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I have not had this issue since removing the EAC Clang Splash Dud mod and replacing with the EAX Clang Splash mod. There is a known issue with Shokaku. I will check on the Mogami when back in town as the game and mods are all on my desktop. Your mod setup seems fine. I have noticed steam users have more issues with the mod but know some steam users have the mod running fine. The mod was created using a disk version of SH 4 but don't believe that should be a issue. Make sure you have absolutely fresh install of SH V1.5 When back home, I plan to put some time in resolving some lingering issues if possible. |
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:har: never noticed that! That would be vickers or Ducimus's doing lol |
Found a bug for ya to look at when you get back from vacation.
Pre-war Asiatic Patrol 7. [Text] MissionBriefing=COMSUBAF Operation Order 60-41. When in all respects ready for sea, proceed to Area B6 in the South China Sea and conduct patrol operations for twenty five days to monitor shipping in the area. Japanese have utilized Cam Rahn Bay, Indochina to support naval operations in the area and as such particular attention to that area should be paid during your patrol. Tensions with Japan remain high and as such all precautions to avoid provoking Japanese forces encountered should be taken. However, if attacked you may defend yourself accordingly. MissionTitle= Stark Order= Objective 1=Patrol Area B6 for 25 days. Pre-war Asiatic Patrol_war= Pre-war Asiatic Patrol_shadow= I was only into the 2nd day of the patrol when the star went grey and log shows it completed. CW :arrgh!: |
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Thanks. Will take care of that and clean the language up a little. Culprit is probably a typo which set the objective complete to two days instead of twelve, easy to do. Orders say 25 das and player should stay for 25 but the objective will complete usually earlier so player gets renown in case cant stay on station for whatever reason. However, should stay in assigned area because as have mentioned in README etc, if have orders to a area in the mod, you are there for a reason, gives a high probability of encountering something big, even if area seems dead. Orders were carefully crafted in the revised campaign in this mod. Example would getting orders to a area that seems to be void of merchant traffic and go 10-20,30 days on station with nothing then boom...run into a warship, a task fore, special convoy, or a enemy submarine*. OF course there is a chance will miss the contact but I tailored orders so if player follows them have a high probability. While there are random submarines roaming oceans, every submarine sunk by US submarines in the pacific was added to campaign using tabular record of movements. Others movements are reconstructed to a degree as well. Enemy subs and warships when possible often used alternative routes to the merchant convoys. |
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I went and did all that, and after a little trial and error I got the dive, surface, and emergency dive klaxons to a non-frightening-small-pets volume level. I have finally made my very first MOD to be enabled by JSGME. And it was waayyy easier then I thought it would be. It's simple and only changes one volume setting, but it's a start, and opens a whole new world of eventually making ever more elaborate and complicated MOD's that lead to many many hours in front of a computer screen, staring at it until I go blind, ignoring family and responsibilities, because I have been camped out in front of my computer for days trying to figure out why the new damn overly elaborate Mega-MOD I have been working on for ten months just WONT F**K**G WORK RIGHT!!!!.... I can see it now. Just kidding of course. On a more serious note, thanks for the suggestion and info. It was just enough for me to figure it out, which is the best way for me to learn things on the computer. At first I set the volume level way way too low at something like 10. Then when I tested it out I didn't hear anything so I though I did something wrong. Then when thinking about it I remembered that Silent 3ditor seems to change values on a more logarithmic scale rather then a linear one. So I set it to around 50 and I could just barley hear it, so on the third attempt I set it to 65 and that is where I left it. It's perfect to me. Loud enough to know I am diving, but not so loud that I am going for the volume knob every time. I may eventually hazard into more complex MODs, but I am thinking that for all but the simplest MODs multiple files need to be changed, and that I imagine takes a greater understanding of how the different parts of the game affect other parts... and files... and what not. But that's a challenge for a different day. Thanks again. -StealthRabbit |
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Leave the racing amphibious hover trucks and cheering angels. They are unique, hilarious, and completely random. You just can't make this stuff up. If they existed in real life back in the 40's (and if I was alive in the 40's) I would make the journey across the Pacific to see such a surreal and wonderful spectacle. -StealthRabbit |
To anyone in the know,
Were the secondary scopes, ie: night/observation scopes the same length as the attack scope? I'm observing 2 IJN DD's at twilight and tried to use the observation scope but it is still under water at 55ft on my Sargo. The PD setting doesn't differentiate between the 2 scopes. CW :arrgh!: |
