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Clayp, I'm probably in over my head with all the 1,000+ posters that are already helping you, but common sense never stopped me before.:D
Personally, I,ve always thought that the AA gunners were a little wonky in SH4.(too much torpedo juice if you ask me) I've run into exactly the same problem myself. Planes spotted, guns manned, supposed to fire at will, right? Yet when you TC a little to get them in range and then go to the bridge to watch the fireworks, nothing happens. You can hear the engines far off, but assume their out of range. Louder and louder they get, and just when you figure out something's not right, "splash, splash, BOOM!", 20% damage or more. WTH? It worked just fine before...:hmmm: Well, I haven't the foggiest why this happens sometimes, but I found a way to avoid it - for me. I assumed that because when you click on the task bar buttons, conveniently, they change from yellow to an ever-so-slightly lighter shade of yellow and that in the heat of the moment, perhaps I only thought I had ordered them to fire at will. So now, the first thing I do when leaving port or picking up a saved game is pay close attention and make sure that all my gunners have orders to fire at will before moving out. That way, for the rest of the time I'm playing, all I have to do is man the guns and then they'll blast away every time. And yes, saving a game does reset the gunner's orders, and they won't fire at will straight out of a save game. Anyways, just a shot in the dark. Haven't had it happen since. Cheers:salute: |
What mods are you running, you can export and copy the list using jsgme.
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RFB_v1.4 Maxoptics3 MetalHudKit_1_0 MHMSC-MetalHUD-workaround 20mm Oerlikon Gun Sight Mod by Krishna John Hamm's Uniform Mod V.5 Bearded faces Brighter torpedo wakes Extra Allied naval bases for Stock SH4 + UBM (V2.0) Extra USN bases for SH4 V1.0 FJB Camera Mod for MaxOptics 3 LESS WATER LIMBER HOLES Remove grain effect SH4 Authentic Flags Mod Webster's Smaller Rain for v1.4 and v1.5 Webster's Ship Manuvering Fix for v1.4 and v1.5 Webster's Reduced Radio Traffic for v1.4 & v1.5 Webster's Eliminate Floating Plankton for v1.4 and v1.5 Webster's Better Waterline Colors for v1.4 and v1.5 WEBSTER's Better Sub Marker for v1.4 or v1.5 strategic_map_symbols Webster's 300' Underwater Visability for v1.4 I did some file changing the other night and the game runs better..The gunners still do not act right under "general quarters" I will have to live with it I guess....RFB 1,4 has a lot of changes by me...I still cant get the enemy planes to be more aggressive....I think I will have to be good as I am now....Thank you all for responding to my call for help once again....:up: |
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ducimus has some harder aircraft in TMO then you find in RFB if you need tougher aircraft hes the guy to talk to :up: |
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there might be other tricks he can help you with for the sensors too. |
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Heres a good example,2 enemy planes and neither one attacked!!!!
http://img9.imageshack.us/img9/571/s...2141658046.png |
Clay, haven't been keeping up, but per your last post, Allied aircraft shows up all over the place and will fly right over you and not attack. Moreso with certain mods like RSRD. However with radar it's fairly easy to tell, because if in a basic 5 mile visual range if the planes don't turn to attack, probably US planes, if they do, JP and time to dive. I take it by your post number you're no noob, but just thought i'd better throw it out there.
Doe's the uniform and beard mods work with FB's? Thought they were Uboat mods. Course I run a different setup and the Uboat uniform mod totally screwed up how my men acted and I could never tweak it to work correctly. My last patrol all I saw was US aircraft. Dang things sank and attacked several ships that I was setting up on, but also saved me from a DD killer group. It's fun to watch the US carrier planes take out ships and join in on the attack. They can do a lot of damage, if you can even get one shell in a ship from far away you'll get credit for the kill...at least with my mod set up. I've had formations of US aircraft with as many as 60 planes. Also, around locations of historical battles US aircraft will constantly be attacking enemy bases. I once saved 20 pilots that attacked a JP carrier group and it wasn't a mission or objective. Edit: Just saw your mods list. I had some of the same issues with RFB long ago and swithced to TMO, so Web prolly had the right idea. I run a lot of mods too, so hard to know what lil conflicts can happen, but right now I love my mod setup and have no noticable problems and enemy is TMO mean as ever. I also tweaked a few files and mods to work correctly with others. TriggerMaru_Overhaul_17 TMO_Hotfix_041709 RSRDC_TMOv170_V411 RSRDC_V411_Patch2 Rel_SH4_TMO_Stock_Gramophone Gramaphone One Webster's Smaller Rain for TMO SMALLER SEA PLANTS MEDIUM SMALLER SEABED ROCKS Sky_Environment_Opt3 Shell splash mod Full Screen Scopes for TMO or FOTRS Longer_Ship_Wake_V1_TMO1.7 TGT DIAlS TO PK FIX - TMO TGT AOB TO PK FIX - TMO MaxOptics & SCAF fix TMO1.7_41109 New Frieghter Auxsubchaser & Old Corvette by AOTDMadMax IJN Kaiyo PCOkinoshima Map Labels 1.3 NEW Real Environment mod Lite_fog_ V2+Slow_water EAX_sound_sim_without_Websters_Maneuver_SonarFix Shoho Gyoraitei Myoko & Smaill seaplane tender MadMaxs_New_Auxsubchaser sh4lighthousemod SS220 USS Barb_FooBor's hi-res Gato - Weathered SWBM - Rusty Aircraft_reflections |
Armisted RFB 1.4 is just about all me,I have changed it...I hadent thought about friendly planes at all....:timeout:.Then that means I'm not getting any enemy flights....:hmmm:..I dont know how to fix this,I will have to try and find the answer..:damn: See it really helps to have people throwing out ideas...:D..Thank you sir..
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see here: Maximum Aircraft Range=2000 ;[>0] in kilometers Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating Night Modifier=0.5 ;[>0] Modifier on strike probability at night Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier) Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) |
Next time you get planes, I would put the game on pause and use the misc cam and go find the plane.
I'm no mod expert like Webster, but depending on what changes you've done yourself and with the many mods, you may want to try going back to the basic RFB mod and see how it acts and start tweaking and going from there adding mods. I've tweaked mods and got fubar and had to start over many a time. |
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Mine doesn't either and mods change it. It such a habit I don't look, but I think it's minus on numpad, but just hit f1 and that will give you all the shortcut keys. Like using time compression the lowest time compression is pause with my set up.
Not sure how 1.4 RFB works the cams, but you have a freecam which is activated by the misc icon with TMO, but whatever your freecam button is. I use pause as do many others for good screenshots. You pause the game and then you can set the cam up from any angle, good for plane shots, ect. |
Freecam is F12 in my game.
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