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clayp 11-18-09 07:45 PM

Questions,Questions
 
My AAA gunner is dumber then a bag of rocks!!! I set him to fire at will at closing targets and the plane flys close bombs us and he doesn't fire..WTH?....:down:..Is there anyway to save the settings,IE for the sub and crew so every time you start a new campaign you don't have to redo everything?Ok one more...:oops:I have no recognition book on my orders bar to tell what flags ships are what....:wah: Man am I a pain.....:har:

Inner Sound 11-18-09 09:03 PM

Dont shoot: crash dive!

"n" brings up the recognition manual.

Hmm...you've made over a 1000 posts. I'm probably being an idiot trying to help you. But this is what I'm good at.

peabody 11-18-09 10:09 PM

Quote:

Originally Posted by clayp (Post 1205544)
My AAA gunner is dumber then a bag of rocks!!! I set him to fire at will at closing targets and the plane flys close bombs us and he doesn't fire..WTH?....:down:..Is there anyway to save the settings,IE for the sub and crew so every time you start a new campaign you don't have to redo everything?Ok one more...:oops:I have no recognition book on my orders bar to tell what flags ships are what....:wah: Man am I a pain.....:har:

Hi Clay you old Pain....:har: Hope you are feeling well ! Did you remember to "man the guns" ? Is this a modded boat or gun?
Try "battlestations" or "man the flak guns" AND "Fire at will" but DO NOT check "closing targets", does it work when you do that?

Let me know, we will see if we can figure it out. Did you try Yelling "WAKE UP !!!" :D

Peabody

clayp 11-18-09 10:44 PM

Quote:

Originally Posted by peabody (Post 1205594)
Hi Clay you old Pain....:har: Hope you are feeling well ! Did you remember to "man the guns" ? Is this a modded boat or gun?
Try "battlestations" or "man the flak guns" AND "Fire at will" but DO NOT check "closing targets", does it work when you do that?

Let me know, we will see if we can figure it out. Did you try Yelling "WAKE UP !!!" :D

Peabody

PEABODY!!!!!!!...Hi bud...:DModded boat and gun at general quarters...I'll try not checking "closeing targets" and let you know....Good to hear from you...:yeah:

Webster 11-19-09 02:20 AM

check for ammo in case your gun might not be loaded (i assume you remembered to give it ammo)

also are you sure this modded gun is gettting the fire order? maybe your missing a command link somehow? (i never added new guns to anything so im guessing here)

peabody 11-19-09 02:30 PM

Quote:

Originally Posted by clayp (Post 1205605)
PEABODY!!!!!!!...Hi bud...:DModded boat and gun at general quarters...I'll try not checking "closeing targets" and let you know....Good to hear from you...:yeah:

Sometimes I find the "closing targets" to be a little touchy, sometimes it works, sometimes I guess it doesn't consider it "closing targets". Definately check ammo like Webster said. If it still doesn't work, maybe you could upload somewhere and I could take a look at it.

Peabody

clayp 11-19-09 05:36 PM

Quote:

Originally Posted by peabody (Post 1205949)
Sometimes I find the "closing targets" to be a little touchy, sometimes it works, sometimes I guess it doesn't consider it "closing targets". Definately check ammo like Webster said. If it still doesn't work, maybe you could upload somewhere and I could take a look at it.

Peabody

Webster hi bud thanks for jumpin in...:DNothing seems to be working,let me play around with it for a bit before I resort to you looking at it...:hmmm: Inner Sound I forgot to thank you..:oops:I like to fight thats why I dont dive...

Akula4745 11-19-09 07:39 PM

Quote:

Originally Posted by clayp (Post 1205544)
My AAA gunner is dumber then a bag of rocks!!! I set him to fire at will at closing targets and the plane flys close bombs us and he doesn't fire..WTH?....:down:..Is there anyway to save the settings,IE for the sub and crew so every time you start a new campaign you don't have to redo everything?Ok one more...:oops:I have no recognition book on my orders bar to tell what flags ships are what....:wah: Man am I a pain.....:har:

I had exactly the same problem when I added one too many mods and had a conflict. Not sure what mods you are using... but if it continues it might be worth a look-see...

Webster 11-19-09 07:43 PM

also something peabody said caught my attention, was the planes already in range?

sometimes the game has to auto detect it entering range or its blind to it

you know, the "ship spotted" or "plane spotted sir" warning so are you getting that?

clayp 11-19-09 09:41 PM

Quote:

Originally Posted by WEBSTER (Post 1206143)
also something peabody said caught my attention, was the planes already in range?

sometimes the game has to auto detect it entering range or its blind to it

you know, the "ship spotted" or "plane spotted sir" warning so are you getting that?

Yes Sir I get that...:hmmm:...Akula,none of my installed mods show any conflicts thru jsmge....:damn:

Armistead 11-19-09 11:15 PM

Did you put a high skilled gunner on the gun? Lower skill gunners just seem to sit there?

Did they have the right angle to shoot?

That's the only time I've ever had a problem. Not sure what mods's, but like giving the command with the binocs to shoot at a ship, some mods you can do the same with planes.