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something else is amiss if you can see out of one and not another. just had another thought.... something i cannot determine is if one sits higher in the boat than the other. THAT would cause the behaviour that you are experiencing. |
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That appears to be the issue. I assumed both would be the same. Attack scope is on the left. https://i.imgur.com/yPqKUne.png |
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use S3ditor, find the offending "extensible" and make the max_height a bit longer. :Kaleun_Salute: |
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Hmm. Didn't think of looking in that file. Just looked at the file and there are 2 files for the OBSScope. Different ID numbers but both have the same values. Look who I found south of Convoy College NE of the islands. Sonar picked him up, and my sonar guy is able to follow him, interesting. She showed up on the NAV Map as "What is this?" https://i.imgur.com/HzAaOhL.png |
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Confluence of events. Funny coincidence. I am having the EXACT same problem with my periscopes. At periscope depth they are both below the water with one lower then the other, AND I just spotted the Dutchman myself... twice in one patrol. I started a prewar campaign from Manila with a Sargo class and got the U.S.S. Sailfish (ss-192). This info will be a huge help to me as I plan to make another mini-MOD to fix the periscope because manually diving to 55ish feet every time is getting old. I never had this problem before so I am guessing this is a TMO_BH issue because a Gatto and Balao had a similar problem when I wanted to see what the new TMO was like with thoes subs. Only with them the scopes where not quite under the water but rather right at it or just a half a foot above so in anything but glass calm seas they where still impossible to use at “periscope” depth. Is anyone else having these problems? Generic Mod Enabler - v2.6.0.157 [D:\00_Games_SH-IV_A-B-C-D\SH-IV_Alpha\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 DecoysTMO AAtoDeckguns+Radio Webster's Eliminate Floating Plankton SR_Quiet-Klax The only 2 I have that are not recommended are at the bottom. When I enable Webster's Eliminate Floating Plankton I get no conflict warning so I am pretty sure it's not that, and the last one I made and it just turns the volume down for the dive, emergency dive, and surface klaxons, and I can't imagine that is causing it. To me the Dutchman seams to sit a little high in the water, but then again, it is a ghost ship. -StealthRabbit |
Guys,
The older fleet boats (Sargo, Salmon, Porpoise) (in early conning tower config) require to manually set the depth when using the No.1 periscope (control room).Typically in calm seas 52 ft works . This is due to the early war conning tower style and scope length. For No.2 (Attack scope) in conning tower, early war depth is 54-55 ft as previously stated. In TMO Update , default periscope depth is roughly 64 ft as it is for the Gato etc. From what I understand, in reality the scopes were moved to the conning towers during the mid-late war refits to be more uniform. The Sargo-Salmon (possibly Porpoise also) received. This is reflect in the sim in the new external conning towers/periscope shears but does not show in the interiors. I had a "Early War Scopes" mod in V1.0 of update that made both scopes in the S Boat, Salmon, Sargo, Porpoise the attack type. Interesting enough, I recall reading Tambors when originally built, had one scope in conning tower and control room but this was changed in pre war years, as it was found a more suitable setup to have both in the conning tower and the new observation type scopes were introduced. Notice the interiors for Sargo-Salmon, Porpoise, and even S Boats, both scopes(both in control room of S Boat) in conning tower and control room are both Attack type periscopes...with the range finders. The interiors reflect the interiors before refits of the older boats when they actually received a observation type periscope...which the newer types such as Tambor, Gar, Gato, Balao, and Tench had. |
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:Kaleun_Cheers: Section of your post, KaleunMarco bud... in "Magenta", that I highlighted... *sighs* Ok, here's the dealio... That, is NOT an error or an omission of incorrect settings.... it is, rather... an inbuilt safety precaution. Peri depth, is set a wee bit deeper, so that in the event you were deeper, like... say for example here... 50' below test depth, or a bit deeper & coming back to peri depth... of NOT broaching... With Me, thus far... As you're well aware KM bud.... can't (as far as I know of, at any rate... :hmmm:) set up 2 separate depth settings, as it pertains to Peri depth. Would be nice, if that were doable, could have 1 for going from surfaced, to Peri depth... & the other, coming back up from deep submergence... to Peri depth, but... don't know of that, being able to be done. Now... As to the height difference, between the Obs. scope & the Attack one... NOT sure on that score... don't have tech specs, on what the height of them were... or the differences between them, beyond the obvious... head size & that one let in more light... due to that bigger head... & that the smaller head on the Attack, didn't make it invisible, as it could still be seen, just that it was a wee bit more difficult to spot outright than the Obs. scope was. See BH's comment about the Peri differences in His post... :yep: :up: He explains it in more detail there... than I did. :shucks: Hope that helps.... clear the air there on the scopes being under water part... at least. :yep: :shucks: as always. :up: :Kaleun_Salute: M. M. |
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