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-   -   Running SH4 with Real Fleet Boat....need more Mod suggestions (https://www.subsim.com/radioroom/showthread.php?t=209912)

TorpX 12-23-13 12:13 AM

If the mod is greyed out, it means some of it's changes were changed again by a mod installed after it. This means you shouldn't try to disable the greyed out mod until after you disable the later one first.

It also provides a clue as to what may be causing any problems you may be having with your mod soup.

swdw 12-31-13 01:51 PM

I started working on the ship physics after making some major changes to the sub physics in RFB. When I had to set aside modding, jrex53 took it over.

I'll take a look see and check to see if his changes got included in RFB patch. Some stuff depends on the comparative release dates. The physics changes were something that was never talked about much but took a heck of a lot of time and testing on each ship to fine tune.

Where he was working on it starting with the smaller ships, I started with the bigger ships. He got way farther with it than I did.

If you look here you can see why these changes were needed.
http://forum.kickinbak.com/viewtopic.php?f=11&t=1720

TorpX 12-31-13 10:28 PM

swdw, I was wondering about the kind of testing that goes into this sort of mod (which I gather is quite a lot). From reading the thread, it seemed to be along the line of setting up a single mission, with a large convoy, and flinging in a few torpedoes to see how they react. This strikes me as a very slow and labor intensive method. Would it be possible to make a "shake and bake", playable mod for XYZ merchant, make whatever changes to drag coefficients/engines/etc., and drive it around awhile, instead? This way, one could tabulate how long it took to reach 10 knots, or how large the turning circle was, etc., etc.

What do you think?

emasino 12-31-13 11:30 PM

So I have been having fun with some of the mods but I ran into a glitch where I can't use the 3000 yrd bearing plotter for RFB. After trying I don't know how many combinations I think it has to do with the Nav Map makeover 2.1 and patch.
Seems when I put the bearing plotter in, the game will start and when I start a mission and pull out of dock the game crashes. The mods I have are as follows:

RFB 2.0
RFB patch
ISE_V3_TMO&RFB
#2ISE Realistic colors
RSRD_RFB_V575
RSRD_V5XX_patch 1
Nav Map Makeover V2.1
Nav Map Makeover V2.1 patch
Pacific sound Mod
Max optics IV for RFB 2.0
Max Optics Binocular for RFB

Also tried to use bigger better protractors with same issue. Any ideas? do I have the Mods in a good order?

Thanks for the help

TorpX 01-03-14 12:15 AM

First off, what are your system specs and RAM?

The bearing plotters are known memory hogs; some have problems with them. If you have enough memory, it may be due to compatibility issues with the Nav Map Makeover, as you suspect.

Kaleun 01-03-14 12:56 PM

Hi,

If you have a least 4 GB of memory & preferably 64 bit O/S - You might want to make SH4.exe Large Address aware; so it can use extra memory - i can't run the 3000yd plotting tool on my rig (i5 2500k, 8GB, GTX770, Win7 x64 - so no slouch!) without it. This stops alot of crashing in SH4

see below:

http://www.subsowespac.org/the-patro...ry-boost.shtml

Hope this helps

Kaleun

emasino 01-03-14 08:06 PM

I am running a Dell Inspiron 17R, 8GB RAM, Intel i7-3630QM Quad Core 2.40GHz, Nividia GeForce GT 650M, Windows 8.

I messed around with the MOD installs some more and the Bearing Plotter and the Nav Map Mod definitely don't like each other......I like the Nav Map make over more so I will keep that.

I did, by the way get, the bigger protractor tools working.

The second suggestion seems a little out of my comfort zone. I'm not really tech savy so I try to stay away from playing under the hood.

Thanks for the help guys.


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