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The Chitose is basically a stock ship. Also, when you go beyond the spawn range and then come back, the game runs the spawn percentages again, and will oftentimes regenerate that which you sank previously. As for the renown points and credit not being awarded, that is the nature of harbor raiding, in that a ship has to be either completely destroyed if above the surface, or it has to slip beneath the waves. Usually, once a ship has sunk partially in shallow water, you can no longer give it more damage, or at least, not enough to complete the "destroyed" process. Those both are just the way the game works. As for the NavMap icons, we hadn't gone through and double-checked them all yet. Since s7rikeback will check them, I will leave well-enough alone, since I usually mix the choices up... There were two that had CV icons, if I can find the post for that... were they the Heians?... Quote:
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Edit: Found 'em! original report https://www.subsim.com/radioroom/sho...41#post2676141 discovery https://www.subsim.com/radioroom/sho...88#post2676388 |
Aha, yes, the stern of the FO was still above water when I departed, though the TDC could not lock on or even register the target name. Yes, I plead guilty to harbor raiding, but on a double-barrel patrol Brisbane-Katsuura, we encountered exactly one merchant convoy (of two ships), aside from minor coastal traffic like crab boats and steamers, plus the merchants in a TF from an Ultra intercept.
BTW, finally hit an ammunition ship from under 2 km: startling and spectacular. Well done to the team. Couple of other issues: - A cloud of exhaust fumes issuing from near my position when loading a saved game, whether I'm submerged or not. Luckily the enemy doesn't seem to notice. I had assumed this was the legacy of a corrupted save but it continues. - We were eligible to upgrade to single 40mm AA after our first patrol but still have single crew slots from the 20mm days. Another of those date availability issues? EDITED TO ADD: the initial invulnerability of DDs, done as I understand it for reasons of playability rather than realism, might need a rethink. When we contacted that supply TF off Truk, the two largest ships were each apparently mortally wounded by a the first Mk 14 to hit and the remaining merchants were done in by a single shot. The DD was a different matter entirely, shaking off two Mark 14s broadside before coming after us. A third broadside shot to the other side finally did him in. Considering the 57% damage we had already incurred, it was a nailbiter. |
So your "FO" was "dead", but not "destroyed", hence not being able to target it, but yet not getting credit for it either.
The "steam cloud" is indicative of shelling out to Windows with the game running, which should be avoided. If it happens after a Saved game loading, and there was no shelling out involved, then re-loading the Save again should clear it. If not, then something in the game is causing bad data to be written to the Saves. The first suspect is running out of memory for the game, which either points to a 32-bit windows, not enough RAM in the machine, or an improperly applied 4gig patch. Compounding that might be another mod on top of FotRSU, other than the FotRSU Patch we did for an experiment. If you would, go ahead and run JSGME, choose the "Tasks..." in the middle, and then use the "Export activated mod list to -->" function, and send it to the clipboard, which you can then use <Ctrl><V> to paste it into your next post. You are correct though, that the enemy does not "see" your "steam cloud", thankfully... Another similar occurrence when a DD starts "bird-dogging" you, but not attacking. Rather disconcerting, but can happen from shelling-out also. The DD gets separated from its convoy, and "convoys" with your sub then after running out of depth charges. I have never had issues with the single 40mm, sometimes the double... might be related to the above, but we'll check it out, along with the dates issues we've found in the equipment file... Most of the DD take two hits if you don't hit them just right with the first. A couple of the DD have hard noses, but usually speaking, if you hit them broadside, they stand a good chance to go down with the one hit. However, if you used the magnetic pistol, and the torpedo runs deep, it can explode under the DD, yet barely inflict any damage, especially if duds are enabled. Usually, if you hit them under the conn or stack, they at the minimum quit running. If you hit some of them head-on, down-the-throat, the bow is where most of their armor is in the game, and they will have to be hit again. There are only a few like that though, with both the Chidori being like that. There are a couple others that I cannot remember right now... |
