoes for some users when the realistic sound not enabled.

More CTD...

November 1942. Tambor out of Pearl. 8th patrol.
heading to Dunkers Derp. middle of nowhere. no action. steaming as before. CTD.

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
620 Big Three PL IJN
999_KM_Keyboard

Bubblehead1980
04-03-25, 05:01 PM
More CTD...

November 1942. Tambor out of Pearl. 8th patrol.
heading to Dunkers Derp. middle of nowhere. no action. steaming as before. CTD.

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
620 Big Three PL IJN
999_KM_Keyboard

I'm not getting near the CTD's you are in 2.0.

KaleunMarco
04-03-25, 09:57 PM
I'm not getting near the CTD's you are in 2.0.

PB may have mentioned this, and if he didn't then i will.

i suspect that these seemingly random CTD are caused by ships attempting to spawn and because there is something amiss with their ID's (equip, sns, dat, etc) the game does belly-up. this might be a stronger suspicion if you have made some changes to the version of 2.0 that you are playing which may have cleared up some of the suspected--ID-issues. just a hunch (boom-siss).

adrians69
04-04-25, 07:15 AM
I've been searching forums for a few days now. I recall there was a post somewhere on how to edit the menu ini file so you can see the radio, gramophone and stop watch when running in high resolution. I have large monitor and running the game at low resolution does not look very good. I can run the other supermod at 2550 x 1440 and it all works but I prefer TMO.

I had the same problem but solved it by following the editing instructions in this thread. Hope this helps 🙂

https://www.subsim.com/radioroom/showthread.php?t=111832&highlight=Edit+menu.ini

Bubblehead1980
04-04-25, 01:09 PM
PB may have mentioned this, and if he didn't then i will.

i suspect that these seemingly random CTD are caused by ships attempting to spawn and because there is something amiss with their ID's (equip, sns, dat, etc) the game does belly-up. this might be a stronger suspicion if you have made some changes to the version of 2.0 that you are playing which may have cleared up some of the suspected--ID-issues. just a hunch (boom-siss).


I PM'd you.

Bubblehead1980
04-12-25, 11:34 AM
Progress on V2.1 is going on well, I need some testers. Let me know if interested!

Bubblehead1980
04-14-25, 09:49 PM
Progress is being made on V2.1. I am testing quite a few things...

Among them..

Through cloning, renaming, changing other things Looks about 24 new tankers and 32 merchant ships thus far, 10 troopships will be added to the roster. This will prevent sinking same ships over and over hopefully. Added quite a few of the smaller merchants and tankers as they were lacking in the sim and mod. Names and tonnages taken directly from JANAC and other sources, attempting to match the names and tonnages from real life photos to vessels we have in SH 4.

Some ships will have a "date of death" (disappearance) date as some major warships such as carriers sunk at Midway etc. already have, so in mod already you're not going to see the Akagi or Kaga after Midway, so don't run into them again. Over time by late 1944 and into 1945, player will notice larger merchant ships, large tankers become fairly rare as it really happened as they were all basically sunk by end of 1944, early 1945.

Of course I've made sure to keep enough traffic running and some larger vessels here and there to prevent things from becoming boring, but will be a noticeable difference in types of ships in convoys, aside from where are encountered. Special missions such as lifeguard duty, picket sweeping (lots of gun action against new roster of coastal vessels) will become commonplace as well, but plenty of opportunity (depending on area) to engage convoys.

thunderhorse7635
04-16-25, 04:42 PM
Progress is being made on V2.1. I am testing quite a few things...

Among them..

Through cloning, renaming, changing other things Looks about 24 new tankers and 32 merchant ships thus far, 10 troopships will be added to the roster. This will prevent sinking same ships over and over hopefully. Added quite a few of the smaller merchants and tankers as they were lacking in the sim and mod. Names and tonnages taken directly from JANAC and other sources, attempting to match the names and tonnages from real life photos to vessels we have in SH 4.

Some ships will have a "date of death" (disappearance) date as some major warships such as carriers sunk at Midway etc. already have, so in mod already you're not going to see the Akagi or Kaga after Midway, so don't run into them again. Over time by late 1944 and into 1945, player will notice larger merchant ships, large tankers become fairly rare as it really happened as they were all basically sunk by end of 1944, early 1945.

Of course I've made sure to keep enough traffic running and some larger vessels here and there to prevent things from becoming boring, but will be a noticeable difference in types of ships in convoys, aside from where are encountered. Special missions such as lifeguard duty, picket sweeping (lots of gun action against new roster of coastal vessels) will become commonplace as well, but plenty of opportunity (depending on area) to engage convoys.

BH-
Sounds great..can't wait to try it out!!

Thunderhorse7635

Bubblehead1980
04-16-25, 05:29 PM
Oh those "evil" aircraft in TMO. Love them, hate them, they keep it interesting.


