View Full Version : Thinking about moving to Sh4
Kapitän
05-03-22, 07:02 AM
Hello Fellow Kaleuns!
A few years ago, I purchased a Sh4 Gold (incl. U-Boat Missions) PC/DVD, with the plan to modify this to the Atlantic Campaign Version, that the GWX Team was working on at the time.
This project was cancelled with the arrival of Sh5.
Because of this, I stayed with Sh3, having adapted the CCoM-Mod and h.sie-patch.
Now, I'm revisiting this topic of moving to Sh4, but would like to pretty much keep a similar game behavior, as described above (if that is possible).
There is a lot of information about Sh4 versions and mods here in the forum, but I'm not quite sure, which of these would apply to my ideas.
If any of you can point me to the right direction, I would much appreciate it.
Many thanks & Happy Hunting!
propbeanie
05-03-22, 09:43 AM
Staying with the Atlantic in SH4 would mean doing Operation Monsun from lurker_hlb3, from years back, or Dark Waters, which is a re-worked OM from Fifi. Both attempt to emulate a modded SH3, and include the original SH4 version of Op Monsun, along with the Med, and other areas. Then there are several offerings from the KSD team and assorted fellows, of which I am not too familiar with, so we'll have to await other's comments. There is nothing though, that can give you the h.sie / Stiebler "hardcore" experience available in SH4, and it does not have the same "claustrophobic" atmosphere of SH3. It also is not as pretty as SH5 - however, it is a better platform than SH3, and not as restricted as SH5 in modding certain aspects, such as adding player subs.
Advantages of SH4 over SH3 is a "dynamic loading" of the campaign files. In SH3, there are 3 campaign files, and they are huge, fully-loading at the start of the game session. The larger the mod, the longer the loading time. The entire Roster, all ships, planes and land units, are loaded into the game. In SH4 though, the campaign is done in "layers", and the game only loads what is in the immediate area. Nothing spawns into the game until it is almost close enough to be seen. The "assets" are tracked in a database, so it looks like the world is alive all around you, but only the immediate area is actually 3D. This reduces load times considerably, and makes the Save game much more stable - so long as the modders ( :roll: ) don't make things a mess with bad data...
Disadvantages of SH4 are that the devs never quite finished the game (surprise there, eh??), in spite of the "payware" v1.5 "update" that added the U-Boats to SH4. Equipment "upgrades" can be bothersome, and quite a few do fail, especially turm upgrades in OM and DW. I am not certain how deeply the KSD folks got into the weeds with atttempts to "fix" the issues, but surely someone can comment about that. There are work-arounds for the issues, but like a lot of thngs "Silent Hunter", are kludges...
Since you have it, I would load it up, add Dark Waters to it, use MultiSH4 and change the Save folder name, and start experimenting. Run a career from a base / timeframe of your choosing, and do the same in SH3 at the same time. Compare your experience between the two. I like all three games for varying reasons, but for me, it is still SH3 for the U-Boats, and SH4 for the US Pacific, with SH5 (with TWoS) in a distant third... :salute:
Kapitän
05-03-22, 12:05 PM
Staying with the Atlantic in SH4 would mean doing Operation Monsun from lurker_hlb3, from years back, or Dark Waters, which is a re-worked OM from Fifi. Both attempt to emulate a modded SH3, and include the original SH4 version of Op Monsun, along with the Med, and other areas. Then there are several offerings from the KSD team and assorted fellows, of which I am not too familiar with, so we'll have to await other's comments. There is nothing though, that can give you the h.sie / Stiebler "hardcore" experience available in SH4, and it does not have the same "claustrophobic" atmosphere of SH3. It also is not as pretty as SH5 - however, it is a better platform than SH3, and not as restricted as SH5 in modding certain aspects, such as adding player subs.
Advantages of SH4 over SH3 is a "dynamic loading" of the campaign files. In SH3, there are 3 campaign files, and they are huge, fully-loading at the start of the game session. The larger the mod, the longer the loading time. The entire Roster, all ships, planes and land units, are loaded into the game. In SH4 though, the campaign is done in "layers", and the game only loads what is in the immediate area. Nothing spawns into the game until it is almost close enough to be seen. The "assets" are tracked in a database, so it looks like the world is alive all around you, but only the immediate area is actually 3D. This reduces load times considerably, and makes the Save game much more stable - so long as the modders ( :roll: ) don't make things a mess with bad data...
Disadvantages of SH4 are that the devs never quite finished the game (surprise there, eh??), in spite of the "payware" v1.5 "update" that added the U-Boats to SH4. Equipment "upgrades" can be bothersome, and quite a few do fail, especially turm upgrades in OM and DW. I am not certain how deeply the KSD folks got into the weeds with atttempts to "fix" the issues, but surely someone can comment about that. There are work-arounds for the issues, but like a lot of thngs "Silent Hunter", are kludges...
Since you have it, I would load it up, add Dark Waters to it, use MultiSH4 and change the Save folder name, and start experimenting. Run a career from a base / timeframe of your choosing, and do the same in SH3 at the same time. Compare your experience between the two. I like all three games for varying reasons, but for me, it is still SH3 for the U-Boats, and SH4 for the US Pacific, with SH5 (with TWoS) in a distant third... :salute:
Many thanks, propbeanie!
Okay, so, no h.sie or stiebler hardcode fixes. That's good to know.
My idea is to,
A. stay with the Atlantic but
B. also, be able to go to the Far East.
If I understand correctly, for this I install,
1. The Sh4 Gold (1st DVD),
2. U-Boat Missions (2nd DVD),
3a. Dark Waters, from Fifi or
3b. Operation Monsun from lurker_hlb3
So far, so good?
Mad Mardigan
05-03-22, 12:48 PM
(Word of warning, this will be a bit... lengthy, as there is... a lot of ground to cover...
you have been warned. :D)
As propbeanie pointed out, there are numerous choices when it comes to modding up SH4... a lot, but... will only focus on the 2 main ones here. Seeing as how you mentioned of wanting to keep to a certain feel of the game, as you have in SH3... am guessing you mean with staying in the Uboat realm of things... then will focus primarily on that side of the equation.
Of the Uboat side, there are 4 that come to mind here...
1. Original Operation Monsun
AfaIko, this requires v1.5 of SH4 (which by your comment, you should have what with mentioning the 'Gold' version, on cd/dvd available... :shucks:)
This mod set, requires a bit of work to set up &... making sure to grab the right mods to add in, to round it out. (this is however, included in the next mod set mentioned...) That said, thee are add in mods, to avoid altogether... however.
2. Oper. Monsun: Dark Waters (latest v6)
This mod set, is the original, cleaned up & refined with some of the additional mods, plus some further refinements, that got their start with SH3 & ported over for SH4.
This, by far, of the 1st 2, is the one to focus on more... in My humble opine... if you just want to focus on this set up option. If not, then onwards we go...
3. KSD II: The original.
This particular mod set, is like O. M.: Dark, a further refinement of the Uboat war... only downside to it... it was originally set up, to accommodate multiplay with all involved... having the same mod set up. In its own right, not really a grand choice... unless you're willing to find others with this set up, to multi play it... which.. not sure if there are or not, others still doing so... To be quite completely, frank about it. :hmmm: That said, turning to the final option...
3 KSD II: Ace edition.
As with O.M. : Dark, this set up, is a further refinement in some volunteers, took time to iron out translating the orders, messages & such... into an eng. translation. While not perfect... it does make it to where one can roll with it & do a career, which the original didn't.
Those mentioned here, so far... are just the Uboat side of SH4... & 4, does have strengths as well as weaknesses, as outlined by propbeanie in their reply.
The biggest strength is, unlike in 3... you don't get a patrol lasting 24 hours, then left to 1's own devices on what to do, short of hitting up a resupply ship or milk cow uboat... which unless you have it set up to simulate aka faux docking, which was in My opinion... a buzz killer.
4, however... fixed it, to where you can pull, in to a friendly port, restock back up then head back out fairly & relatively pain free... & continue on your merry way... sinking targets.
Downside to that, still... is that any major damages to your sub... have to end up in being repaired, after docking back in at base. As was the case, in real life...
Patrols, can be extended as did happen in real life, by doing a status report... aka radioing home. Where you then get new orders.
Just as with 3, in 4... to log your kills, you'll still have to do a RTB, to register them. Thereby, ending that patrol.
The damage models, are a bit better in 4, over its predecessor, 3... which is, a very big + factor. Some mod sets, have further refinements in that area... which makes it all that much more enjoyable, when you see or watch a target go under. Just be careful, to not get star struck on watching all the time, as the defenders, can be... madder than hornets, out for your head to mount on their trophy wall... :haha: :D
Which brings up 1 final downside... the A.I., as it goes for the enemies, can either be... dumb as a box of rocks, or downright evil nasty... depending... on how the modder, set them up to be... as that are, is still a bit of a work in progress, to refine them... to be more... realistic, in their reactions & in their abilities. Though, even 3... had that as well. :hmmm:
Hope this helps... as always... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Mad Mardigan
05-03-22, 01:07 PM
Many thanks, propbeanie!
Okay, so, no h.sie or stiebler hardcode fixes. That's good to know.
My idea is to,
A. stay with the Atlantic but
B. also, be able to go to the Far East.
If I understand correctly, for this I install,
1. The Sh4 Gold (1st DVD),
2. U-Boat Missions (2nd DVD),
3a. Dark Waters, from Fifi or
3b. Operation Monsun from lurker_hlb3
So far, so good?
A & B: Yes, with this... would be able to do so, but note.. there are a few... cracks in the floor... that you may or may not slip through & get orders that can... bollux up the works.
That said, there are... workabouts, to get things back on track...
As for 1, 2, 3a/3b...
To run more than 1 copy modded set up... would need the following items...
JSGME (as with adding in mods on SH3)
MultiSH4: needed to set up separate save folders... to avoid cross save game contamination... obviously.
To set up to do so, would need to 1st install the cd/dvd copy into a user created folder... My suggestion as follows:
C:/Games/SH/Megamods/SH4/SH4 (needed to then use the original install as a go to gold standard virgin copy) then can create folders named accordingly to whatever mod set your going to roll with, from here on out.
In creating mod set up SH4 copies, then can just open the regular SH4... copy the guts in there & then paste them into the new minted aptly named folder... easy peasy... mac & cheesy... :D :shucks:
Since you ran the initial install, everything will be set up ready to use with the herein copied guts in the new folder.
Only thing you'll then need to do, is to edit the SH4.exe as needed... with compatibility, read only unchecked... & run as admin status...
The only thing am NOT sure of... is of setting it up, to NOT have to have the disk in the drive tray... on that, I'll step aside & let any that know that process... step up to the plate.
:Kaleun_Salute:
M. M.
Mad Mardigan
05-03-22, 01:09 PM
Do NOT install in the default... ever...
My own opinion, game launchers... games... should studiously, seriously... NEVER, EVER installed in either 'Program files' locations, the standard one or the (x86) one... EVER.!
Did I strongly stress, NEVER... hmmm... :hmmm:
:Kaleun_Salute:
M. M.
Kapitän
05-03-22, 04:10 PM
Okay, many thanks to all of you for all the information!
Looks to me like, I would like to go with the #4 Option, KSD II: Ace edition.
Just to be clear: This Mod would allow me to operate both in the Atlantic and the Far East, yes?
