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

Bubblehead1980 09-05-22 05:33 PM

Quote:

Originally Posted by Captain Wreckless (Post 2826296)
The date is July 11, 1941. I'll play around with it and see if I can get it to allow me to end patrol.


CW :arrgh!:


Hmm you should be able to end patrol at Cavite as that is where you are based out of if Asiatic Fleet. You will have likely sail around the peninsula to get in range so can end the patrol. I moved Cavite Navy Yard to the geographically correct position in V2.0


IF you have a mod that overwrites things or the donation Narwhal mod for example, may foul up the home ports.

Captain Wreckless 09-05-22 05:44 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2826297)
Hmm you should be able to end patrol at Cavite as that is where you are based out of if Asiatic Fleet. You will have likely sail around the peninsula to get in range so can end the patrol. I moved Cavite Navy Yard to the geographically correct position in V2.0


IF you have a mod that overwrites things or the donation Narwhal mod for example, may foul up the home ports.




I reloaded a save and finally got the dock option for Cavite. It popped up automatically. Not sure why it didn't before.

CW :arrgh!:

Captain Wreckless 09-05-22 06:20 PM

Truck races with cheering section. :k_rofl:



https://i.imgur.com/fZodeYz.png

Bubblehead1980 09-05-22 09:35 PM

Quote:

Originally Posted by Captain Wreckless (Post 2826299)
I reloaded a save and finally got the dock option for Cavite. It popped up automatically. Not sure why it didn't before.

CW :arrgh!:


Sure you know this but always look in top right corner for a clickable icon, which will give docking options, if it says end patrol are at home port. The pop up usually comes when within docking range (10 NM typically) but may not show up if in certain views or at TC.

Bubblehead1980 09-05-22 09:38 PM

Quote:

Originally Posted by Captain Wreckless (Post 2826301)
Truck races with cheering section. :k_rofl:



https://i.imgur.com/fZodeYz.png


lol on the list to look into correcting.

KaleunMarco 09-06-22 07:36 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2826314)
lol on the list to look into correcting.

no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:

Captain Wreckless 09-06-22 09:58 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2826313)
Sure you know this but always look in top right corner for a clickable icon, which will give docking options, if it says end patrol are at home port. The pop up usually comes when within docking range (10 NM typically) but may not show up if in certain views or at TC.


I always do that, but this time it never gave me Cavite as an option, just Corregidor and Manila.


CW :arrgh!:

Captain Wreckless 09-06-22 10:00 AM

Quote:

Originally Posted by KaleunMarco (Post 2826366)
no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:


It was funny watching those trucks zipping around. :haha:



CW:arrgh!:

Captain Wreckless 09-06-22 01:30 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2806189)
Early war-Pre refit its about 60 feet in calm seas for attack scope depending on seas. , 54 or so for observation scope (Control room). may be about 56 in heavy seas for attack scope.

After refit with new conning tower/sail/periscope shears its 63 feet like most fleetboats. I have it set to 63 when hit P key, for when upgraded. Prior will need to set depth manually. Thought I mentioned this in README, if not, apologies.


EDIT:

Below is a link is a fix for early war Sargo periscope depth when hit P key. Corrected back to default TMO depth. Enable via JSGME when back in port. Will need to remove once Sargo has the new conning tower (not the bathtub or half bath tub) or new periscope shears will stick out of the water at the depth in the mod.

https://www.mediafire.com/file/bplni...thFix.zip/file


Went to PD in my Sargo and it is about 6ft short. I remembered this post from earlier.

Your link is dead. Can you repost? I know it is just editing the ship file. Easy peasy. I did it before but can't remember what depth I used.

Bubblehead1980 09-06-22 02:31 PM

Quote:

Originally Posted by KaleunMarco (Post 2826366)
no, you cannot "correct" this.
it is now part of the TMO_BH legend.
people will come from all over the world to see trucks drive on the water and the angels gather to sing about it.

:salute:


:haha:

Bubblehead1980 09-06-22 02:36 PM

Quote:

Originally Posted by Captain Wreckless (Post 2826414)
Went to PD in my Sargo and it is about 6ft short. I remembered this post from earlier.

Your link is dead. Can you repost? I know it is just editing the ship file. Easy peasy. I did it before but can't remember what depth I used.

I would, but I am out of town currently, mods are on my desk top.

Try editing periscope depth to 16.46 meters (54 feet) believe that is the depth for the early war sargo and salmon.

Captain Wreckless 09-06-22 05:43 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2826422)
I would, but I am out of town currently, mods are on my desk top.

Try editing periscope depth to 16.46 meters (54 feet) believe that is the depth for the early war sargo and salmon.


I think that is what I had before. I'll fix it when I dock.


I have a mission (last before heading home) to pick up the ONI agent I dropped off on 1st mission. It's night and I've found him floating in a raft next to the sampan and a red glow in the water. I've stopped next to him, but I am not getting any message to retrieve him. Is there something special I need to do?


The save game is darker. I just waited for it to get lighter so the picture would show better.


https://i.imgur.com/61FCt1p.png
CW :arrgh!:

Bubblehead1980 09-06-22 09:31 PM

Quote:

Originally Posted by Captain Wreckless (Post 2826443)
I think that is what I had before. I'll fix it when I dock.


I have a mission (last before heading home) to pick up the ONI agent I dropped off on 1st mission. It's night and I've found him floating in a raft next to the sampan and a red glow in the water. I've stopped next to him, but I am not getting any message to retrieve him. Is there something special I need to do?


The save game is darker. I just waited for it to get lighter so the picture would show better.


https://i.imgur.com/61FCt1p.png
CW :arrgh!:

Yes, pick the agent up as would a downed aviator/aircrew. Get close enough, place binoculars, look for the life ring on the nav tool bar, it will highlight, click it, will get a message "survivor rescued" The "glow" is a smoke marker, no way that I know of to remove it since the "agent" has to be classified as survivor in order to be able to retrieve.

scar3tactics 09-06-22 09:35 PM

Quote:

Originally Posted by Rinaldi (Post 2823529)
Getting consistent CTDs with sound, even after downloading your new, dud-less EAX. Cannot fire on the Mogami in Torpedo attack school, for example, without the game hard crashing.

Was there ever a solution to this problem? I'm having the same issue with consistent CTD 15 seconds before impact on the Mogami. I haven't tried against any other targets because I wanted to confirm things are working before setting out on a campaign.

Here's JGSME data:

Generic Mod Enabler - v2.6.0.157
[D:\SteamLibrary\steamapps\common\Silent Hunters wolves of the pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash TMO V2.0
SubPacMessages

LAA enabled and forced on. I know there's been some question about if the Steam version will work properly, surely someone has been using this mod with Steam?

Captain Wreckless 09-06-22 10:04 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2826457)
Yes, pick the agent up as would a downed aviator/aircrew. Get close enough, place binoculars, look for the life ring on the nav tool bar, it will highlight, click it, will get a message "survivor rescued" The "glow" is a smoke marker, no way that I know of to remove it since the "agent" has to be classified as survivor in order to be able to retrieve.


The life ring never highlighted, that was the issue. I just had to keep clicking it until I got the mission complete message.


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