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:) The old Model T. My grandad had one at his shop, guess that why I like the S18 and type 2.
As for your mod and others it works fine in TMO, but after looking around in OM it appears that the only Uboat is the type 9. Your mod works perect in TMO though really enjoying it! I'm playing at 1280x1024 by the way. |
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What you need to do is pick the 3000 Yard or Meter Bearing Plotter you use (also the resolution, guess it's the 1280x version) and open it up to the Data/Submarine/ folder. Now, open the same folder in the OM mod and in the 3000 BP Submarine folder, add the various folders that the OM folder has that the 3000 BP doesn't have (should be the submarines OM uses). Just right click the Submarine folder and make a new folder(s), naming the same as what OM has. Now pick one of the 3000 BP folders (for instance, open up the Gato folder), and copy/paste the .dds image file to the folder(s) you just made. Rename this image file exactly like the folder is named. You should now have a plotter image file that will work with the added submarines OM uses. |
A couple of things I should have added to my last post, but overlooked.
1st. Remove the 3000 yard/meter bearing plotter from the game by "deactivating" it in JSGME before making changes to the files. If you don't, and make tweaks, the changes won't show when you run the game. The older "pre tweaked" files will still be loaded in JSGME and the game doesn't know any better. This isn't a big problem, just take the mod out of "activation", close out of JSGME, reopen JSGME, and activate the mod again. The new added/changed files will be loaded now. 2nd. This is a big problem. Never, EVER, remove a mod out of sequence in JSGME. Follow the rule: "First one in, Last one out". If there are three mods loaded in JSGME, and you want to remove the middle mod, always remove the third mod before removing the second. JSGME tries to keep track of what gets overwritten by mods that follow other mods, changing files as they are loaded. Taking one out of sequence will create all kinds of trouble, never do it. |
Ok I will give it a shot and see if I can get it to work this way. I use the metric with the ATO because thats what Europe uses.
Also I have to use 1024 because for some reason OM lags terribly on my rig when TMO runs smoothly at 1280. I'll play around a bit with it and let you know. Thanks for the help! |
That appears to have worked. Simple solution wish I would have thought about it.
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I wouldn't have thought of the added submarines and their folders until you mentioned it. The "3000 BP" works with TMO because the Narwhal and Tench class subs are in the mod (both subs are additions to the stock game), so adding the OM U-Boat folders/files to the "3000 BP" covers these newly added U-Boats as well. You only need to add the one .dds file, the other OM files will be picked up when JSGME loads them.
I pointed out those 2 rules to follow when using JSGME because many gamers don't realize what trouble they can get into when not working with JSGME properly. If you have ever used the JSGME tab called "Deactivate All" you will notice JSGME starts at the bottom of the activation list and removes each mod in sequence. It's done to keep the overwritten files of each specific mod, with the correct mod. Doing anything differently and you have just stepped into a pile of ........ If your game is running slowly, you made a good choice to drop the resolution to decrease the load. I've said before, the "3000 BP" are very memory hungry. Adding them to a mod that MAY not have paid a lot of attention to key element images and their total image size, will only make things worse. I'm not accusing OM of being a memory hog but, when you describe one mod runs ok at a certain resolution when another has slow downs. I'm suspecting the size of the image files are the culprit. Using the "3000 BP" that is for the 1024x resolution is a good choice since it's the smallest memory sized image of the lot. Make sure you use one of the "Metric" versions of the "3000 BP (1024x)" too! :salute: |
Captain with your permission I would be tickled to death if I might be able to handle the OM end of this mod. Seeing how simple of a solution it is I guesstimate that it will take five minutes per screen resolution to do.
Of course all credit would go to you. Just something to take off your hands. |
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I've never played OM but I know the stock ships do not have correct height/length measurements as a general rule (well they don't have length measurements at all). OM uses the Allies as targets, and for the most part this group of stock ships are the worse group for having inaccurate height measurements. This is not a bit good if you rely on manual targeting for gaining a correct stadimeter reading, and impossible if you try to use the stock periscope telemeter divisions. Guess I'm just thinking out loud, but OM would be a good mod to make an Optical Targeting Correction for. One of these days I may get around to it. First RSRDC; TMO........ Best regards, and good luck. |
Thanks for the permission Captain!
I'm going to jump right into this, this morning and plan to have it posted in OM shortly, well as soon as I finish my cig. |
Thought I would post the link to the [REL] thread here for anyone who might be interested.
Thanks to CapnScurvy for allowing permission to use his mod! http://www.subsim.com/radioroom/showthread.php?t=181491 |
i tried using the "3000 Meter Bearing Tool (1440x)", so i followed the instructions and enabled it after everything else i use:
rfb 2.0 rfb 2.0 patch 23/4/2010 rfb alternate nomographs stock map icons nav map make-over 2.1 small nav-tools for rfb 2.0 bigger better protractors in the gameplay options i have the metric system enabled. but when i start the first war patrol ("hunt for the wounded bear"), the game always ctd's when i switch to the bridge (double-click on the main icon). when i disable it (just to be sure, i disabled everything and then enabled the rest one by one, without the bearing tool), everything works fine. my specs: AMD Athlon II X4 630 (2.8 GHz) on a Gigabyte GA-MA785GT-UD3H with 4 GB (2x2) DDR3 RAM and an ATI Radeon Sapphire HD 5770 (1 GB) driving a Win7 Ultimate x64 SP1 system my resolution is 1440x900 on a 22" wide-screen (in-game as well as out of it). |
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The "Large Address Aware" application can be found HERE. The game uses a lot of resources, A LOT OF THEM. Graphics is the number one killer of using the ram your system provides. You've probably noticed rendering one ship isn't going to slow down your system too much, but getting into a convoy of rendered ships, the system slows down. Unlike the days when the game was first released (March 2007) when the "high end" computers maybe would offer a single Gb of ram memory, todays average systems are using 3 to four times this amount. There are ways around getting more ram into play when using a modern system that has more ram than the game was designed for. If your system has over 3 Gb of ram, a program like LAA will help. You need to tell this older game to "go ahead, use more ram, it's available....so use it!". That's what this little program does, tells the game to use more ram since it's available. Try it and see if it doesn't help. It helped me with a modern system using an older game called "Sid Meiers Railroads". Stopped the CTD's. I guess I should make a new bearing tool that's smaller than the 3000 yard/meter versions. The larger the screen resolution you use, the larger the bearing tool image needed to be in order to measure correctly. I've not looked in a while, but the 1920x1080 version is like several feet wide!! It takes up a lot of memory to render it on the map. Too much memory if your system isn't a real horse to pull the load....and even if it is, you'll need an app like the LAA to get the older game to work as expected. After all, the stock image for the sub icon on the Nav map is just a couple of Mb in size (that's about a fraction of an inch in width/height). |
please take a quick look at these screenshots and tell me what you think...