So, what would the installation be:
1. The Sh4 Gold (1st DVD) - not sure if it is version 1.5, I guess one will only know once it is installed?
2. U-Boat Missions (2nd DVD) - is this still needed, or is one of the Mod's installed instead of this one?
3. #4 Option, KSD II: Ace edition - where do I get this, please?
4. JSGME for activating point 3. - clear
5. MultiSH4: Not sure about this one, as I do not plan to have more than one Sh4 installation ...
6. My current Sh3 installations are installed on D:\ not in any Program Folders - so, if I do this with Sh4 as well, should be okay, yes?
Am I missing anything?
Jeff-Groves
05-03-22, 04:16 PM
KSD II Link
https://www.subsim.com/radioroom/showthread.php?t=250525
The U-Boot add on will update you to 1.5
Kapitän
05-03-22, 04:25 PM
KSD II Link
https://www.subsim.com/radioroom/showthread.php?t=250525
The U-Boot add on will update you to 1.5
Great, thanks for the download link!
So, I do install both DVDs, yes?
How does the installation work?
1st DVD first and the 2nd DVD on top of the 1st install?
Jeff-Groves
05-03-22, 04:27 PM
yes on the DVD install.
Mad Mardigan
05-03-22, 05:17 PM
Okay, many thanks to all of you for all the information!
Looks to me like, I would like to go with the #4 Option, KSD II: Ace edition.
Just to be clear: This Mod would allow me to operate both in the Atlantic and the Far East, yes?
So, what would the installation be:
1. The Sh4 Gold (1st DVD) - not sure if it is version 1.5, I guess one will only know once it is installed?
2. U-Boat Missions (2nd DVD) - is this still needed, or is one of the Mod's installed instead of this one?
3. #4 Option, KSD II: Ace edition - where do I get this, please?
4. JSGME for activating point 3. - clear
5. MultiSH4: Not sure about this one, as I do not plan to have more than one Sh4 installation ...
6. My current Sh3 installations are installed on D:\ not in any Program Folders - so, if I do this with Sh4 as well, should be okay, yes?
Am I missing anything?
Yes, to the best of My knowledge... operations out of either the Atlantic, or from the pacific. Though, if you grab KSD II: Ace, is no need to pre install SH4, as that mod set... would include SH4 v1.5, complete.
The only thing then, would be to unzip the mod set... set up where you want it to be located... think JSGME, comes pre packed in there. After setting up where it will be installed, is just opening JSGME & activation of the additional optional mods.... &... done.
The only thing left would be, to use either 4GB patch, on the SH4.exe for it... or, to utilize Large Address Aware, on the SH4.ex, to assign it status of ability to use 4GB's RAM.
Myself, I use LAA, as some refer to Large Address Aware, by... in short hand. :yep:
Even if now, you have no plans to do other mod sets, using SH4... I'd still... strongly recommend, keeping the initial 'stock install you do, with that cd/dvd set... in a pristine manner... on the off chance, that you do decide, to roll with other mod sets. Which... would necessitate, using MultiSH4, to keep that KSD II: Ace save folder, separate from the pristine SH4's one.
What's that old... adage... Better safe, than sorry... meaning, better to do so, than to decide later you want to roll with another SH4 mod set & have to shart can everything.
With setting up from the cd/dvd... yes to using both 1. then 2., so as to have the SH4 install, be up to v1.5, for that pristine install. (To be frank, haven't ever had to do installs from cd/dvd for some time now... even though, I still have the original cd/dvd drive n My rig... :haha: :D though, I still do recall the basics of doing installs from it.
3. Jeff Groves, provided the location to d/l that from...
Thanks, Jeff... :Kaleun_Cheers:
6. Yes, that is good... as being on another HD than the one your computer operating system is, (which is C:/ by default any way... no need to have to create any folder to send SH4 from your disk copy (or from any other source, such as Stem, Ubi... etc.) to keep it out of UAC's terror-tory. :arrgh!:)
So... all good there. :shucks:
Sounds like your, pretty... much set to roll, with set up of KSD II: Ace, then... :shucks: :up:
:Kaleun_Wink:
:Kaleun_Salute:
M. M.
Kapitän
05-04-22, 04:56 AM
Yes, to the best of My knowledge... operations out of either the Atlantic, or from the pacific. Though, if you grab KSD II: Ace, is no need to pre install SH4, as that mod set... would include SH4 v1.5, complete.
The only thing then, would be to unzip the mod set... set up where you want it to be located... think JSGME, comes pre packed in there. After setting up where it will be installed, is just opening JSGME & activation of the additional optional mods.... &... done.
The only thing left would be, to use either 4GB patch, on the SH4.exe for it... or, to utilize Large Address Aware, on the SH4.ex, to assign it status of ability to use 4GB's RAM.
Myself, I use LAA, as some refer to Large Address Aware, by... in short hand. :yep:
Even if now, you have no plans to do other mod sets, using SH4... I'd still... strongly recommend, keeping the initial 'stock install you do, with that cd/dvd set... in a pristine manner... on the off chance, that you do decide, to roll with other mod sets. Which... would necessitate, using MultiSH4, to keep that KSD II: Ace save folder, separate from the pristine SH4's one.
What's that old... adage... Better safe, than sorry... meaning, better to do so, than to decide later you want to roll with another SH4 mod set & have to shart can everything.
With setting up from the cd/dvd... yes to using both 1. then 2., so as to have the SH4 install, be up to v1.5, for that pristine install. (To be frank, haven't ever had to do installs from cd/dvd for some time now... even though, I still have the original cd/dvd drive n My rig... :haha: :D though, I still do recall the basics of doing installs from it.
3. Jeff Groves, provided the location to d/l that from...
Thanks, Jeff... :Kaleun_Cheers:
6. Yes, that is good... as being on another HD than the one your computer operating system is, (which is C:/ by default any way... no need to have to create any folder to send SH4 from your disk copy (or from any other source, such as Stem, Ubi... etc.) to keep it out of UAC's terror-tory. :arrgh!:)
So... all good there. :shucks:
Sounds like your, pretty... much set to roll, with set up of KSD II: Ace, then... :shucks: :up:
:Kaleun_Wink:
:Kaleun_Salute:
M. M.
Okay, many thanks!
Let me get this straight, just to be sure:
Your recommendation is to,
1. Install from the DVD the original SH4 (DVD1) plus the U-Boat Add-on (DVD2), in order to have a original unmoded install on the PC for reference, yes?
2. Install KSD II Ace, without pre-install of 1.
In this case, there is an Add-On included in this Mod, which is to be installed via JSGME (also, included in this Mod), yes?
3. Install MulitSH4, just in case, I do decide to install another SH4 version - where may I find this, please?
4. Apply 4GB-Patch to SH4.exe - I might need some help with this one ...
Thanks!
Mad Mardigan
05-04-22, 10:47 AM
Okay, many thanks!
Let me get this straight, just to be sure:
Your recommendation is to,
1. Install from the DVD the original SH4 (DVD1) plus the U-Boat Add-on (DVD2), in order to have a original unmoded install on the PC for reference, yes?
2. Install KSD II Ace, without pre-install of 1.
In this case, there is an Add-On included in this Mod, which is to be installed via JSGME (also, included in this Mod), yes?
3. Install MulitSH4, just in case, I do decide to install another SH4 version - where may I find this, please?
4. Apply 4GB-Patch to SH4.exe - I might need some help with this one ...
Thanks!
1. Coooorrrrreeeect. Very useful, for frame of reference, & added bene's, of being able to copy the guts of it... to drop into a new minted apt named folder (named whatever other mod you decide to go with... :hmmm: example: O.M.-DWv6), should you decide to roll with another mod set up, & makes it easier, to do so.
Be prepared, is the watch word. Better to have it & not need it, than to Need & want it... & NOT have it.
2. Yes, again... correct. The package for KSD II: Ace, will have everything you need & iirc, should have JSGME in the set. I do believe.
If not, if you have SH3 set ups, & have them modded via JSGME... is but a simple task, to just copy JSGME application, & paste it into the SH4 folder/s (depending on, should you chose to go with more than 1 modded version of SH4 v1.5)
3. MultiSH4, found here:
https://www.subsim.com/radioroom/downloads.php?do=file&id=433
4. 4GB patch, is 1 method of assigning the SH4.exe, 4GB's of RAM access, but... Myself... I find it loads easier, to just simply use LAA, instead. It is a... simple, 3 step process...
1. Tell LAA where the .exe is located.
2. Check mark the box, to set that .exe with access to 4GB's RAM useage...
3. Click Accept... &....
Done.!
To make it simple to find, LAA can be found... here:
https://www.techpowerup.com/forums/attachments/laa_2_0_4-zip.34392/
:Kaleun_Salute:
M. M.
Kapitän
05-09-22, 04:05 AM
1. Coooorrrrreeeect. Very useful, for frame of reference, & added bene's, of being able to copy the guts of it... to drop into a new minted apt named folder (named whatever other mod you decide to go with... :hmmm: example: O.M.-DWv6), should you decide to roll with another mod set up, & makes it easier, to do so.
Be prepared, is the watch word. Better to have it & not need it, than to Need & want it... & NOT have it.
2. Yes, again... correct. The package for KSD II: Ace, will have everything you need & iirc, should have JSGME in the set. I do believe.
If not, if you have SH3 set ups, & have them modded via JSGME... is but a simple task, to just copy JSGME application, & paste it into the SH4 folder/s (depending on, should you chose to go with more than 1 modded version of SH4 v1.5)
3. MultiSH4, found here:
https://www.subsim.com/radioroom/downloads.php?do=file&id=433
4. 4GB patch, is 1 method of assigning the SH4.exe, 4GB's of RAM access, but... Myself... I find it loads easier, to just simply use LAA, instead. It is a... simple, 3 step process...
1. Tell LAA where the .exe is located.
2. Check mark the box, to set that .exe with access to 4GB's RAM useage...
3. Click Accept... &....
Done.!
To make it simple to find, LAA can be found... here:
https://www.techpowerup.com/forums/attachments/laa_2_0_4-zip.34392/
:Kaleun_Salute:
M. M.
Many thanks, again!
I was bussy the last few days, so, couldn't respond ...
I will give this all a try (not sure when exactly due to work) and will come back with any follow-up questions.
Last point of interest: Is there a Sh(3)_Cmdr Version for Sh4, as well?
Mad Mardigan
05-09-22, 12:17 PM
Many thanks, again!
I was bussy the last few days, so, couldn't respond ...
I will give this all a try (not sure when exactly due to work) and will come back with any follow-up questions.
Last point of interest: Is there a Sh(3)_Cmdr Version for Sh4, as well?
Short answer...
No.
There was looked at, of doing 1, but the creator after some dust up or other... not sure of the exact particulars on that... chucked in the towel on doing a SH4Commander, so all I can say, for definite is...
is that No, there is no SHCommander for SH4.
As for any follow up questions, there is always those, so if you feel there is a need for them, bring them on... am sure Myself, or any other with the knowledge/experience, will be more than happy & willing to answer them.
:Kaleun_Salute:
propbeanie
05-09-22, 01:01 PM
... Last point of interest: Is there a Sh(3)_Cmdr Version for Sh4, as well?
There is the Warham KSDCommander (https://www.subsim.com/radioroom/showthread.php?p=2294675#post2294675). I am not certain of its functionality with the more recent updates of the mod though, and have not tried to use it...
Mad Mardigan
05-09-22, 01:54 PM
There is the Warham KSDCommander (https://www.subsim.com/radioroom/showthread.php?p=2294675#post2294675). I am not certain of its functionality with the more recent updates of the mod though, and have not tried to use it...
