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-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

KaleunMarco 07-28-22 10:56 PM

Quote:

Originally Posted by Mad Mardigan (Post 2820426)
Think mod 135 there... needs being replaced with the alternate one for that... the EAX Clang Splash (no dud) version.... as I recall, using that one there "135 EAX_Clang_Splash TMO V2.0" was an issue with the dud splach portion that caused CTD issues, as I recall... rightly.

Just can't seem to find that post off hand, that states that... from Bubblehead1980. :shucks:

:Kaleun_Salute:

M. M.

that's an interesting observation...because BH gave me the list/order of the mods.
no offense.
hopefully, BH will see the post and have some ideas. after further review, he may even suggest the same thing that you did.:ping:

Bubblehead1980 07-28-22 11:42 PM

Quote:

Originally Posted by KaleunMarco (Post 2820450)
that's an interesting observation...because BH gave me the list/order of the mods.
no offense.
hopefully, BH will see the post and have some ideas. after further review, he may even suggest the same thing that you did.:ping:


If you are using the mod I suggested in earlier post, you have it correct.

You may have found a issue with the Shokaku?

Mad Mardigan 07-28-22 11:58 PM

Quote:

Originally Posted by KaleunMarco (Post 2820450)
that's an interesting observation...because BH gave me the list/order of the mods.
no offense.
hopefully, BH will see the post and have some ideas. after further review, he may even suggest the same thing that you did.:ping:

None taken, bud. Just the basics of what I recall... at best.

I know that he mentioned of the mod 135 there, having some issues with causing CTD's & then released that other Clash Bang (no dud) mod, not long after that.

Have spent some time, but... seem to be missing finding that particular post... else I would share it. I'll keep poking through the threads & such, beating the bushes to see if I can locate it.


On the other hand, I do happen to have that (no dud) version of 135... & can see of zipping it, hosting it on mega & sharing the link to it, if needs be.... whichever comes 1st. :yep: :shucks:





:Kaleun_Salute:


M. M.

Jeff-Groves 07-29-22 10:16 AM

1 page back. Post #1028

KaleunMarco 07-29-22 12:38 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2820453)
If you are using the mod I suggested in earlier post, you have it correct.

You may have found a issue with the Shokaku?

are you thinking it's a damage model issue? would it help if i setup a situation where i take the carrier under gunfire?

Bubblehead1980 07-29-22 01:09 PM

Quote:

Originally Posted by KaleunMarco (Post 2820575)
are you thinking it's a damage model issue? would it help if i setup a situation where i take the carrier under gunfire?

Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

KaleunMarco 07-29-22 03:59 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2820578)
Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

i simplified the detonations by eliminating the duds but still got a CTD at impact.
how can i verify the links under Detonating?

https://i.ibb.co/0YNGWhG/Picture0021.jpg

KaleunMarco 07-29-22 04:06 PM

Screen scroll
 
BH,

do you have an optional mod to stop the screen scroll when the mouse moves to the edge of the screen? if not, no problem, i'll make one for myself. i just didn't want to re-create if there was one available.

in my defense, i did search the thread, but found no reference. doesn't mean there wasn't one because the search engine is not the best. :D

KaleunMarco 07-29-22 04:47 PM

Quote:

Originally Posted by KaleunMarco (Post 2820605)
i simplified the detonations by eliminating the duds but still got a CTD at impact.
how can i verify the links under Detonating?

i do not know what to think now.:timeout:

we closed with the Shokaku to take it under fire.
https://i.ibb.co/4YPrB0L/SH4-Img-202...-32-52-297.png
then they got close enough to fire back and we took some casualties. Lost a man. so i took control of the gun and shot-the-crap out of their forward weapon.
https://i.ibb.co/rQG5DSw/SH4-Img-202...-36-55-636.png

https://i.ibb.co/jTSMsBN/SH4-Img-202...-40-31-716.png

then got bored and submerged. armed an aft torpedo and shot the SOB.
and it hit!
https://i.ibb.co/YPfC2dn/SH4-Img-202...-40-47-606.png

so i guess, i need to shoot some targets with the stern tubes and some with the bow tubes. :har:

