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-   -   Sonar Issue (https://www.subsim.com/radioroom/showthread.php?t=204389)

Mikemike47 06-05-13 03:30 PM

Quote:

Originally Posted by MarkCt (Post 2067742)
I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

At least I know it is a problem with the game and not just me or a corrupt file.

CapnScurvy if you remember how to fix it please pm me with the fix or post it here. It's a little better when surface radar comes out but right now I'm blind and deaf.

The commands.cfg from the last enabled mod that uses commands.cfg has to be modified probably. The key commands of Home/End have to be modified.

CapnScurvy 06-06-13 12:40 PM

Quote:

Originally Posted by MarkCT
I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

Quote:

Originally Posted by Mikemike47
The commands.cfg from the last enabled mod that uses commands.cfg has to be modified probably. The key commands of Home/End have to be modified.

Mikemike47 points out a possible huge issue that's been overlooked........ are you running the correct mod(s) for your game? What version of the game are you using? What mods are you running?

MarkCT, your first post reads:

Quote:

Playing TMO. I just up graded to a Gato class.
OK..... but what version of TMO?

Now your saying you're using OTC with the same results?! Let's back up here and find out just what are you doing?

First, your SH4 game needs to be patched to version 1.5 to use the latest TMO 2.5 version. We've assumed that's what you have from your first post, but that may not be the case. Sorry for the assumption, but you better give us a complete run down of what's what?

Second, if your using Optical Targeting Correction are you using the version: 1.5_Optical Targeting Correction 031312 for TMO 2.5 ? This is the correct version "compatible" to the latest TMO 2.5 version. Any other version of OTC will not work as expected with TMO 2.5.

Third, we've assumed you're not using any other mods (since these two are the only ones you've stated you're using.....the OTC mod was just admitted to later in this thread) BUT, are there others? The point Mikemike47 makes of adding additional mods will sometimes overwrite previous modded files.....breaking the preceding mods files, is a valid consideration. Your two basic mods (TMO 2.5 and OTC for TMO 2.5) mods can be corrupted by adding additional mods after these two. You can easily loose any fixes these mods provide by adding incompatible mods to your list.

Lastly, are you reusing a saved game point to recheck your sonar function? In other words, are you going back to a saved game point to check out the sonar?

This is never good to do. As a matter of fact, you should never replay a saved game point after adding a mod to the game that wasn't already added when the save game point was made. NEVER do this. Just because you have a career that's been a year in the making should never keep a player from incorrectly keeping it after adding mods to the game. START OVER with a new campaign, or at the very least, add mods when you're in-port between getting a new mission. Never add mods to an already started mission. I'm one to regularly delete my saved game files to keep from having corrupt replays. Deleting the "SH4" folder found in your "Documents" folder is something you should regularly do if you're changing out mods. Sometimes the older mods will have changed the "SH4" files enough to keep newer mods from working as they should. Get rid of their left-overs with a fresh "SH4" folder (the game will make a new "SH4" folder whenever you restart the game). Yes, all previously saved game points will be deleted too, but that's a small price to pay for having your game run as expected.

With a new "SH4" folder, you'll have to reset your options for game resolution/aspect ratio, and some of the other game options that have been changed by you. But, you'll have a fresh starting point for future saved games. One other note, the "SH4" folder is not the "Silent Hunter Wolves of the Pacific" folder that holds the main game files, and the JSGME "MODS" folder. These are two different folders....... one holding the game options you've selected and the saved game points you'll make, also some of the modded .UPC files are put into this folder. The other holds the main game files, the JSGME "MODS" folder, the snapshots you take in-game, and the execution file to start the game.

CapnScurvy 06-08-13 08:02 PM

Quote:

Originally Posted by MarkCt (Post 2067742)
I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

At least I know it is a problem with the game and not just me or a corrupt file.

CapnScurvy if you remember how to fix it please pm me with the fix or post it here. It's a little better when surface radar comes out but right now I'm blind and deaf.

I've uploaded a "fix" for my two OTC mods that are for the SH4 1.5 version. I thought this issue was corrected in the earlier Optical Targeting Correction versions, but it was not. This fix will allow for the Gato, Gar, Tambor, Balao class subs to use the mouse to set the sonar bearing indicator.

The link is OTC_Gato Sonar Bearing Fix

For a stock only Silent Hunter 4 game patched to v1.5, the fix is Gato Sonar Bearing Fix_Stock However, using this mod with any other mod that changes the NSS_Gato_CT.sim file will either break the preceding mod or the other mod will break this fix.

MarkCt 06-11-13 10:58 PM

Ok heres the dirt. I just docked after ending a patrol. I was given the opertunity to upgrade to a Balo class which I did. Having gone back out to sea I went to the sonar station. This time the Home/End keys worked and I was able to turn the sound head.

This time around I'm only using TMO 2.5 and OTC 1.5 for tmo. I'm also using a environment mod. Thats it for mods. OTC gave me some really cool sounds so there was no need for anything else.

I think I had the same issue when I was running RSRDC and it was with the Gato class. I never knew about the Home/End keys.

When saving games I save with the heading "Patrol 1, 2, 3 and if something happens I just add a letter. I've read here about issues like CTD when saving multiple times. Some have had problems and others haven't so I save with a different heading and so far have not had a problem. Same with adding a mod, never do it at sea.