Have seen, mention... of the use of KSD Commander, from... I believe, is from Twos mod set.
Not clear or sure of the exact, particulars of doing so, though... :hmmm:
Hopefully, someone, with knowledge of doing so... Will chime in here with either, an answer or shoot a spot light on where to read up on that procedural process of doing it... :yep:
:Kaleun_Salute:
propbeanie
05-09-22, 03:19 PM
Well, from what I remember, the KSD Commander was going to be SH4 first, then with SH3 and SH4 adaptations, but I have not seen it in the KSD mods... I did find the thread / post you're referring to:
https://www.subsim.com/radioroom/showthread.php?p=435025#post435025
the last two pages of the thread has skwasjer talking about taking it up, and Potoroo bowing out, after getting code from JScones. I wish them guys were still around... along with all of the others...
Jeff-Groves
05-09-22, 03:25 PM
I'll have to check but seems I remember having gotten the source code at one time.
:hmmm:
propbeanie
05-09-22, 03:34 PM
I'll help as I can, but my Delphi is practically nill... I do still have my old Borland package for DOS downstairs somewhere, if the disks are still readable... and my "C" was from 16-bit DOS also... but I do remember more of it, which is just enough to make me dangerous when attempting scripts in 010 Editors... lol
Kapitän
05-16-22, 11:51 AM
Thank you all for checking on this topic! :up:
Kapitän
05-16-22, 12:16 PM
1. Coooorrrrreeeect. Very useful, for frame of reference, & added bene's, of being able to copy the guts of it... to drop into a new minted apt named folder (named whatever other mod you decide to go with... :hmmm: example: O.M.-DWv6), should you decide to roll with another mod set up, & makes it easier, to do so.
Be prepared, is the watch word. Better to have it & not need it, than to Need & want it... & NOT have it.
2. Yes, again... correct. The package for KSD II: Ace, will have everything you need & iirc, should have JSGME in the set. I do believe.
If not, if you have SH3 set ups, & have them modded via JSGME... is but a simple task, to just copy JSGME application, & paste it into the SH4 folder/s (depending on, should you chose to go with more than 1 modded version of SH4 v1.5)
3. MultiSH4, found here:
https://www.subsim.com/radioroom/downloads.php?do=file&id=433
4. 4GB patch, is 1 method of assigning the SH4.exe, 4GB's of RAM access, but... Myself... I find it loads easier, to just simply use LAA, instead. It is a... simple, 3 step process...
1. Tell LAA where the .exe is located.
2. Check mark the box, to set that .exe with access to 4GB's RAM useage...
3. Click Accept... &....
Done.!
To make it simple to find, LAA can be found... here:
https://www.techpowerup.com/forums/attachments/laa_2_0_4-zip.34392/
:Kaleun_Salute:
M. M.
Here are the first follow-up questions ;)
1. Do I unzip KSD II with 7Zip or WinZip?
2. Do I install the LAA in the same partition as the game is installed in, i.e., D:\?
3. Do the IX type boats come with full interiors?
4. Does the game also work on 1280 x 1024 (19''; 1.25) monitors?
Also, I read a lot about game crashes in the forum thread. Seems to run a bit unstabil or has it been fixed since then?
Many thanks in advance!
Mad Mardigan
05-16-22, 03:22 PM
Here are the first follow-up questions ;)
1. Do I unzip KSD II with 7Zip or WinZip?
2. Do I install the LAA in the same partition as the game is installed in, i.e., D:\?
3. Do the IX type boats come with full interiors?
4. Does the game also work on 1280 x 1024 (19''; 1.25) monitors?
Also, I read a lot about game crashes in the forum thread. Seems to run a bit unstabil or has it been fixed since then?
Many thanks in advance!
Ok, by the numbers here... :shucks:
1. Can use either one, though My personal preference is... in using 7zip to unzip mod packs. Is free to download, free to use & works just fine. Add to that, is really pain free in ability to use it right out of the box. Can install anywhere... even in that pesky terror-tory known of, as UAC controlled 'Program files'... area on your C drive. :yep:
2. No. Can as with 7zip, drop its install anywhere on the computer hard drive... as with 7zip, is really easy to use.
Is a simple 3 step process, to it.. point at where the game (:hmmm: or for use with any other game for that matter... that needs reassignment of RAM access more than the 2 GB range) is installed, to the .exe for that game/sim... check the box to have it tagged for unrestricted access to 4 GB's of RAM... & finally... click the accept to lock it in.
That's it... eazy peazy, mac & cheezy... so simple, a cave man could do it. :D
3. There is a full interior add on mod, for use with KSD II: Ace, & wanna say... I believe there is... but... don't hold My feet to the fire on that, if I am mistaken on that. have not really set out on a career in a Type IX, to be completely frank about that... in KSD II: Ace... yet.
I know, that the Type II & the VII's, do... just not completely sure on the IX's.
4. It plays b...e...a...utiful, on My monitor, & it is a 16x9 screen rez, yours, is not that far removed so I believe... that the WxH ratio there... should be similar.
It is just a matter of going into the options settings once you've finalized everything... & selecting the graphics selection choice, once in that menu... nothing more than choosing your monitor's native resolution scale there. Finalize that by clicking the accept changes... &... done.
The nice thing about SH4 is... unlike 3, it was made to be able to choose your monitors set up on rez... whereas 3 was either the choice of play it in full screen or leave it as was... in the old monitor set up size.
Think, '05 was when they started to really intro wide screen monitors... well, the early on precursors to wide screen monitors. Haven't really kept up with everything computers, nigh on 20+ years... of course, having 2 kids... will tend to do that. :shucks:
As for CTD's... think, :hmmm: about 50% of them, are tied to RAM... as the newer stuff nowadays, runs with more speed than when say... SH3/4 came out... so using either the patch kit or LAA, does help alleviate that part.
As for the rest... is any number of things that can cause them... bad ship scripting on travel, bad equip calls... ship naming... basically, modder errors that inadvertently happen. :hmmm: Hey, modders are still human, & make mistakes... just like the rest of us do.
If we didn't... then pencils (& some pens, even.. :yep:) would have no need, for that red (or any other color, for that matter) monstrosity called... an eraser... :yep:
As always, hope this helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Kapitän
05-17-22, 04:58 AM
@Mad Mardigan: Many thanks! I'll check that out and come back to you :up:
Kapitän
05-17-22, 09:18 AM
@Mad Mardigan: Many thanks! I'll check that out and come back to you :up:
Okay, I installed KSDII, with the 1.4.1 patch (SH4 version is now is 1.5); I also installed MultiSH4 and LAA as described.
Game loaded and I started a Campaign: Everything seems to work fine.
It's quite a different game though, when compared with Sh3. I went to the Training Acadamy ... no CTD so far.
A few more questions:
1. Is there something like a Game Manual available? I couldn't find one in the game folder.
2. Is there any way to change the ordered patrol grid?
3. Is there anyway to change the uboat number?
4. How can one collaps the Chronometer, Compass, Clock on the bottom of the screen (they actually seem to block access to some of the other commands)?
5. About the Graphics: I have the graphic card in my signature. Are there any best-practice graphic card settings which could be applied? Is there a setting in the game options, with which one can get rid of the jagged edges?
6. Last question for now: How can I increase the renown, in order to give me a little head start into the campaign?
Many thanks in advance!
Mad Mardigan
05-17-22, 05:45 PM
Okay, I installed KSDII, with the 1.4.1 patch (SH4 version is now is 1.5); I also installed MultiSH4 and LAA as described.
Game loaded and I started a Campaign: Everything seems to work fine.
It's quite a different game though, when compared with Sh3. I went to the Training Acadamy ... no CTD so far.
A few more questions:
1. Is there something like a Game Manual available? I couldn't find one in the game folder.
2. Is there any way to change the ordered patrol grid?
3. Is there anyway to change the uboat number?
4. How can one collaps the Chronometer, Compass, Clock on the bottom of the screen (they actually seem to block access to some of the other commands)?
5. About the Graphics: I have the graphic card in my signature. Are there any best-practice graphic card settings which could be applied? Is there a setting in the game options, with which one can get rid of the jagged edges?
6. Last question for now: How can I increase the renown, in order to give me a little head start into the campaign?
Many thanks in advance!
By the numbers again... shall we... :shucks:
1. Not sure if there is a, like... pdf of a manual or not. Perhaps someone may know of 1.
I, generally rely on using the 'F1' key, to pull up a sort of in game 'manual' if you will. This has a lot of info regarding commands, & other info that is very useful.
As it goes, most of the commands & such to run a career... are pretty well, standard, straight forward ones. Which, makes it pretttty easy, to master doing what you need to, to sally forth on your career.
2. I believe, in this... you're meaning... is there like there is in SH3, an add in patch, so as to be able to radio in & get a change of patrol sector.
If that is indeed the case, then that'd be a rock solid... NO.
There is no such patch like that... to add in, as it's NOT needed. Ubi, when they did up SH4... eliminated the methodology of doing a patrol in SH3... & refined it.
How they did so, was in a simple means of sending in a status report. How that works is... complete your primary (& in some cases dependent on the mission... secondary or add on objectives, to the primary one) objectives. Once that is done, simply opening up the log book or messages clipboard... find the envelope icon (that's your status report button), click on that & presto chango... you'll receive further orders... or not. Just depends on certain files, I think like the campaign ones... someone with a bit more knowledge, can further enhance answering that... I just know the bare bones of all that witch craft that is SH4... :D
Think the longest stretch of objectives I had, was like 6... with a couple of them, having any where from 1 to 3 secondary ones, once... on 1 patrol.
On the other hand, have had a few times, where I go out on patrol... 1 primary & maaayyybeeee a secondary attached to it (or not) & go to radio in & got a reply back, 'Good job.! Nothing further, return to base, or exercise complete autonomy & patrol away to your hearts content and RTB at your earliest convenience... or some such like that... :hmmm:
Which, brings us to...
3. Believe there is... but, would have to ask one of the others with more knowledge & experience on the inner workings on doing that. I believe, that any editing of files... namely in the save folder, I would hazard a guess here... would need doing WHILE in base, never while out on patrol. 2ndly, a good practice to instill, is to make sure to back up ANY files you look to tamper with... just in case you goof up. :yep:
Can't stress that last part, nearly enough...
Been there, done that... often with disastrous results... :/\\x: :damn: :wah:
4. http://snipboard.io/hB7nuQ.jpg
I assume... that you are referring to the controls (speed telegraph, compass, depth control, clock) located far right hand of the controls panel, as shown in the attached pic (high lit in DeepSkyBlue ) then... if so, yesss.... but, in a very, very limited fashion.
In the command bar (far... FAR left hand side there...:yep: high lit in RoyalBlue ) is a lock switch, that will allow the command bar to drop... taking the clock with it, YET... the remaining controls... won't.
Now, if instead... you mean the controls (high lit up in PaleGreen ) those, can be closed out by clicking on the teeny, tiny box that far top left box, among all the other ones. That 1 there, is the one that will close out all other mini controls that you can pull up to use... when you click on them.
5. On this one... I don't really do much on editing in the graphics card, so much... so not real sure on any advice to give there... so, the best I can say is... on allowing another more versed in that, take a swing for the fences on that question.
Sorry...