without the mod, no crash, task manager's performance tab: http://img.photobucket.com/albums/v2...est01-a-ok.png with it, ctd, task manager's performance tab: http://img.photobucket.com/albums/v2...test02-ctd.png with it, ctd, process monitor: http://img.photobucket.com/albums/v2...test03-ctd.png without it, no crash, process monitor: http://img.photobucket.com/albums/v2...est04-a-ok.png i could very well be wrong but it seems to me that i'm running the game with almost no memory to spare and when i activate this mod it exceeds the limits of my machine, not the game itself. is that true or am i just rambling on and i should simply try out the laa application? edit - well, i guess i need more rammage (TONNAGE!) because, even with the laa enabled, i'm crashing at the exact same spot: http://img.photobucket.com/albums/v2...test05-ctd.png does this mean i can expect more ctd's when i run into some heavy action? should i consider disabling some of these mods? edit2 - same spot (start the game, choose "war patrol - hunt for the wounded bear", see the navmap, zoom in and out, double-click to bridge-view and, ctd permitting, take a long look around) in vanilla (no ctd, ofc): http://img.photobucket.com/albums/v2...06-vanilla.png http://img.photobucket.com/albums/v2...07-vanilla.png yup, seems like no mods for me, at least until i get some more juice fo' mah boat... |
Personally, I haven't got a clue when examining those Windows performance stats.
Before throwing in the towel, why don't you start a Campaign and see how the game reacts with your mod list. The "Wounded Bear" mission may be the cause of the CTD's rather then the mods your running. Could be something in RFB that this particular mission isn't finding (lack of a file; looking for a particular file that RFB or one of the other mods changed/renamed), and that's causing the CTD. The LAA should help in bringing the game up to the level of memory your system has. So I'd stick with it for any game that's as old as SH4 (almost 6 years old). |
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i need more ram, there's no other explanation i can think of (another 4 gigs should do). performance results were the same - at around 1.65 gb (free physical memory, according to the task manager) it ctd's. |
Sometimes the most obvious question is missed because it's assumed.
Are you running Silent Hunter 4 version 1.5? Your game version is found in the bottom right corner of the "Main" menu screen. With the installation of JSGME, did you follow it's instructions in making a "Snapshot" of your newly installed game files? The Snapshot is used to compare the game files integrity at times like this when you find things going haywire. After asking JSGME to "Compare files to the snapshot", are they the same? You could find a couple of files "added"......like a screen shot image, or the file SI.bin......these file additions are normal. Any other changes are not. |
it is 1.5. i'll try checking the integrity but unfortunately, i haven't made a snapshot. i guess this means i have to reinstall the game.
btw. i just came back from the store, installed the additional 1x4 gigs of ram (same tact frequency as the other two modules - 1333 mhz) and still it crashes on the "wounded bear" when i switch to bridge view. performance screenshots: http://img.photobucket.com/albums/v2...test08-ctd.png http://img.photobucket.com/albums/v2...test09-ctd.png edit: can't start a campaign either. navmap looks normal (not pink anymore), there was no green screen of death at the command room, but the white graphical holes remain where dashboard and gauges ought to be and it ctd's when i press the shortcut for bridge (f4 i think). edit2: when i disable the bearing tool, everything seems to be in order, at least in the beginning. process monitor says maximum memory usage was 1.56 gb. i wonder if it would ctd if i reached 1.65 in battle... edit3: fresh install, laa enabled and still it ctd's at around 1.65 gb. this time i added some more mods (rsrdc) but the new campaign never even loaded, it just froze and crashed when i accessed task manager. http://img.photobucket.com/albums/v2...modlist-01.png |
this deserves a new post. i found the solution at last:
http://www.subsowespac.org/the-patro...ry-boost.shtml :()1: edit: oh and, CapnScurvy, much obliged for your assistance. cheers. |
Hurray!!!!!
Good find on the Windows 7 walk through! I'm still using WinXP 32 bit, and Vista 64 bit, so any help required in Windows 7 is getting out beyond my experience. From what you described it seemed it was more related to the game not accessing your system's memory than anything else. This information should be placed into a "sticky" for those other Windows 7 users that will undoubtedly find the same issue. Maybe bifutake, you could start another thread with what you've discovered, then write Webster, or one of the other moderators, and ask them to add it wherever the information would do the most good. :yeah: Glad to help where I can. |
here's the new thread, for future reference:
http://www.subsim.com/radioroom/showthread.php?t=202192 |
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