Thanks for your help CapnScurvy.

CapnScurvy 06-12-13 07:37 AM

MarkCT, if you're using 1.5_Optical Targeting Correction 031312 for TMO 2.0 along with TMO 2.0 you should be OK with a working mouse capture of the sonar bearing indicator (no need to use one of the "fixes" I released). You should have both the mouse capture capability and the Home/End key functions available to move the sonar indicator.

For those reading this, the "fixes" are for either a stock SH4 v1.5 game, or a stock game having the Optical Targeting Correction mod (the version for only a stock SH4 v1.5 game) added to it. This includes the OTC version for an RSRDC v550 game. You do not want to add this fix to any other OTC versions.

Quote:

I think I had the same issue when I was running RSRDC and it was with the Gato class.
Yes, I would think so if you were using RSRDC v550. This version of RSRDC is made specific for an SH4 1.5 stock game. Whatever is in the stock game gets pushed into this modded game (unless RSRDC changes it). RSRDC v550 doesn't change the stock subs sonar function, so the Gato and related subs will function like the stock game subs (no mouse capture of the sonar bearing).

MarkCt 06-13-13 05:15 PM

I checked today and there was no mouse capture on the Balio class either, at least for me. I actually like using the Home/end keys better. It feels more like your using the handle to rotate the head.

Stealhead 06-13-13 08:22 PM

Quote:

Originally Posted by MarkCt (Post 2070696)
I checked today and there was no mouse capture on the Balio class either, at least for me. I actually like using the Home/end keys better. It feels more like your using the handle to rotate the head.


TMO only uses the Home/End keys for rotating the sonar and radar that is not a bug.You cant use the stock click and drag I recall getting thrown by losing that click and drag the first time a played TMO(4 years ago now).You will find Home/End very useful for example you can more easily move back and forth the radar/sonar across localized range this is very useful for observing fleets and convoys on the radar set.Also this allows you to use the mouse and arrow key to turn your head and look at the two radar screens or peek at the radar screen from the sonar they really could use the JP while on the surface that is why they put the heads on the keel.

Daniel Prates 06-18-13 06:04 PM

Quote:

Originally Posted by TorpX (Post 2067149)
I think everybody is unhappy with their sonar operator. This is partly because we expect too much from them. They can only hear what their existing equiptment will allow them to hear, whereas, when we listen, we can hear what the best equiptment would permit.

I think it has been over an year I dont post anything here, and still, this complaint does ring a bell. May I suggest you google your question in search for an older post? Maybe you will find some older thread dealing with this issue.

TorpX 06-18-13 10:38 PM

Actually, my statement was in answer to MarkCt's question. I think the sonar is as good as the game mechanics will permit. For my own part I don't wish for better (meaning Uber) sound gear, but rather more faithful (realistic) sound mechanics. Based on what I've read from the skilled modders on this forum, I don't think we will ever be able to get this out of SH4. This is what I meant to say.

MarkCt 06-18-13 10:50 PM

For me I'm past the part of what my sonar operator can or cannot hear. This topic has come up many times over the years. My issue was that I was not able to turn the sound head with my mouse. I would get that slight lag and I knew there was a ship out there but my operator didn't hear it and I couldn't search for it. Knowing about the keys puts me back in the hunt. :up:

TorpX 06-18-13 11:42 PM

Yeah, I know what you mean.

I first realized the sound model was buggered, when I found I could hear ships on the other side of an island. Oh well, I just hope the next subsim does it better.

CapnScurvy 06-19-13 07:32 AM

One thing to keep in mind regarding the use of sonar, especially when you're manning the station, the sound pickup of the target ship is heard only when the ships speed is over half the rated maximum speed of the ship. One of the screwiest things I found when testing targets for visual accuracy, I noticed with the same class of ship some would be heard with the sonar manual use, while others would not. I found the travel speed set by the mission files, compared to the ships maximum speed, determined the difference in hearing the target. The game AI (your sonar operator) reported the targets presence just fine, but when using the sonar for yourself, the ship was not heard.

This brings into question what many mods have done with modifying ship maximum speed figures. By increasing some of these figures by only a couple of knots has created the problem of not hearing the ship when the patrol mission file has the ship traveling less than half the new maximum speed. It's doubtful that when the ship max speed was raised, all the mission files were changed to keep this balance between the two.

What I'm saying is the balance between the two is fine if the max speed is set to say 16 knots and the various mission files have the same ship traveling at 8 knots or faster. Let's say the ship travels at 8 knots in most all missions, yet someone thinks the ships maximum speed should be changed (for whatever reason......the "realism" factor) to 20 knots. You won't hear the ship with manual sonar when the max speed is 20 knots and the travel speed is 8.

TorpX 06-19-13 10:38 PM

A good piece of info there Cap'n.

in_vino_vomitus 06-21-13 04:24 AM

[QUOTE=CapnScurvy;2072793]One thing to keep in mind regarding the use of sonar, especially when you're manning the station, the sound pickup of the target ship is heard only when the ships speed is over half the rated maximum speed of the ship..............

Yet another thing I was completely unaware of - that explains a couple of things that had previously had me tearing my hair out - Thanks...


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