Know that is not the end result, you were asking for on that, but... (I feel & follow a strict policy) if I do NOT know, at all... better to find out from someone who does... :shucks:
6. As with # 5, here... best to let another more versed in that... respond. Not real sure on means or methodology... Sorry. :shucks:
Hope that what I was able to reply on, is helpful & of use here... as always. :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Kapitän
05-18-22, 07:43 AM
By the numbers again... shall we... :shucks:
1. Not sure if there is a, like... pdf of a manual or not. Perhaps someone may know of 1.
I, generally rely on using the 'F1' key, to pull up a sort of in game 'manual' if you will. This has a lot of info regarding commands, & other info that is very useful.
As it goes, most of the commands & such to run a career... are pretty well, standard, straight forward ones. Which, makes it pretttty easy, to master doing what you need to, to sally forth on your career.
2. I believe, in this... you're meaning... is there like there is in SH3, an add in patch, so as to be able to radio in & get a change of patrol sector.
If that is indeed the case, then that'd be a rock solid... NO.
There is no such patch like that... to add in, as it's NOT needed. Ubi, when they did up SH4... eliminated the methodology of doing a patrol in SH3... & refined it.
How they did so, was in a simple means of sending in a status report. How that works is... complete your primary (& in some cases dependent on the mission... secondary or add on objectives, to the primary one) objectives. Once that is done, simply opening up the log book or messages clipboard... find the envelope icon (that's your status report button), click on that & presto chango... you'll receive further orders... or not. Just depends on certain files, I think like the campaign ones... someone with a bit more knowledge, can further enhance answering that... I just know the bare bones of all that witch craft that is SH4... :D
Think the longest stretch of objectives I had, was like 6... with a couple of them, having any where from 1 to 3 secondary ones, once... on 1 patrol.
On the other hand, have had a few times, where I go out on patrol... 1 primary & maaayyybeeee a secondary attached to it (or not) & go to radio in & got a reply back, 'Good job.! Nothing further, return to base, or exercise complete autonomy & patrol away to your hearts content and RTB at your earliest convenience... or some such like that... :hmmm:
Which, brings us to...
3. Believe there is... but, would have to ask one of the others with more knowledge & experience on the inner workings on doing that. I believe, that any editing of files... namely in the save folder, I would hazard a guess here... would need doing WHILE in base, never while out on patrol. 2ndly, a good practice to instill, is to make sure to back up ANY files you look to tamper with... just in case you goof up. :yep:
Can't stress that last part, nearly enough...
Been there, done that... often with disastrous results... :/\\x: :damn: :wah:
4. http://snipboard.io/hB7nuQ.jpg
I assume... that you are referring to the controls (speed telegraph, compass, depth control, clock) located far right hand of the controls panel, as shown in the attached pic (high lit in DeepSkyBlue ) then... if so, yesss.... but, in a very, very limited fashion.
In the command bar (far... FAR left hand side there...:yep: high lit in RoyalBlue ) is a lock switch, that will allow the command bar to drop... taking the clock with it, YET... the remaining controls... won't.
Now, if instead... you mean the controls (high lit up in PaleGreen ) those, can be closed out by clicking on the teeny, tiny box that far top left box, among all the other ones. That 1 there, is the one that will close out all other mini controls that you can pull up to use... when you click on them.
5. On this one... I don't really do much on editing in the graphics card, so much... so not real sure on any advice to give there... so, the best I can say is... on allowing another more versed in that, take a swing for the fences on that question.
Sorry...
Know that is not the end result, you were asking for on that, but... (I feel & follow a strict policy) if I do NOT know, at all... better to find out from someone who does... :shucks:
4. As with # 5, here... best to let another more versed in that... respond. Not real sure on means or methodology... Sorry. :shucks:
Hope that what I was able to reply on, is helpful & of use here... as always. :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Many thanks! Still figuring out some of the details ...
Re.1: F1 is okay but a few more details would be helpful. I will post this question as a separate post.
Re.2 & 3: Yes! Was mostly a question directed toward a possible Commander functionality but I understand, that this is not available for the time being ... so, it's okay.
Re.4: Thanks for explaining. Yes. its about the speed telegraph, compass, depth control and clock. They do actually block the view to some other gauges, e.g., fuel/battery/air, but also the Ship Recognition manual, where I can't seem to turn the pages because of it.
Unfortunately, they don't disappear when applying the above. I wonder if there is a way to "simply" remove them ...
Re.5: Clear! I will ask this question as a separate post.
If okay for you, I will ask my questions here, as I'm gong through the different stages of the Training Academy.
Many thanks again!
Mad Mardigan
05-18-22, 01:02 PM
Many thanks! Still figuring out some of the details ...
Re.1: F1 is okay but a few more details would be helpful. I will post this question as a separate post.
Re.2 & 3: Yes! Was mostly a question directed toward a possible Commander functionality but I understand, that this is not available for the time being ... so, it's okay.
Re.4: Thanks for explaining. Yes. its about the speed telegraph, compass, depth control and clock. They do actually block the view to some other gauges, e.g., fuel/battery/air, but also the Ship Recognition manual, where I can't seem to turn the pages because of it.
Unfortunately, they don't disappear when applying the above. I wonder if there is a way to "simply" remove them ...
Re.5: Clear! I will ask this question as a separate post.
If okay for you, I will ask my questions here, as I'm going through the different stages of the Training Academy.
Many thanks again!
Not a problem... glad to help as best as I am able to... :up:
:Kaleun_Salute:
M. M.
Kapitän
05-19-22, 07:27 AM
Not a problem... glad to help as best as I am able to... :up:
:Kaleun_Salute:
M. M.
Okay, I'm still with a type II boat in the Navigation part of the Training Academy.
Bridge (F4):
- Can the UZO be taken down and back up?
- Can the rotating Beacon Antenna be retracted?
- Apparently, there is a Searchlight installed. How can this be operated?
- Can the position of each bridge watch crew be changed (it seems, that they are pretty much fixed)?
Crew Mgmt.(F7):
- Is my observation correct, that the shifts change every 8h and that the shift on duty is marked in grey (I, II, III)?
- I only see one (1) crew member per shift in the engine room. Is this a correct observation?
- I suppose, the Bow Torpedo Compartment would only be manned, if torpedoes need to be reloaded (as in Sh3), yes?
- Which function has the station "Conning Tower"? When I place a crew member in there, I don't see anyone in the C/T ...
- Which function has the station "Mooring Crew"? What happens when crew members are placed there?
Radio Crew:
- Instead of the radio station, the sonar station is manned. In the crew managment (F7), there is only one crew spot per shift. So, I'm wondering, how both can be manned and/or switched out between the two?
Radio Room (F8):
- There is an option for a "Captian Log". How can this be filled?
Weapons Officer:
- Is there W/O support for torpedo attacks? Or can this only be managed/set via the Realism Settings?
Sorry, for all the questions and I'm sure that as I get more aquainted with the game, they will become less.
Mad Mardigan
05-19-22, 09:47 AM
Okay, I'm still with a type II boat in the Navigation part of the Training Academy.
Bridge (F4):
- Can the UZO be taken down and back up?
- Can the rotating Beacon Antenna be retracted?
- Apparently, there is a Searchlight installed. How can this be operated?
- Can the position of each bridge watch crew be changed (it seems, that they are pretty much fixed)?
Crew Mgmt.(F7):
- Is my observation correct, that the shifts change every 8h and that the shift on duty is marked in grey (I, II, III)?
- I only see one (1) crew member per shift in the engine room. Is this a correct observation?
- I suppose, the Bow Torpedo Compartment would only be manned, if torpedoes need to be reloaded (as in Sh3), yes?
- Which function has the station "Conning Tower"? When I place a crew member in there, I don't see anyone in the C/T ...
- Which function has the station "Mooring Crew"? What happens when crew members are placed there?
Radio Crew:
- Instead of the radio station, the sonar station is manned. In the crew managment (F7), there is only one crew spot per shift. So, I'm wondering, how both can be manned and/or switched out between the two?
Radio Room (F8):
- There is an option for a "Captian Log". How can this be filled?
Weapons Officer:
- Is there W/O support for torpedo attacks? Or can this only be managed/set via the Realism Settings?
Sorry, for all the questions and I'm sure that as I get more aquainted with the game, they will become less.
Bridge (F4):
A. No, but could it... no idea. Would be a very nice immersive addition, if it can be done.
B. See A, above.
C. As with B, see A, above.
D. Not that I am aware of... they're pretty much set in stone, as far as I know of... not to say, that I may be mistaken about that. Now, that said... you can move them about, in the... crew mgmt page (F7) but... beyond that... not as far, as I know... no.
Crew Mgmt.(F7):
A. Crew rotation, is preset to a... 8 hr shift, which... is a nice addition, since it frees you up to concentrate more on commanding the boat, a bit more than it did in 3.
B. Seeing as how, the Type II, is a smaller sub.. thereby is not going to need nowhere near the man power that say... a VII or IX is... 1 would be a bare minimum, I'd think... though feel 2 would be more... relative in terms of that room being manned. This would give the chief crew man there, a... runner if you will, an extra set of hands.
C. For that area, a simple calling it the... torpedo room, would be more apt... (especially on a Type II, seeing as how it only had 1 such room... unlike the VII's or the other follow up sus did. :hmmm:)
During a patrol, would figure that crew would only really be assigned in there... or... at least fully manned at any rate... during say, an attack.... yes.
Other times, keeping say... 1 or at best, 2 in the event of say... an emergency situation of damage occurring & flooding being a danger... but, outside of that... BUT... to be frank about it.. not real sure of what the operational doctrine was about all the sections & their 'manned readiness' state was to be. :shucks: not having served in the navy, much less aboard a ship. :yep:
So... I can only surmise or take a very WAG here, about that. So, on that note... take that with a very big, T3 cargo load of sea salt, for what its worth... :yep:
D. From what I know, there is if you look to the bow while in the conning tower, is a set of controls there... that would operate the rudder, thereby the means to steer the sub to either port or starboard. Just as there would be, in the control room. While surfaced, it would make it to where the crew on bridge, (including the skipper, as well.) would NOT have to shout down into the sub through the conning tower.. or shout into those voice tubes, either... I would imagine...
Think, that it was left out, of having the animation & the space lacking the recognition of the player assigning a crew man to that position... is why we don't see them taking up that position &... being active while there. :hmmm:
E. When any ship comes in, to dock, you have a set of crew, that takes up 'docking stations' aka 'mooring'... that I know of. Those assigned to that, then toss to guys on the dock, mooring lines aka ropes that then get tied off... thereby, securing the ship while in dock.
As with D., above... think this is limited owing to the lack of proper animation to show that interaction when you do an RTB*. (Return To Base*)
Radio Crew:
A. On that... if you're using that interior mod for KSD II: Ace, then would have to ask them (the maker of said mod) about that... no ideas there... Sorry. Have wondered about that, as well.... but just shrugged & just let it slip by the wayside...
Radio Room (F8):
A. That, is auto filled in for you... as you progress, get radio flash traffic, aka messages & such... even when you run across target/s & sink them. So is not something you have to deal with, 'filling out'. :hmmm:
This, function... holds the same back in 3, as well... so if you're used to it there... that hasn't changed with 4, either.
Weapons Officer:
A. :hmmm:
If by this, you're asking about using the weapons officer or the Wachoffizier (1WO), then... believe that would be the same methodology... as say in SH3... in the options menu. Selecting the... no contacts... (I believe is the right option there) & leaving the weapons officer assist option unchecked.
After that, is a matter of using the options in the peri icon on the command bar, to have them ID ships, plot a torp attack solution, as well as open up the tubes & finally... firing the torp off...