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\Silent Hunters wolves of the pacific\MODS] 100_FalloftheRisingSun_UltimateEdition_v1.1_EN That's all it shows. I have edited a couple of text files related to torpedo reloads and personnel, but that's it. Not sure about the patch you mentioned; if it's LAA, I installed it at the beginning along with the mod itself, quality of installation unknown. It's a Win10, 64-bit machine with 16 GB RAM. I haven't shelled out of the game in a long time, and, crucially, Win10 hasn't done so uncommanded on this career either, AFAIK. The cloud dissipates quickly, unlike in a previous career where it followed me throughout the patrol. Sometimes it's steam, other times it was blackish. The DD was actually a DE, a Kisaragi. The depth setting was chosen by the TDC when I locked on but the magnetic trigger was indeed activated. EDITED TO ADD: to avoid hits in the same location, I locked on for the second shot to port, then unlocked and aimed aft of the original impact point. |
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As I've amended my last update post the 4" Deck Gun is not an issue anymore. :yeah: Its 19th October 1942 and we're ready for another patrol, the missing SJ Radar isn't a problem as I usually have it off more than on in enemy waters anyway, at least all the other submarine equipment is working as it should be. We'll see what is happening when I get back in the office, that's if I get back, dead is dead is the way I play and if we're sunk another career will have to be started. :D |
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Fixed by propbeanie.. However, there was another cable missing from: 125 node: NDD_Mutsuki_catarg_01 https://i.ibb.co/Jcb0SVr/Capture.png Now fixed! |
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https://i.ibb.co/zGvrFtd/Capture.png |
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***All the above has now been fixed / updated. |
Bug Report : Incorrect cables on forward mast of NDD Fletcher
The cables on the Forward mast of NDD_Fletcher.dat don't reach down to the the deck. The two outer cables fall outside the deck boundary and the inner cables are too short to reach. It is not possible to lower the mast however as the cables on the back of the mast correctly make contact with spars on the sides of the funnel. This one might be tricky to resolve. http://www.dcoffey.co.uk/images/sile...D_Fletcher.jpg |
Back in the Office and no sight of any SJ Radar. :O:
11th December 1942 USS Grayling (SS 209) GAR. Equipment Loadout, Mk14 Torpedoes, 20mm Machine Gun :D 4" Bow Deck Gun, :D SJ, Surface Search Radar, (EMPTY) :doh: Improved SD Radar, Air Search Radar :D Half Cut Conning Tower :D While out on patrol I noticed that we had 2 Deck Guns, a 4" on the bow and a 3" on the stern, the gun crew will only man the 3" stern gun, just another little problem that needs looking at Mr beanie. Question. Do any of these merchant ships have ASW equipment?, I ask because I had a strange encounter with a convoy with a Naka Light Cruiser and a destroyer as escort. With only 3 ships left, a Large Modern Tanker which was disabled, a Modern Passenger Liner and the Destroyer I noticed that the Liner and the Destroyer were both actively searching for me. At one point the Destroyer was about 5,000 yards away but I was still being actively searched for by this Liner and it must have signalled a contact report to the Destroyer that it had found me and it came back to drop some more depth charges. :o Needless to say Mr beanie I was a bit surprised to say the least, after about three hours a large task force came passing by and you guessed right, those bloody escorts came to join in the fun as well. There was nothing I could do as one of them was charging about all superhero like and the moment I went to ahead one third it pounced all over me. :wah: This all began at 10:15 am and went on till 7:35pm that night, me and the boys were almost deaded that day. :yep: |
While probably not historically accurate, is there a way to incorporate a range knob like OTC uses?
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:salute: |
Captain Propbeanie, I am glad to report that my issue has been fixed! Thanks to the efforts of you, I am now able to play my campaign without any issues!
COMSUBPAC is very pleased with your efforts. COMSUBPAC will reward you handsomely. :salute::subsim: EDIT: Actually, that has seemed to fix half of my issue. https://i.postimg.cc/Hs4fb9Fw/SH4-Im...-08-33-813.jpg https://i.postimg.cc/CxcXQLhd/SH4-Im...-08-56-270.jpg A few more issues have arrised. |
That is indeed strange... you have the needles and glass on some of the gauges, but not the actual gauge, then you have one notepad, but not the other, and no NavMap on the desk, so it's the "linked" things that are messed-up. Did you delete the Save folder?
If you would, de-activate the mod with JSGME. Empty the Save folder. Re-activate the mod with JSGME (don't forget that Patch), and check the LAA activation on SH4.exe again, then start a new career and see what your boat has in the Control Room... Be sure that you have the Windows display set to the Native ("Recommended") setting in the Windows Display Settings. Have SH4 set to the same thing in it Graphic Settings dialog. :salute: |
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