KaleunMarco 07-30-22 09:58 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2820578)
Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

ok, continuing the testing.
i shuffled the test convoy and put a tanker as lead ship.
fired one mk14 at the tanker from approx 1100 yds.
displayed the chronometer to track the fish.
when the chronometer reached approx 20 seconds before detonation, the screen froze, went blank, then CTD. the event camera was displaying the torpedo as it traveled and i could see the tanker in the background.
so, the issue does not seem to be the Shokaku, any ship can be a target and the thing will fail.
it can't be the torpedoes because it is failing before contact/detonation.
what is effed up?:doh::doh::doh:

KaleunMarco 07-30-22 12:24 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2820578)
Possibly. CTD issues I had with torpedo detonations were resolved when removed the splash mod that had the "dud" splash. However, I have not torpedoed the Shokaku in V2.0.

it is definitely torpedo-related or torpedo-sound-related, not sure if it is just Mk14 so my next test will be with Mk10's, since this is early 1942.

i say it is torpedo-related or torpedo-sound-related because i removed the Clang-Splash mod and then purposefully aimed for a less-than-optimal AOB hit, outside of the 75-105 degree envelope. got hits and no CTD's.

i'm going to test with Mk10's then i'm going to reenable the Clang-Splash mod and test the a less-than-optimal AOB to see if sound is the issue.

p.s.
using the a less-than-optimal AOB, i got hits with the Mk10 with and without the Sound mod.
so, it would appear that there is something amiss with an imminent torpedo hit when the AOB is nominally optimal (75-105). could this also be related to the sound of such an imminent hit?

Bubblehead1980 07-31-22 10:57 AM

Quote:

Originally Posted by KaleunMarco (Post 2820738)
it is definitely torpedo-related or torpedo-sound-related, not sure if it is just Mk14 so my next test will be with Mk10's, since this is early 1942.

i say it is torpedo-related or torpedo-sound-related because i removed the Clang-Splash mod and then purposefully aimed for a less-than-optimal AOB hit, outside of the 75-105 degree envelope. got hits and no CTD's.

i'm going to test with Mk10's then i'm going to reenable the Clang-Splash mod and test the a less-than-optimal AOB to see if sound is the issue.

p.s.
using the a less-than-optimal AOB, i got hits with the Mk10 with and without the Sound mod.
so, it would appear that there is something amiss with an imminent torpedo hit when the AOB is nominally optimal (75-105). could this also be related to the sound of such an imminent hit?

Could torpedo changes. I will look it over but in meantime, since you have TMO loaded up etc, try using the default USTorpedo.sim, .dat, .zon files from original TMO 2.5, make a mod and run it on top of the TMO Update V2.0.

KaleunMarco 07-31-22 12:48 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2820902)
Could torpedo changes. I will look it over but in meantime, since you have TMO loaded up etc, try using the default USTorpedo.sim, .dat, .zon files from original TMO 2.5, make a mod and run it on top of the TMO Update V2.0.

i did as you suggested but it still CTD approx 15 seconds prior to detonation.

Revus 08-15-22 01:12 PM

Has anyone tried the "Rubinis 3D Clouds SH4" mod within TMO? Looks great. Downloaded it, but I dont want to screw up my current patrol by adding a mod at sea.

If you've used it, have there been any issues?

Bubblehead1980 08-15-22 01:18 PM

Quote:

Originally Posted by Revus (Post 2823103)
Has anyone tried the "Rubinis 3D Clouds SH4" mod within TMO? Looks great. Downloaded it, but I dont want to screw up my current patrol by adding a mod at sea.

If you've used it, have there been any issues?

Not sure if it works.

However, should mever add a mod "at sea", even if seems to work, it will cause issues, some subtle, some glaring. Wait until back in port. After adding and starting SH 4, make sure to make a new "master" in port save, delete old saves.


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