Again, if I have all that down right on the path to follow in using them, to do an attack... which, I think I do... :hmmm:
So, yes... it is possible to do & most of that as outlined I beieve is in the options menu... BUT... would NEED doing in the correct menu, as there is 2 of them.
The 1st one, is in the main menu before starting off on a career... the 2nd options menu is located in the office... that filing cabinet, to the left of the door, which is the exit back to main menu.
As for being sorry about asking all these questions... don't be.
The only stupid question, is the 1... never asked.
How else, are you going to learn... if you never ask or are afraid to ask... :hmmm:
As always... hope this is of help. :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Kapitän
05-19-22, 02:51 PM
Bridge (F4):
A. No, but could it... no idea. Would be a very nice immersive addition, if it can be done.
B. See A, above.
C. As with B, see A, above.
D. Not that I am aware of... they're pretty much set in stone, as far as I know of... not to say, that I may be mistaken about that. Now, that said... you can move them about, in the... crew mgmt page (F7) but... beyond that... not as far, as I know... no.
Crew Mgmt.(F7):
A. Crew rotation, is preset to a... 8 hr shift, which... is a nice addition, since it frees you up to concentrate more on commanding the boat, a bit more than it did in 3.
B. Seeing as how, the Type II, is a smaller sub.. thereby is not going to need nowhere near the man power that say... a VII or IX is... 1 would be a bare minimum, I'd think... though feel 2 would be more... relative in terms of that room being manned. This would give the chief crew man there, a... runner if you will, an extra set of hands.
C. For that area, a simple calling it the... torpedo room, would be more apt... (especially on a Type II, seeing as how it only had 1 such room... unlike the VII's or the other follow up sus did. :hmmm:)
During a patrol, would figure that crew would only really be assigned in there... or... at least fully manned at any rate... during say, an attack.... yes.
Other times, keeping say... 1 or at best, 2 in the event of say... an emergency situation of damage occurring & flooding being a danger... but, outside of that... BUT... to be frank about it.. not real sure of what the operational doctrine was about all the sections & their 'manned readiness' state was to be. :shucks: not having served in the navy, much less aboard a ship. :yep:
So... I can only surmise or take a very WAG here, about that. So, on that note... take that with a very big, T3 cargo load of sea salt, for what its worth... :yep:
D. From what I know, there is if you look to the bow while in the conning tower, is a set of controls there... that would operate the rudder, thereby the means to steer the sub to either port or starboard. Just as there would be, in the control room. While surfaced, it would make it to where the crew on bridge, (including the skipper, as well.) would NOT have to shout down into the sub through the conning tower.. or shout into those voice tubes, either... I would imagine...
Think, that it was left out, of having the animation & the space lacking the recognition of the player assigning a crew man to that position... is why we don't see them taking up that position &... being active while there. :hmmm:
E. When any ship comes in, to dock, you have a set of crew, that takes up 'docking stations' aka 'mooring'... that I know of. Those assigned to that, then toss to guys on the dock, mooring lines aka ropes that then get tied off... thereby, securing the ship while in dock.
As with D., above... think this is limited owing to the lack of proper animation to show that interaction when you do an RTB*. (Return To Base*)
Radio Crew:
A. On that... if you're using that interior mod for KSD II: Ace, then would have to ask them (the maker of said mod) about that... no ideas there... Sorry. Have wondered about that, as well.... but just shrugged & just let it slip by the wayside...
Radio Room (F8):
A. That, is auto filled in for you... as you progress, get radio flash traffic, aka messages & such... even when you run across target/s & sink them. So is not something you have to deal with, 'filling out'. :hmmm:
This, function... holds the same back in 3, as well... so if you're used to it there... that hasn't changed with 4, either.
Weapons Officer:
A. :hmmm:
If by this, you're asking about using the weapons officer or the Wachoffizier (1WO), then... believe that would be the same methodology... as say in SH3... in the options menu. Selecting the... no contacts... (I believe is the right option there) & leaving the weapons officer assist option unchecked.
After that, is a matter of using the options in the peri icon on the command bar, to have them ID ships, plot a torp attack solution, as well as open up the tubes & finally... firing the torp off...
Again, if I have all that down right on the path to follow in using them, to do an attack... which, I think I do... :hmmm:
So, yes... it is possible to do & most of that as outlined I beieve is in the options menu... BUT... would NEED doing in the correct menu, as there is 2 of them.
The 1st one, is in the main menu before starting off on a career... the 2nd options menu is located in the office... that filing cabinet, to the left of the door, which is the exit back to main menu.
As for being sorry about asking all these questions... don't be.
The only stupid question, is the 1... never asked.
How else, are you going to learn... if you never ask or are afraid to ask... :hmmm:
As always... hope this is of help. :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Okay, onward ... I'm now on the A/A Training with a VIIB boat ...
I think I pretty much understand the crew mgmt., just takes some getting used to...
On the VII boat, there is also only one radio position in F7 and that guy is also manning the sonar station vs. the radio station ... oh well ...
There are however, 2 engine room positions to be manned in the VII boat.
I suppose, the kitchen is closed as of a certian time in the evening, because no matter where I position crew members in F7, there is nobody on that station, as of a certain time in the evening (at least in the type II boat).
I will come back to the Weapons Officer support, once I get to the Torpedo Training ...
F9 is supposed to take you to the Captains Room/Bunk, but takes you to the seat of the attack periscope instead (same for II and VII boat).
Still waiting to see, if this searchlight actually exists, once we come across a friendly uboat or enter the harbour. The same for the mooring crew ...
I also found an option that one can click "Rescue", if a pilot of a shot down airplane is sighted ... looking forward to that ...
I also found a radio that is supposed to air daily news reports but if I saw correctly, only as of 10 Sept.1939, which makes sense, and since I'm still in August 1939 with the training flotilla, that wouldn't work yet.
Now, just a few general questions:
- What exactly does "Realistic Sound Travel Time" in the Sound Options mean?
- What does the "Vertical Sync" do in the Graphics Options?
- How can one delete Game Saves?
- In the game data folder, is the Sound File, which has the amb.SubInterior.wav file. I like the background sound of the KSDII game but I like the GWX one even better. Could the KSDII file be replaced with the GX file, without causing any problems, since it is a Sh3 file?
Thanks again!
Mad Mardigan
05-19-22, 03:40 PM
Okay, onward ... I'm now on the A/A Training with a VIIB boat ...
I think I pretty much understand the crew mgmt., just takes some getting used to...
On the VII boat, there is also only one radio position in F7 and that guy is also manning the sonar station vs. the radio station ... oh well ...
There are however, 2 engine room positions to be manned in the VII boat.
I suppose, the kitchen is closed as of a certian time in the evening, because no matter where I position crew members in F7, there is nobody on that station, as of a certain time in the evening (at least in the type II boat).
I will come back to the Weapons Officer support, once I get to the Torpedo Training ...
F9 is supposed to take you to the Captains Room/Bunk, but takes you to the seat of the attack periscope instead (same for II and VII boat).
Still waiting to see, if this searchlight actually exists, once we come across a friendly uboat or enter the harbour. The same for the mooring crew ...
I also found an option that one can click "Rescue", if a pilot of a shot down airplane is sighted ... looking forward to that ...
I also found a radio that is supposed to air daily news reports but if I saw correctly, only as of 10 Sept.1939, which makes sense, and since I'm still in August 1939 with the training flotilla, that wouldn't work yet.
Now, just a few general questions:
- What exactly does "Realistic Sound Travel Time" in the Sound Options mean?
- What does the "Vertical Sync" do in the Graphics Options?
- How can one delete Game Saves?
- In the game data folder, is the Sound File, which has the amb.SubInterior.wav file. I like the background sound of the KSDII game but I like the GWX one even better. Could the KSDII file be replaced with the GX file, without causing any problems, since it is a Sh3 file?
Thanks again!
Yeah... about that... :hmmm:
If you are using that recommended Type II & VII interiors mod, think the creator, probably (am guessing here) left out a few of the crew, so as to avoid performance issues (:06:) perhaps... or may have meant to add them in, but forgot.. as can happen... no idea. Not without doing some digging in & finding out (if they are still around or even active in the sub modding circle any more, to be frank about it. Just... don't know, either way. :hmmm:)
Any way... moving on.
Yeah, the F9 key, is tied in to... the cam.dat files... I believe, & am not well versed on the... black majix artz of that area... maybe... hopefully, another with knowledge in them, could be persuaded, to delve in & see if that couldn't be... corrected... fixed.
As for the search light... not sure if that is an... actual sub-simmer controlled item, though... think it is more, in the way of... aesthetics... i.e, eye candy... an immersion factor that is just visual, only. Just a... WAG here... :yep:
Did mention, that with the mooring crew aspect... that this area, is likely unfinished... probably owing to a lack in or better yet... of, proper animation, to encompass that... despite that, is not really much of an issue... in that it does leave one, wondering about it... :shucks:
Yeah... "Realistic Sound Travel Time", realfancy schmancy high tech gadgetry there.. something to do with 3D sound system or some such...
Unless you actually have that sort of sound system, which in all likelihood is like.... major boo koo $$$, best advice... avoid check marking it.
Vertical Sync, or VSync, synchronizes the refresh rate and frame rate of a monitor to prevent screen tearing. VSync does this by limiting your GPU’s frame rate output to your monitor’s refresh rate.
Some have no issues with leaving that box unchecked... &... think, is recommended to activate it, if you see flickering going on when you are moving your cam view about... that's just the bare bones of info I have... not real sure on how... accurate that is... the vertical sync or Vsync quote there, I culled from a real quick & dirty look up I did on that, to be frank... :shucks:
Perhaps one of the... other guru's, around here... will feel free to jump in & expand more on that...
1 thing I've learned about SH4... is... it's better at doing housekeeping on game saves, than SH3 was... up to a point.
The saves, can run into issues at times... as can be attested to, but... how much less than say... 3... who knows for really sure... yet. :hmmm:
As for the query on the sound of KSD II: Ace, being replaced or grafted with sound files from GWX (Any particular flava flave... of GWX, you had/have in mind to cull from here... :hmmm:) & on that subject... am going to defer to another to jump in & answer on that... :shucks: :yep:
I wanna... say, I would NOT think that swapping out sound byte files from say... OneAlex's GWX Reworx, couldn't be swapped out for those that don't quite tickle your fancy... but... know that some, are tied into control keys in the guts, &... tampering with them, could cause all sorts of... trouble. :yep:
That said, is why... I shall defer to someone with more knowledge & experience in answering on that.
Is that "amb.SubInterior.wav file", the only 1 you're asking about...? :hmmm:
:Kaleun_Salute:
M. M.
Kapitän
05-20-22, 06:31 AM
Yeah... about that... :hmmm:
If you are using that recommended Type II & VII interiors mod, think the creator, probably (am guessing here) left out a few of the crew, so as to avoid performance issues (:06:) perhaps... or may have meant to add them in, but forgot.. as can happen... no idea. Not without doing some digging in & finding out (if they are still around or even active in the sub modding circle any more, to be frank about it. Just... don't know, either way. :hmmm:)
Any way... moving on.
Yeah, the F9 key, is tied in to... the cam.dat files... I believe, & am not well versed on the... black majix artz of that area... maybe... hopefully, another with knowledge in them, could be persuaded, to delve in & see if that couldn't be... corrected... fixed.
