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

KaleunMarco 06-24-23 02:09 PM

Quote:

Originally Posted by propbeanie (Post 2873542)
Possible clue there in the Group header, where it has "EvolveFromEntryDate=true". What that does is it puts the ship wherever it would be on the date your boat enters the game. Not seen, but surmised is the last Waypoint (6??). It looks like it is set to Loop to Waypoint 1, correct? Make certain it is set to 100% of the time. If it is set below 100%, the group will take off across the ocean in a straight line beyond Waypoint 1.

i always thought that the EvolveFromEntryDate parm tracked the version of the Unit from its birth through its "evolution" as a unit, as game time progressed. i never once thought it would mean evolve its position in the game. :hmmm::timeout:

Quote:

Originally Posted by propbeanie (Post 2873542)
Also, in the TMO files, the CLOmaha is not a "complete" ship, and relies on the Stock game's binary files, so look in your Sea NCL_Omaha folder and make certain all of the files are there. You should also make certain there is enough space between the Omaha and its escort ship, allowing at least 1000 yards between them, because the escort will do patrolling "knuckles", and it will need plenty of room to avoid the Omaha going into collision avoidance and then neither of them maintaining formation.

i thought this might be a problem also, however, in TMO_BH, the Omaha has just as many \Sea-folder files as any other CL, IJN or US.

i DID notice that in the Roster file (Omaha.cfg) that \Sea\Omaha.TGA files are referenced however there are NO corresponding TGA files in the \Sea\NCLOmaha folder. there are several sets of DDS graphic files, however. i do not think this is the issue in this particular problem.


Quote:

Originally Posted by propbeanie (Post 2873542)
The ship is set to Neutral by default with the "Side=0" line, or 'friendly' with a "1", but you're both neutral prior to 19411207. The game should report sonar or radar contacts (if appropriate) and ship spotted, but once spotted, will not report sonar contact unless you submerge and can no longer "see" the ship. You guys could also try setting the ship to report its position after every 30 minutes, and try to see what it is doing...

neither the RGG nor the Group is spotted. by anyone. at any time.
and i did set the Report Position to 10 prior to my last run, which may have aided the appearance of the group/RGG icons.

i still cannot figure out why there is no second spawn when we are in close proximity to the group/RGG.

Quote:

Originally Posted by propbeanie (Post 2873542)
You can also delete the lines SecondsUntilReport=-21.501501, HighPrioContact=false, TacticalUnit=false, AvailStartDate=19380101, AvailEndDate=194531, since they are not neeeded by the game. Anytime you run the Mission Editor though, it will put those last four lines back in.

BTW, setting High Priority Contact to true will cause the game to mark the group/RGG with a huge, visible icon, once it spawns. i've tested that before.

KaleunMarco 06-24-23 02:37 PM

Pre-war Marblehead mission
 
continuing the discussion.....

in this first shot, you can see that we are approx 3000 yds from the MarbleHead Task Group and yet there is no second spawn of individual ships and therefore none of the ships is detected by either the Watch Crew or the Sonar crew.



in the second shot, we are within approx 3000 yds of the RGG i created with the exact same ships as the Group above and there is no second spawn, no detection by the crew or our sensors.


KaleunMarco 06-24-23 02:52 PM

Quote:

Originally Posted by KaleunMarco (Post 2873552)
continuing the discussion.....

in this first shot, you can see that we are approx 3000 yds from the MarbleHead Task Group and yet there is no second spawn of individual ships and therefore none of the ships is detected by either the Watch Crew or the Sonar crew.



in the second shot, we are within approx 3000 yds of the RGG i created with the exact same ships as the Group above and there is no second spawn, no detection by the crew or our sensors.


i created another RGG, this one is IJN merchies (Momoyama Maru aka Hog Island Freighter) that i know appear during game play.
yet, they perform the same as the US warship groups.


the problem has to be rooted in the way the game treats neutrals during prewar dates.
i changed the date of the Pre-War Asiatic 02 mission to December 9 1941, created a new boat based in Cavite, then assigned the Pre-war (now December 1941) mission to the new boat.
Bingo, the Marblehead and its escort now spawn as expected.


at least this proves that the game is prejudiced during the pre-war time frame in the Pacific in the way it manages groups/RGGs.
i suspect that if we designed an August 1939 pre-war mission for Dark Waters that the game would react similarly.

propbeanie 06-24-23 03:25 PM

When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?

Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away.

Also, don't forget that the game only uses one sensor at a time...