Testing refinement of the "MAD" sensor and AI MAD equipped planes interaction with HK hunter killer groups to match some experiences subs such as USS Halibut faced in November 1944, which led to Halibut being a constructive loss due to such heavy damage sustained at hands o MAD equipped planes and escorts they directed in.

Watched a BETTY circle for hour, out of bombs but kept making dry runs,
then two Type D escorts arrived on scene, came right o my location detected me and caused mortal damage, The plane remained on scene, seemingly directing.

Thinking will have to make a special model of planes equipped with MAD in later war and have them assigned to HK groups in the subhunters campaign layer, operating in key areas. Random spawning with every aircraft with such a capable sensor would bring allied like effectiveness.

Captain Wreckless
04-16-25, 07:14 PM
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress


Webster's Better Air Patrols for v1.4 and v1.5 took care of the crazy amounts of patrols.

Captain Wreckless
04-16-25, 07:27 PM
Progress on V2.1 is going on well, I need some testers. Let me know if interested!


I'll help out, again.


CW :arrgh!:

Bubblehead1980
04-16-25, 08:55 PM
I'll help out, again.


CW :arrgh!:



Excellent, your help is always appreciated!

Aktungbby
04-23-25, 01:05 AM
thunderhorse7635!:Kaleun_Salute:...somewhat belatedly, pardon our lapse.

thunderhorse7635
04-25-25, 02:04 PM
Thank you, sir! Longtime follower of the site and experience-gaining sub commander!

caprex
04-26-25, 03:15 PM
I am crashing to desktop when i spawn in port and if I spawn out in the sea I crash not long after

Aktungbby
04-26-25, 04:04 PM
caprex!:Kaleun_Salute:

ElCid97
04-26-25, 06:03 PM
I am crashing to desktop when i spawn in port and if I spawn out in the sea I crash not long after

Welcome aboard!

Remember to have the different "exe" files in the main folder "patched" to accept the Large Address Aware (LAA) code per the instructions on patching and updating the sim. Without these, many addons will just not work since they are memory intensive.

Another thing to check/be aware of is the order of the mods you have installed. We don't know what other ones you may have with the TMO-BH, but if it's only the "vanilla" TMO-BH, then MAKE SURE you are activating things in accordance to the instructions.

In my setup I've changed the "titles" to make sure I did everything in the readme(s) order(s), and then added some "testing" stuff of my own:

01_ TriggerMaru_Overhaul_2-5_UpdateBH_V2
02_Nav Map Make-Over TMO Update 2.0
03_NMMO Patch TMO Update V2.0
04_TMO_Update_BH_V2_PATCH_01
05_Fleetboat_Interior_TMO2.5_BH_U_2.0
05a_Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
06_EAX_Clang_Splash
(The "clang splash" is documented as causing problems if you don't have the correct one in the correct install/activation order.)
07a_AsiaticSWPacMessages <-- Only one of these should be active at a time.
07b_BrisbaneTF42 72 messages <-- Only one of these should be active at a time.
07c_SubPacMessages <-- Only one of these should be active at a time.
07d_SubRon50messages <-- Only one of these should be active at a time.
08_Pre-PearlHarborPatch_TMO_Update_V2
09_Torpedoes Early_TNTV4B
10_EarlyWarScopesV1
11_AAtoDeckguns+Radio

***My own changes after here***

12_FJB Two Tone Navigation Map
13_Hitmans_TSAC_21
14_3000_Yard_Bearing_Tool_1920x
15_Targeting_Assistant_V1
16_Bupers_Mod_V1
901_Strategic_Map_Symbols
901a_LukeFF_Flags_final
1000_DW6 Navmap Plastic Cover
1001_RadioStationManager
1002_Captain Midnights CBS NEWS Sound Mod
Jimimadrid SubManagement
Default_TDC
OTC_Stripped
PK_Mod

I know there's A LOT of reading that you need to go through, but if you don't there's a good chance things will not work due to something that may have been overlooked.

It took me forever to realize I needed to activate a "new" clang-splash AFTER the Fleetboat Interiors and changes because I overlooked a file's documentation.

Good luck! :up:

ElCid97

uboot556
04-28-25, 04:12 PM
A quick question: Is there the option to choose the Stern deck gun? There is only the Bow mounting option and there is no mod to allow the possibility to have the aft deck gun

Bubblehead1980
04-28-25, 08:50 PM
A quick question: Is there the option to choose the Stern deck gun? There is only the Bow mounting option and there is no mod to allow the possibility to have the aft deck gun

Yes.

In the Optional Mods Folder, the aft deck gun mod is present.

Please use the one at the link below as it explains.

https://www.subsim.com/radioroom/downloads.php?do=file&id=5967

Mods for this are required due to the deck gun bug when switching the mounts.