As for the search light... not sure if that is an... actual sub-simmer controlled item, though... think it is more, in the way of... aesthetics... i.e, eye candy... an immersion factor that is just visual, only. Just a... WAG here... :yep:
Did mention, that with the mooring crew aspect... that this area, is likely unfinished... probably owing to a lack in or better yet... of, proper animation, to encompass that... despite that, is not really much of an issue... in that it does leave one, wondering about it... :shucks:
Yeah... "Realistic Sound Travel Time", realfancy schmancy high tech gadgetry there.. something to do with 3D sound system or some such...
Unless you actually have that sort of sound system, which in all likelihood is like.... major boo koo $$$, best advice... avoid check marking it.
Vertical Sync, or VSync, synchronizes the refresh rate and frame rate of a monitor to prevent screen tearing. VSync does this by limiting your GPU’s frame rate output to your monitor’s refresh rate.
Some have no issues with leaving that box unchecked... &... think, is recommended to activate it, if you see flickering going on when you are moving your cam view about... that's just the bare bones of info I have... not real sure on how... accurate that is... the vertical sync or Vsync quote there, I culled from a real quick & dirty look up I did on that, to be frank... :shucks:
Perhaps one of the... other guru's, around here... will feel free to jump in & expand more on that...
1 thing I've learned about SH4... is... it's better at doing housekeeping on game saves, than SH3 was... up to a point.
The saves, can run into issues at times... as can be attested to, but... how much less than say... 3... who knows for really sure... yet. :hmmm:
As for the query on the sound of KSD II: Ace, being replaced or grafted with sound files from GWX (Any particular flava flave... of GWX, you had/have in mind to cull from here... :hmmm:) & on that subject... am going to defer to another to jump in & answer on that... :shucks: :yep:
I wanna... say, I would NOT think that swapping out sound byte files from say... OneAlex's GWX Reworx, couldn't be swapped out for those that don't quite tickle your fancy... but... know that some, are tied into control keys in the guts, &... tampering with them, could cause all sorts of... trouble. :yep:
That said, is why... I shall defer to someone with more knowledge & experience in answering on that.
Is that "amb.SubInterior.wav file", the only 1 you're asking about...? :hmmm:
:Kaleun_Salute:
M. M.
Thanks for all your answers!
Right now, I'm not using the II & VII Full Interior Mod, as I'm just trying things out in the Training Acadamy. I'm planning to move to a IXD2 boat in the Campaign and I don't think there is a Full Interior Mod available for that.
No issue about the F9 key. I was just wondering if I'm the only one who has this issue or if it is widely known. No problem for me here.
About the Search Light, I was merely wondering where to find the command button for it, because I can't seem to locate it (same for Rescue the Pilot) ...
The Graphics issues seem to be solved, as posted in the other thread.
Yes, as I don't have a 3D Sound System, I will keep the "Realistic Sound Travel Time" box un-ticked.
Yes, reg. the ambient interior sub sound, I'm refering to the "amb.SubmarineInterior.wav"- file
BTW: I arrived at the designated Op.area for the A/A Training but no airplanes there ... maybe, because I arrived after sunset ...
Mad Mardigan
05-20-22, 08:25 AM
Thanks for all your answers!
Right now, I'm not using the II & VII Full Interior Mod, as I'm just trying things out in the Training Acadamy. I'm planning to move to a IXD2 boat in the Campaign and I don't think there is a Full Interior Mod available for that.
No issue about the F9 key. I was just wondering if I'm the only one who has this issue or if it is widely known. No problem for me here.
About the Search Light, I was merely wondering where to find the command button for it, because I can't seem to locate it (same for Rescue the Pilot) ...
The Graphics issues seem to be solved, as posted in the other thread.
Yes, as I don't have a 3D Sound System, I will keep the "Realistic Sound Travel Time" box un-ticked.
Yes, reg. the ambient interior sub sound, I'm refering to the "amb.SubmarineInterior.wav"- file
BTW: I arrived at the designated Op.area for the A/A Training but no airplanes there ... maybe, because I arrived after sunset ...
Yeahhhhh.... not sure if that ever got finished. I seem to recall there was some mention of doing an interior for the IX, but.. after that... nada.
Any how... moving on... :yep:
Yeah, you were not alone in that... about the F9 key.
Search light, no idea if there is a control switch for that... think that, was added into the subs damage screen menu... for flava flave, nothing more... though, I could be wrong. If there is indeed a means to operate a search light, would be cool to do so... hwever, considering the nature of the beast... it is war time, so yeah... maybe not so good a time to be using it... :hmmm:
As for rescue the pilot operating button... go through there... in the bridge menu bar, & should be the icon that looks like... a life preserver aka life ring.
To be able to use it, means you 1st have to be within range of the downed pilot, (think like... 40-60 meters away... :hmmm: maybe a bit further back, not sure...) & have eyes on them, by... use of the Bino's... that's binoculars to the rest of ye gents & all. Once that is achieved, that ring, should light up & be clickable.
On the overall graphics side, glad ya got that all... dare I say it... ahhh what the heck... ship shape. :D :haha: :har: :haha: :D :03:
But in all seriousness... am glad it worked out for ya. :up:
If that sound file, is set up the same... the naming of it is the same... then by all rights, it should work... I do believe... but... don't hang Me if it don't.
Make a back up copy of the /sound folder in game... before pasting that sound byte from GWX in to the KSD II: Ace, so that way.. if things go... pear shaped... at least you'll have the back up copy to fall back to.
Yeah, after dark flight op's... NOT real sure that is modeled into the sim, as well as it should have been.
Back then air op's were grounded after dark... though, not sure when the advent of them making it to where they could go round the clock, per say... though.
Will have to dig into that some... never really thought about it before now, to do so.
Think that when Carriers were thought of, it was probably for a safety factor that flights didn't happen after dark.. I think, anther thing I'll have to see of doing some digging about on... (sticks a pin into that idea along with the other one, as well)
Any way, glad to have provided assistance, where I was able to...:shucks:
Gute jagd, ihr Himmelhunde.! :Kaleun_Cheers: :arrgh!:
:Kaleun_Salute:
M. M.
Kapitän
05-20-22, 01:49 PM
Yeahhhhh.... not sure if that ever got finished. I seem to recall there was some mention of doing an interior for the IX, but.. after that... nada.
Any how... moving on... :yep:
Yeah, you were not alone in that... about the F9 key.
Search light, no idea if there is a control switch for that... think that, was added into the subs damage screen menu... for flava flave, nothing more... though, I could be wrong. If there is indeed a means to operate a search light, would be cool to do so... hwever, considering the nature of the beast... it is war time, so yeah... maybe not so good a time to be using it... :hmmm:
As for rescue the pilot operating button... go through there... in the bridge menu bar, & should be the icon that looks like... a life preserver aka life ring.
To be able to use it, means you 1st have to be within range of the downed pilot, (think like... 40-60 meters away... :hmmm: maybe a bit further back, not sure...) & have eyes on them, by... use of the Bino's... that's binoculars to the rest of ye gents & all. Once that is achieved, that ring, should light up & be clickable.
On the overall graphics side, glad ya got that all... dare I say it... ahhh what the heck... ship shape. :D :haha: :har: :haha: :D :03:
But in all seriousness... am glad it worked out for ya. :up:
If that sound file, is set up the same... the naming of it is the same... then by all rights, it should work... I do believe... but... don't hang Me if it don't.
Make a back up copy of the /sound folder in game... before pasting that sound byte from GWX in to the KSD II: Ace, so that way.. if things go... pear shaped... at least you'll have the back up copy to fall back to.
Yeah, after dark flight op's... NOT real sure that is modeled into the sim, as well as it should have been.
Back then air op's were grounded after dark... though, not sure when the advent of them making it to where they could go round the clock, per say... though.
Will have to dig into that some... never really thought about it before now, to do so.
Think that when Carriers were thought of, it was probably for a safety factor that flights didn't happen after dark.. I think, anther thing I'll have to see of doing some digging about on... (sticks a pin into that idea along with the other one, as well)
Any way, glad to have provided assistance, where I was able to...:shucks:
Gute jagd, ihr Himmelhunde.! :Kaleun_Cheers: :arrgh!:
:Kaleun_Salute:
M. M.
Yes, found the Life Vest icon ... only thing missing are the A/C:
Went to the designated area in the Training Academy twice, second time at daylight ... nothing ... weird ...
Yes, will try to swap the sound file at a later time ... thanks for the tips!
Will move on to the deck gun training now ...
UPDATE:
Did the gun training and torpedo firing range ... actually found a target ... an old Wheel Steamer:
For the gun training, it seemed that I had to use all my ammo to have any effect (and yes, I used the high explosive rounds) ... but didn't get as far as to sink her, because of a CTD, when the steamer started to catch fire ...
The same happened with the torpedo firing: The first eel I set for magnetic fuse and 1.3m under the keel, but passed right underneath ... does the "back-breaker"-technique not work in KSDII?
The second eel I set to contact fuse and exploded and again I got a CTD, when the srteamer caught fire.
I hope the CTD's are because it's the Training Academy and not a "feature" of the game ...
FYI: For the Game Graphic settings, I ticked every box, except for the "Windowed Mode" ... are there any settings that would cause CTD's and one could do without?
Mad Mardigan
05-20-22, 04:04 PM
Yes, found the Life Vest icon ... only thing missing are the A/C:
Went to the designated area in the Training Academy twice, second time at daylight ... nothing ... weird ...
Yes, will try to swap the sound file at a later time ... thanks for the tips!
Will move on to the deck gun training now ...
UPDATE:
Did the gun training and torpedo firing range ... actually found a target ... an old Wheel Steamer:
For the gun training, it seemed that I had to use all my ammo to have any effect (and yes, I used the high explosive rounds) ... but didn't get as far as to sink her, because of a CTD, when the steamer started to catch fire ...
The same happened with the torpedo firing: The first eel I set for magnetic fuse and 1.3m under the keel, but passed right underneath ... does the "back-breaker"-technique not work in KSDII?
The second eel I set to contact fuse and exploded and again I got a CTD, when the srteamer caught fire.
I hope the CTD's are because it's the Training Academy and not a "feature" of the game ...
FYI: For the Game Graphic settings, I ticked every box, except for the "Windowed Mode" ... are there any settings that would cause CTD's and one could do without?
the 1st couple, 2... the nav one & the one right after.. might be usable... not sure about the 3rd one right after that... nut from what I understand, is best to avoid running the training missions for the most part.
Am playing the career side, using LAA assigned to the SH4.exe &... running like a champ.
When KSD II: Ace, is loading... you are (in the bottom right corner) seeing it reading v1.4.1, yes...?? :hmmm:
On the torp training issue you noted... depends on the year date, that is... not recalling that right off... but, know that the Uboat fleet, did run into (just as the U. S. fleet boats did... :yep:) had issues with torp malfunctions & this is.. modeled into KSD II: Ace, as well.
The upside is... the U-boat HQ officers/admiralty... did listen a lot more than the U.S. side of it did... & as an end result, solved it, for the most part.
If, I am recalling it rightly... magnetic exploders, got pulled from use & they went back to using impact only with the torps... I think. Think the main part that got resolved was with the depth keeping when torps were launched. The Mag Det triggers... NOT so much.
On the query on graphic settings:
http://snipboard.io/jNpiTv.jpg
This snap shot, is the setting in that section, that I roll with...
Can't recall all the particulars on why... but, is best to avoid having the volumetric fog one, checked... & since I don't deal with a lot of ripping/tearing when moving the cam view about... don't really need to use the vsync one, either.... that & the windowed one... as I prefer to have My view, be full screen. :yep:
:Kaleun_Salute:
M. M.
Kapitän
05-20-22, 05:14 PM
the 1st couple, 2... the nav one & the one right after.. might be usable... not sure about the 3rd one right after that... nut from what I understand, is best to avoid running the training missions for the most part.