KaleunMarco 06-24-23 03:45 PM

Quote:

Originally Posted by propbeanie (Post 2873559)
When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?

...not during the peacetime dates when we are all neutrals.

Quote:

Originally Posted by propbeanie (Post 2873559)
Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away.

Also, don't forget that the game only uses one sensor at a time...

no sensor detected ships during peacetime. the groups just came-and-went on their own. no second spawn of individual ships.

during wartime, there was a second spawn and individual ships were spawned and detected....i cannot remember the message. i think they were visually detected.

Bartholomew Roberts 06-25-23 04:10 AM

Quote:

Originally Posted by KaleunMarco (Post 2873566)
...not during the peacetime dates when we are all neutrals.



no sensor detected ships during peacetime. the groups just came-and-went on their own. no second spawn of individual ships.

during wartime, there was a second spawn and individual ships were spawned and detected....i cannot remember the message. i think they were visually detected.

So the problem seem to be related to the game code and could not to be solved, and the TMO team didn't notice it from the beginning. As they stop updating, it lasts there forever. Interesting discovery, well down.

I'm now trying to make OTC compatible with TMO_BH_2.0 and Fleetboat_Interior, anyone knows how to upload patch mod to Subsim? I've PM Onkel Neal but got no respond.:Kaleun_Salute:

Bartholomew Roberts 06-25-23 04:51 AM

Quote:

Originally Posted by propbeanie (Post 2873559)
When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?

Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away.

Also, don't forget that the game only uses one sensor at a time...

And I found the game won't TC 1 spotting Friendly units, or Receive Contact message, I always notice the contact 2 hours afterwards, despite I've already set RadioReport=1. But it does TC 1
while receiving news massage.:)

KaleunMarco 06-25-23 10:23 AM

Quote:

Originally Posted by Bartholomew Roberts (Post 2873631)
So the problem seem to be related to the game code and could not to be solved, and the TMO team didn't notice it from the beginning. As they stop updating, it lasts there forever. Interesting discovery, well down.

I'm now trying to make OTC compatible with TMO_BH_2.0 and Fleetboat_Interior, anyone knows how to upload patch mod to Subsim? I've PM Onkel Neal but got no respond.:Kaleun_Salute:

neal will get back to you.
it's summer. people go outside. :03:

KaleunMarco 06-25-23 10:34 AM

Quote:

Originally Posted by Bartholomew Roberts (Post 2873645)
And I found the game won't TC 1 spotting Friendly units, or Receive Contact message, I always notice the contact 2 hours afterwards, despite I've already set RadioReport=1. But it does TC 1
while receiving news massage.:)

yes, what you have discovered is true.

when you are cruising the Pacific on your way to your patrol zone at TC=1024, non-threatening ships will not take you out of high TC unless you are about to collide with them. and then, sometimes, by the time the game slows and lets you know, you might be too late to avoid that collision. that is why some of us recommend that TC should never go higher than 1024. at that setting, every second of real time is 17 minutes of game time. a lot can happen in 17 minutes. from 1024 to 2048, the rate is doubled to one second equates to 34 minutes of game time etc, etc, etc.

also, contact messages will not take you out of high TC...and when you come off of high TC, your may hear one or more reports that were not given to you because of high TC. this is also true of responses to your commands to the crew.

radio messages are different. for each radio message there is an indicator as to whether the message is important enough to break TC to 1. the modder determines that when he builds the message stack.

Bartholomew Roberts 06-26-23 01:33 AM

Quote:

Originally Posted by KaleunMarco (Post 2873706)
yes, what you have discovered is true.

when you are cruising the Pacific on your way to your patrol zone at TC=1024, non-threatening ships will not take you out of high TC unless you are about to collide with them. and then, sometimes, by the time the game slows and lets you know, you might be too late to avoid that collision. that is why some of us recommend that TC should never go higher than 1024. at that setting, every second of real time is 17 minutes of game time. a lot can happen in 17 minutes. from 1024 to 2048, the rate is doubled to one second equates to 34 minutes of game time etc, etc, etc.

also, contact messages will not take you out of high TC...and when you come off of high TC, your may hear one or more reports that were not given to you because of high TC. this is also true of responses to your commands to the crew.

radio messages are different. for each radio message there is an indicator as to whether the message is important enough to break TC to 1. the modder determines that when he builds the message stack.

I've done with the patch and it's save compatible with TMO_BH , now I want to kown how to visualize the camera position by soft, the interior mod disabled conning tower camera and radio room camera. I think reposition camera would bring these two functions back.