Am playing the career side, using LAA assigned to the SH4.exe &... running like a champ.
When KSD II: Ace, is loading... you are (in the bottom right corner) seeing it reading v1.4.1, yes...?? :hmmm:
On the torp training issue you noted... depends on the year date, that is... not recalling that right off... but, know that the Uboat fleet, did run into (just as the U. S. fleet boats did... :yep:) had issues with torp malfunctions & this is.. modeled into KSD II: Ace, as well.
The upside is... the U-boat HQ officers/admiralty... did listen a lot more than the U.S. side of it did... & as an end result, solved it, for the most part.
If, I am recalling it rightly... magnetic exploders, got pulled from use & they went back to using impact only with the torps... I think. Think the main part that got resolved was with the depth keeping when torps were launched. The Mag Det triggers... NOT so much.
On the query on graphic settings:
http://snipboard.io/jNpiTv.jpg
This snap shot, is the setting in that section, that I roll with...
Can't recall all the particulars on why... but, is best to avoid having the volumetric fog one, checked... & since I don't deal with a lot of ripping/tearing when moving the cam view about... don't really need to use the vsync one, either.... that & the windowed one... as I prefer to have My view, be full screen. :yep:
:Kaleun_Salute:
M. M.
Yes, on bottom right corner it shows 1.4.1 ... and I also applied LAA.
All the Training Missions are in 1939.
Okay, I adjusted the Game Graphic Settings as suggested. What is "Volumetric Fog", anyway?
Coming back to the Game Saves:
- What is the Option "Replay" all about?
- Is there any way to delete Game Saves?
Mad Mardigan
05-20-22, 06:06 PM
Yes, on bottom right corner it shows 1.4.1 ... and I also applied LAA. Good.
All the Training Missions are in 1939.
Okay, I adjusted the Game Graphic Settings as suggested. What is "Volumetric Fog", anyway?
Coming back to the Game Saves:
- What is the Option "Replay" all about?
- Is there any way to delete Game Saves?
Ok, some info I pulled up, concerning just what is ''volumetric fog'', though note... the article covers both aspects of volumetrics... fog, as well as light.
https://culturedvultures.com/volumetrics-god-rays-gaming-explained/#:~:text=Volumetric%20fog%20is%20a%20derivative%20 of%20the%20volumetric,makes%20for%20intensely%20at mospheric%20visuals%20in%20your%20game.
Basically, it is a game system or.. for better want of a more proper word, to do with creating the impression of fog... in game/sim environment... which, if it worked, as it is 'supposed to', would be grand.
But... (& a very BIG but, here... mind you... :yep:) this optional graphics setting, as I know of it & understand it, works fine...
For newer games/sims...
SH4 (& I think, in 5, as well... I think... :hmmm:)...
NOT so much, or well, for that matter.
Have seen times, when I've... tried... attempted to, more like... using that, in the settings, of having crew pull a... Casper the friendly ghost routine. Meaning, you could see right throuh them... & it wasn't just relegated to crew only. Ohhhh no... uhh uhh.
It also affected ships, well... some of them, as well. :yep:
NOT a good look... not, at all. :nope: :nope: :nope:
So... only thing that can be done... is to just avoid using that, in the graphics settings, at all.
And... that's not including the probability, of taking a huge fps hit, either... which can occur, as you'll note in that page I pulled up &... can attest to, as well.
if you have a grand, newer game as well as a grand gaming computer rig that would excel at using those settings, then it's fine to use.
Thing is... SH4 (as well as 3 & in a short time here soon, 5 as well) are seriously going to start showing their age.
In the mean time, enjoy it for as long as you can... hopefully, that will be for quite a long time, at that. :shucks: :yep: :up:
Replay, I believe is a save of a patrol/mission (either solo, a rerun f 1 that occurred in real life... or a in-game career one... I think here... was hoping someone else could step up & answer that, as well as about the game saves...) that makes it able to be watched... sort of like a recorded... event, like say... as an example here.. only... football/baseball/basketball... take your pick here... but, that's just a WAG, at that.
Saves, am not going to reply much on that but to say, that saves were radically redone from 3 to 4, & in doing so... did make deleting them, a bit... less risky than 3's were... but... even then, there still is some risk in messing them up... the newest save files, are not near as hard wired dependent on older ones, as was the case with saves in SH3.
4, after a fashion, will do its own house keeping & start dropping older saves, starting with the oldest one's 1st... & work its way toward the newer ones, after a time, stopping when there is a set # of saves left.
Wanna say I think is around maybe... 20 saves, before the house keeper starts doing the sweeping out... but, can't confirm that for definite, as I haven't really did a hard case study on that exact #, to be frank about it.
:Kaleun_Salute:
M. M.
Kapitän
05-21-22, 06:01 AM
Ok, some info I pulled up, concerning just what is ''volumetric fog'', though note... the article covers both aspects of volumetrics... fog, as well as light.
https://culturedvultures.com/volumetrics-god-rays-gaming-explained/#:~:text=Volumetric%20fog%20is%20a%20derivative%20 of%20the%20volumetric,makes%20for%20intensely%20at mospheric%20visuals%20in%20your%20game.
Basically, it is a game system or.. for better want of a more proper word, to do with creating the impression of fog... in game/sim environment... which, if it worked, as it is 'supposed to', would be grand.
But... (& a very BIG but, here... mind you... :yep:) this optional graphics setting, as I know of it & understand it, works fine...
For newer games/sims...
SH4 (& I think, in 5, as well... I think... :hmmm:)...
NOT so much, or well, for that matter.
Have seen times, when I've... tried... attempted to, more like... using that, in the settings, of having crew pull a... Casper the friendly ghost routine. Meaning, you could see right throuh them... & it wasn't just relegated to crew only. Ohhhh no... uhh uhh.
It also affected ships, well... some of them, as well. :yep:
NOT a good look... not, at all. :nope: :nope: :nope:
So... only thing that can be done... is to just avoid using that, in the graphics settings, at all.
And... that's not including the probability, of taking a huge fps hit, either... which can occur, as you'll note in that page I pulled up &... can attest to, as well.
if you have a grand, newer game as well as a grand gaming computer rig that would excel at using those settings, then it's fine to use.
Thing is... SH4 (as well as 3 & in a short time here soon, 5 as well) are seriously going to start showing their age.
In the mean time, enjoy it for as long as you can... hopefully, that will be for quite a long time, at that. :shucks: :yep: :up:
Replay, I believe is a save of a patrol/mission (either solo, a rerun f 1 that occurred in real life... or a in-game career one... I think here... was hoping someone else could step up & answer that, as well as about the game saves...) that makes it able to be watched... sort of like a recorded... event, like say... as an example here.. only... football/baseball/basketball... take your pick here... but, that's just a WAG, at that.
Saves, am not going to reply much on that but to say, that saves were radically redone from 3 to 4, & in doing so... did make deleting them, a bit... less risky than 3's were... but... even then, there still is some risk in messing them up... the newest save files, are not near as hard wired dependent on older ones, as was the case with saves in SH3.
4, after a fashion, will do its own house keeping & start dropping older saves, starting with the oldest one's 1st... & work its way toward the newer ones, after a time, stopping when there is a set # of saves left.
Wanna say I think is around maybe... 20 saves, before the house keeper starts doing the sweeping out... but, can't confirm that for definite, as I haven't really did a hard case study on that exact #, to be frank about it.
:Kaleun_Salute:
M. M.
Okay, thanks for explaining!
I might tinker around with the V-Fog from time to time ... let's see ...
Okay, so, Sh4 does it's own Game Save-"Clean-up" ... okay, good to know ... I'll watch for that ...
I guess, it's better to use a "Short Mission" instead of the "Training Academy", for getting to know the game ...
Thanks again!
Mad Mardigan
05-21-22, 10:54 AM
Okay, thanks for explaining!
I might tinker around with the V-Fog from time to time ... let's see ...
Okay, so, Sh4 does it's own Game Save-"Clean-up" ... okay, good to know ... I'll watch for that ...
I guess, it's better to use a "Short Mission" instead of the "Training Academy", for getting to know the game ...
Thanks again!
Maybe, with your system... you might... (& I stress a highly doubtful might here, but... *shrug* you never know, until you try... ) have better luck with using volumetric fog. Don't really know what your specs are for your rig, but... on both the ones I have... it never ended well with using that graphic option. :yep: :shucks:
That's 1 of the better things about 4, over 3... (not to be taken for dissing 3... it stil has a place in My :subsim: & always will... warts & all :yep:)
is the save folder clean up aka house keeping it does.
I'll give Ubi credit for that... but... shhhh.... I wouldn't want them to hear that, & get a swelled head over it... :haha: :D
Yeah, short replay historicals or short missions, would probably be easier on the set up than the training missions... though, you could use just the very 1st 3... alone &... avoid the rest.
As is, have ran those 3, without issues... but the remaining ones... yeah.... :nope: nothing but head aches... in My experience.
As always, glad to have... & hope that what I have imparted, was helpful & useful... not to forget... as accurate, as possible. :yep: :shucks: :up:
Gute jagd, ihr Himmelhunde.! :arrgh!: :Kaleun_Cheers:
:Kaleun_Salute:
M. M.
Kapitän
05-21-22, 01:40 PM
Maybe, with your system... you might... (& I stress a highly doubtful might here, but... *shrug* you never know, until you try... ) have better luck with using volumetric fog. Don't really know what your specs are for your rig, but... on both the ones I have... it never ended well with using that graphic option. :yep: :shucks:
That's 1 of the better things about 4, over 3... (not to be taken for dissing 3... it stil has a place in My :subsim: & always will... warts & all :yep:)
is the save folder clean up aka house keeping it does.
I'll give Ubi credit for that... but... shhhh.... I wouldn't want them to hear that, & get a swelled head over it... :haha: :D
Yeah, short replay historicals or short missions, would probably be easier on the set up than the training missions... though, you could use just the very 1st 3... alone &... avoid the rest.
As is, have ran those 3, without issues... but the remaining ones... yeah.... :nope: nothing but head aches... in My experience.
As always, glad to have... & hope that what I have imparted, was helpful & useful... not to forget... as accurate, as possible. :yep: :shucks: :up:
Gute jagd, ihr Himmelhunde.! :arrgh!: :Kaleun_Cheers:
:Kaleun_Salute:
M. M.
So, my PC system is the followig:
Intel Core i7-3770; CPU 3.40GHz; RAM 8GB; 64-bit Op.-System
Just FYI ...
What about the available Mod's that are pre-available in the JSGME of KSDII:
- Salvo type lable for type IX - what's this?
- Convoy radio reports ON ... I suppose, if this is not enabled, one doesn't receive any reports about convoys in the area?
- English objectives names (vs. Russian names?)
- No radio antenna poles - can't seem to recall, that I have noticed any (and I have not enabled this)?
- No UMARK ... no mark of my own boat on the map?
- Old Sonar ping: I listened to both ... okay they are somewhat different. The question is: Did they change historically, as of a certain point in time?
Many thanks!
Mad Mardigan
05-21-22, 02:12 PM
So, my PC system is the followig:
Intel Core i7-3770; CPU 3.40GHz; RAM 8GB; 64-bit Op.-System
Just FYI ...
What about the available Mod's that are pre-available in the JSGME of KSDII:
- Salvo type lable for type IX - what's this?