Mouse 07-07-23 10:24 PM

Quote:

Originally Posted by KaleunMarco (Post 2873704)
neal will get back to you.
it's summer. people go outside. :03:

What is this "outside" you mention? And summer is evil

KaleunMarco 07-08-23 10:55 AM

Quote:

Originally Posted by Mouse (Post 2875389)
What is this "outside" you mention? And summer is evil

lol.
what are you a cave-troll from Tolkien?

Kal_Maximus_U669 07-08-23 11:25 AM

:har::har::har:
https://media.tenor.com/XqbQaAZdrK0AAAAM/troll.gif
now inside

KaleunMarco 07-08-23 05:21 PM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2875474)

too funny, mon ami.
:Kaleun_Cheers:

pillow142 07-15-23 07:11 PM

Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.

Captain Wreckless 07-18-23 02:38 AM

Quote:

Originally Posted by pillow142 (Post 2876480)
Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.


I've completed it several times. IIRC, just wait for the raft to pass the Sampan, and then you can lock onto the raft.

propbeanie 07-19-23 09:39 PM

Quote:

Originally Posted by pillow142 (Post 2876480)
Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.

You have to be surfaced, of course, and you have to be on the full Bridge menu. In other words, you need to see the TBT button, as well as (most importantly) the lifesaver ring on the menu buttons. Once you have those, use the binocular to "look at" the raft or survivor. A yellow plus sign ( + ) in the binocular is your center target. When it turns "red", then you can initiate the "rescue" by clicking that lifesaver ring menu icon button. This is definitely frustrating in rough seas. You also have to be in close enough that your crew identifies the raft as "Ship spotted!", and the icon on the NavMap then turns into a liferaft icon, and is rescuable... It is easiest to approach the rescue from a mostly bow-on attitude, with the raft or survivor just to the left of center. your up-down movement of the boat is not as severe as the side-to-side can be when attempting a rescue broadside. You should also be doing either All Stop or at most Ahead One Third. :salute:

Foffy 07-20-23 09:02 AM

Hello everyone! Apologies if this is a silly thing to ask, but I wanted to make sure I installed this mod properly. To my knowledge, the mod should include a pre-war timeframe that isn't the December 1941 start date, correct? If so, I am not seeing this when I have the mods compiled in JSGME. When I start a new career I am given the default start date.

These are the mods I have compiled in JSGME and their order.
- Trigger Maru Overhaul 2.5 UpdateBH V2.0
- NMMO Patch TMO Update V2.0
- Nav Map Make-Over TMO Update 2.0
- EAX_Clang_Splash_Dud for TMO Update
- Radio Message TMO Update 2.0
- BBPearlHarbor Pre War TMO
- Pre-PearlHarborPatch TMO Update V2.0

Have I missed something here? I presume the last two are the important ones when wanting to start at an earlier start date. Apologies if I've missed something supremely obvious here. I have the JSGME executable and config in the SH4 folder and I presume this is enough to link it to the game executable.

Aktungbby 07-20-23 10:04 AM

Welcome aboard!
 
Foffy!:Kaleun_Salute: "castlevania"?! :yeah: EDIT & pillow142!:Kaleun_Salute:

Bartholomew Roberts 07-21-23 07:09 AM

Quote:

Originally Posted by Foffy (Post 2877127)
Hello everyone! Apologies if this is a silly thing to ask, but I wanted to make sure I installed this mod properly. To my knowledge, the mod should include a pre-war timeframe that isn't the December 1941 start date, correct? If so, I am not seeing this when I have the mods compiled in JSGME. When I start a new career I am given the default start date.

These are the mods I have compiled in JSGME and their order.
- Trigger Maru Overhaul 2.5 UpdateBH V2.0
- NMMO Patch TMO Update V2.0
- Nav Map Make-Over TMO Update 2.0
- EAX_Clang_Splash_Dud for TMO Update
- Radio Message TMO Update 2.0
- BBPearlHarbor Pre War TMO
- Pre-PearlHarborPatch TMO Update V2.0

Have I missed something here? I presume the last two are the important ones when wanting to start at an earlier start date. Apologies if I've missed something supremely obvious here. I have the JSGME executable and config in the SH4 folder and I presume this is enough to link it to the game executable.

Pre-PearlHarborPath don't affect start time, you start June 1941 anyway.
You may need AAtodekguns+Radio and GatoLadder3 to have more feature.
I think Radio Message TMO Update 2.0 is unnecessary as it's the default one. Other message mods are needed if you start up away from US land.


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