- Convoy radio reports ON ... I suppose, if this is not enabled, one doesn't receive any reports about convoys in the area?
- English objectives names (vs. Russian names?)
- No radio antenna poles - can't seem to recall, that I have noticed any (and I have not enabled this)?
- No UMARK ... no mark of my own boat on the map?
- Old Sonar ping: I listened to both ... okay they are somewhat different. The question is: Did they change historically, as of a certain point in time?
Many thanks!
Type IX, iIrc, had a different labeling set up than that of the Type II's & the VII's... that there... if you chose to go with a career in a IX, just makes it so the torp control panel is rightly configured.... as I understand it. Have yet to roll in a career, in a Type IX, so haven't had a chance to note the differences outright. :hmmm:
Convoy reports on... that would be My understanding there, as well... though, I know that some prefer to play a career... in essence, deaf, dumb & blind... casually strolling across targets of opportunity, is just how they roll with it. NOT to say, that there is anything wrong with it... mind you. :shucks:
As I recall, Uboat HQ... was very.... iron fisted in staying in communication with its uboat forces & that there... just... simulates that, I figure.
Yeah, the original KSD II, was all in Russian, which... for those who don't know the language... kind of makes it difficult to follow along, if you decided to pursue, a career in game/sim. There was an... initial workup of putting messages, flash traffic, Rec Man info, the works... in Eng. & while a noce touch... to be frank, is still... NOT without its... quirks still to date. Is still a fair bit, that needs a bit of, spit & polish yet to iron it out... & that's NOT even touching the translating it, into other languages still. :hmmm:
Yeah, again... as with radio reports, another thing to... further enhance the realism effect... of NOT having that orange arrow marker, denoting just where your sub is, if you were to say... utilize the 'next/previous' or the free cam views.
This is not related to just where you are, on the nav map, by any means... :nope:
As for the sonar pings... old new... no idea about the differences in them, to be frank... I just went with searching for the 1, that sounded the scariest when heard while in the sub... from any point in it, while roaming from 1 room view, to another... even while using free roam utilizing the Type II & VII full interiors mod, in My mix.
Well, scariest & closest to that sound in the movie 'Das Boot'... as long as it fit those 2 focal points, it was the 1 I went with... Myself. As with MPG, preferences for that, may vary from 1 sub simmer, to another... yanno... :yep: :shucks:
As for that no radio antenna... I left that 1 out. Call Me... old fashioned, but... I want My sub, looking as near to what it did... as is feasibly possible... & that there, mod... sorta puts a... kink, in that view, but... that's just My own opinion... again, just like with MPG as well, here. :yep:
:Kaleun_Salute:
M. M.
Kapitän
05-21-22, 02:21 PM
Type IX, iIrc, had a different labeling set up than that of the Type II's & the VII's... that there... if you chose to go with a career in a IX, just makes it so the torp control panel is rightly configured.... as I understand it. Have yet to roll in a career, in a Type IX, so haven't had a chance to note the differences outright. :hmmm:
Convoy reports on... that would be My understanding there, as well... though, I know that some prefer to play a career... in essence, deaf, dumb & blind... casually strolling across targets of opportunity, is just how they roll with it. NOT to say, that there is anything wrong with it... mind you. :shucks:
As I recall, Uboat HQ... was very.... iron fisted in staying in communication with its uboat forces & that there... just... simulates that, I figure.
Yeah, the original KSD II, was all in Russian, which... for those who don't know the language... kind of makes it difficult to follow along, if you decided to pursue, a career in game/sim. There was an... initial workup of putting messages, flash traffic, Rec Man info, the works... in Eng. & while a noce touch... to be frank, is still... NOT without its... quirks still to date. Is still a fair bit, that needs a bit of, spit & polish yet to iron it out... & that's NOT even touching the translating it, into other languages still. :hmmm:
Yeah, again... as with radio reports, another thing to... further enhance the realism effect... of NOT having that orange arrow marker, denoting just where your sub is, if you were to say... utilize the 'next/previous' or the free cam views.
This is not related to just where you are, on the nav map, by any means... :nope:
As for the sonar pings... old new... no idea about the differences in them, to be frank... I just went with searching for the 1, that sounded the scariest when heard while in the sub... from any point in it, while roaming from 1 room view, to another... even while using free roam utilizing the Type II & VII full interiors mod, in My mix.
Well, scariest & closest to that sound in the movie 'Das Boot'... as long as it fit those 2 focal points, it was the 1 I went with... Myself. As with MPG, preferences for that, may vary from 1 sub simmer, to another... yanno... :yep: :shucks:
As for that no radio antenna... I left that 1 out. Call Me... old fashioned, but... I want My sub, looking as near to what it did... as is feasibly possible... & that there, mod... sorta puts a... kink, in that view, but... that's just My own opinion... again, just like with MPG as well, here. :yep:
:Kaleun_Salute:
M. M.
Okay, very clear, thanks!
Just to be sure: What exactly is meant with "Radio Antenna"? The round rotating beacon locator antenna or something else?
Mad Mardigan
05-21-22, 03:21 PM
Okay, very clear, thanks!
Just to be sure: What exactly is meant with "Radio Antenna"? The round rotating beacon locator antenna or something else?
Either that rotating hoop contraption... or that spiky pole sticking up, on the left hand side, of the bridge, when your up there... looking about.
1 or the other of them. :hmmm: though... am leaning very heavily, towards it being that long, spikey pole on the left side of the conning tower bridge... :yep: :shucks:
:Kaleun_Salute:
M. M. :Kaleun_Cheers:
Kapitän
05-22-22, 12:09 PM
Either that rotating hoop contraption... or that spiky pole sticking up, on the left hand side, of the bridge, when your up there... looking about.
1 or the other of them. :hmmm: though... am leaning very heavily, towards it being that long, spikey pole on the left side of the conning tower bridge... :yep: :shucks:
:Kaleun_Salute:
M. M. :Kaleun_Cheers:
Okay, I will have a look at that ...
Any ideas how one can adjust the renown (was realtivly easy to do in the game save files of Sh3)?
Mad Mardigan
05-22-22, 12:32 PM
Okay, I will have a look at that ...
Any ideas how one can adjust the renown (was realtivly easy to do in the game save files of Sh3)?
On renown, not a clue... thoughts on renown, should be more... in the way of success points... an acknowledgement of your skills as a skipper... rather than tied to ability to purchase upgrades/ torps... etc., with the points being named differently, their use not only in acknowledging ones skills, would have been better employed as get so many of those points, nets you this medal... so many of these points, nets you that medal... so on & so forth... savvy.
The whole Renown/medals awards system is borked majorly... to be quite frank about it. Another mill stone to hang on Ubi's devs necks about.
With points, Merchie's should have had a point scale that was... commiserate with ship size or tonnage... same with the warships, but... with a... tiny fractional increase, owing to the more danger associated with their being warships, of course... as with the mechie's... points commiserate according to either size of the targets or tonnage.
Ergo, the smaller the target/tonnage, the smaller the points awarded... the bigger the torp prize, the bigger the reward...
But... this is just My own view on it.
M. M. :Kaleun_Cheers:
Kapitän
05-22-22, 01:53 PM
On renown, not a clue... thoughts on renown, should be more... in the way of success points... an acknowledgement of your skills as a skipper... rather than tied to ability to purchase upgrades/ torps... etc., with the points being named differently, their use not only in acknowledging ones skills, would have been better employed as get so many of those points, nets you this medal... so many of these points, nets you that medal... so on & so forth... savvy.
The whole Renown/medals awards system is borked majorly... to be quite frank about it. Another mill stone to hang on Ubi's devs necks about.
With points, Merchie's should have had a point scale that was... commiserate with ship size or tonnage... same with the warships, but... with a... tiny fractional increase, owing to the more danger associated with their being warships, of course... as with the mechie's... points commiserate according to either size of the targets or tonnage.
Ergo, the smaller the target/tonnage, the smaller the points awarded... the bigger the torp prize, the bigger the reward...
But... this is just My own view on it.
M. M. :Kaleun_Cheers:
Yes, its seems in Sh4, that when one starts a new career, the renown is Zero (0), which doesn't allow for any new crew assignments, equipment installations or torpedo changes. A bit of a bummer ...
Still learning the game:
In the map view (F5) there are a couple options for the map tools:
- Map Tools Helper: Not quite sure what the purpose of this is (?)
- Select Combat Support Unit: Can't figure this one out as well (?)
Mad Mardigan
05-22-22, 06:57 PM
Yes, its seems in Sh4, that when one starts a new career, the renown is Zero (0), which doesn't allow for any new crew assignments, equipment installations or torpedo changes. A bit of a bummer ...
Still learning the game:
In the map view (F5) there are a couple options for the map tools:
- Map Tools Helper: Not quite sure what the purpose of this is (?)
- Select Combat Support Unit: Can't figure this one out as well (?)
With map tools, there is 2 different sizes to them, as well as... a different look to them.
Clicking on map tool helper will swap from a smaller, no thrills sized tool item from all those there in the nav map area.
The larger tools, have a larger size, making it easier to see things like, what the course would be with say... the ruler... to make plotting out an intercept course...just as an example...
With the Uboat side of SH4... particularly KSD II: Ace (not sure about the other SH4 Uboat mod additions, as it has been some time since I booted those ones up...) there is the ability to call for a scout plane to roam ahead & call in sightings. Dependent on where you are, at the time that you utilize that feature, of course.
I wanna say, I think... (BUT... don't hold Me to this 100% though...:yep:) it may be scripted in, to call out for some ship support, but what ship type or how many, I can't rightly recall off the top of My head. Or else, it was being looked into, of being included in & might not have gotten finished... just not sure... :hmmm: soooo... take that last bit, with a 18 ship C-2 cargo ships full of sea salt convoy... :shucks:
M. M. :Kaleun_Cheers:
Kapitän
05-23-22, 03:52 PM
With map tools, there is 2 different sizes to them, as well as... a different look to them.
Clicking on map tool helper will swap from a smaller, no thrills sized tool item from all those there in the nav map area.
The larger tools, have a larger size, making it easier to see things like, what the course would be with say... the ruler... to make plotting out an intercept course...just as an example...
With the Uboat side of SH4... particularly KSD II: Ace (not sure about the other SH4 Uboat mod additions, as it has been some time since I booted those ones up...) there is the ability to call for a scout plane to roam ahead & call in sightings. Dependent on where you are, at the time that you utilize that feature, of course.
I wanna say, I think... (BUT... don't hold Me to this 100% though...:yep:) it may be scripted in, to call out for some ship support, but what ship type or how many, I can't rightly recall off the top of My head. Or else, it was being looked into, of being included in & might not have gotten finished... just not sure... :hmmm: soooo... take that last bit, with a 18 ship C-2 cargo ships full of sea salt convoy... :shucks:
M. M. :Kaleun_Cheers:
Okay, I played around with and it does seem that the "Tool Helper" gives one additional/different tool options. Very nice.
Still haven't been able to figure out, how to select the "Combat Support Unit", though ...
I did learn, that blue sonar contacts are warships, so, that's good.
The "Toggle ON/OFF Auto Torpedo Reloading" button however, doesn't seem to be active, as it seems, that it doesn't matter if it is ON or OFF, the torpedoes will get reloaded either way.
Battery Charging: As is in Sh3, one can select if the batteries should be charged or if double propulsion is to be used. However, when selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all).
Also, very interesting is, that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and no radar installed yet). Must be careful not to leave it up too long.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.