OTT, as stated, if you have a man posted and battlestations on and nothing else applies something ain't right with the game. Has it happened more than once.

peabody 11-19-09 11:16 PM

Quote:

Originally Posted by clayp (Post 1206186)
Yes Sir I get that...:hmmm:...Akula,none of my installed mods show any conflicts thru jsmge....:damn:

Clay ole bud. JSGME does not necessarily show "conflicts". What JSGME is telling you is one MOD altered a file that was already altered by a previous MOD. But you can have a conflict without overwriting the same file.

You could use JSGME and put a hand grenade in your left hand and the pin for the hand grenade in your right hand and JSGME will not give a warning since both items did not go into the same hand, BUT YOU ARE DEFINATELY GOING TO HAVE A PROBLEM.

So you could be modding the gun with one MOD and the sub with a different MOD, show no conflict with JSGME, but the two may not work together. I think that is the kind of 'conflict' Akula is refering to.

Peabody

clayp 11-19-09 11:46 PM

Quote:

Originally Posted by peabody (Post 1206230)
Clay ole bud. JSGME does not necessarily show "conflicts". What JSGME is telling you is one MOD altered a file that was already altered by a previous MOD. But you can have a conflict without overwriting the same file.

You could use JSGME and put a hand grenade in your left hand and the pin for the hand grenade in your right hand and JSGME will not give a warning since both items did not go into the same hand, BUT YOU ARE DEFINATELY GOING TO HAVE A PROBLEM.

So you could be modding the gun with one MOD and the sub with a different MOD, show no conflict with JSGME, but the two may not work together. I think that is the kind of 'conflict' Akula is refering to.

Peabody

:o:o.......You know what I need is the mini-tweaker and mod files,lost it in my last system crash and I'm not really sure what I'm doing with SDeditor. I have searched all over here and cant find it..:wah:How "smart" can you make the crew guys?..Armisted I have smart guys on the guns,happens all of the time...Pea how the heck do you tell if there are conflict's?

peabody 11-20-09 11:57 AM

Quote:

Originally Posted by clayp (Post 1206238)
:o:o.......You know what I need is the mini-tweaker and mod files,lost it in my last system crash and I'm not really sure what I'm doing with SDeditor. I have searched all over here and cant find it..:wah:How "smart" can you make the crew guys?..Armisted I have smart guys on the guns,happens all of the time...Pea how the heck do you tell if there are conflict's?

I can't help with mini-tweaker, I never used it. I have heard people talk about it but that was before I starting any modding. I have always used S3D.

As for the conflicts, usually you know when something was working fine until you added another mod and suddenly things don't work right anymore. You could have conflict in there all the time but never know it until you use the item that has the conflict. So there is not real answer to that question. When something doesn't work it could be a conflict with something else or it could just be a mistake in the files.

Peabody

breadcatcher101 11-20-09 12:29 PM

Maybe the plane was too high?

VonHesse 11-20-09 04:55 PM

Clayp, I'm probably in over my head with all the 1,000+ posters that are already helping you, but common sense never stopped me before.:D

Personally, I,ve always thought that the AA gunners were a little wonky in SH4.(too much torpedo juice if you ask me) I've run into exactly the same problem myself. Planes spotted, guns manned, supposed to fire at will, right? Yet when you TC a little to get them in range and then go to the bridge to watch the fireworks, nothing happens. You can hear the engines far off, but assume their out of range. Louder and louder they get, and just when you figure out something's not right, "splash, splash, BOOM!", 20% damage or more. WTH? It worked just fine before...:hmmm:

Well, I haven't the foggiest why this happens sometimes, but I found a way to avoid it - for me. I assumed that because when you click on the task bar buttons, conveniently, they change from yellow to an ever-so-slightly lighter shade of yellow and that in the heat of the moment, perhaps I only thought I had ordered them to fire at will.

So now, the first thing I do when leaving port or picking up a saved game is pay close attention and make sure that all my gunners have orders to fire at will before moving out. That way, for the rest of the time I'm playing, all I have to do is man the guns and then they'll blast away every time. And yes, saving a game does reset the gunner's orders, and they won't fire at will straight out of a save game.

Anyways, just a shot in the dark. Haven't had it happen since. Cheers:salute:

Armistead 11-20-09 06:58 PM

What mods are you running, you can export and copy the list using jsgme.

clayp 11-21-09 02:20 PM

Quote:

Originally Posted by Armistead (Post 1206721)
What mods are you running, you can export and copy the list using jsgme.

Here they are..

RFB_v1.4
Maxoptics3
MetalHudKit_1_0
MHMSC-MetalHUD-workaround
20mm Oerlikon Gun Sight Mod by Krishna
John Hamm's Uniform Mod V.5
Bearded faces
Brighter torpedo wakes
Extra Allied naval bases for Stock SH4 + UBM (V2.0)
Extra USN bases for SH4 V1.0
FJB Camera Mod for MaxOptics 3
LESS WATER LIMBER HOLES
Remove grain effect
SH4 Authentic Flags Mod
Webster's Smaller Rain for v1.4 and v1.5
Webster's Ship Manuvering Fix for v1.4 and v1.5
Webster's Reduced Radio Traffic for v1.4 & v1.5
Webster's Eliminate Floating Plankton for v1.4 and v1.5
Webster's Better Waterline Colors for v1.4 and v1.5
WEBSTER's Better Sub Marker for v1.4 or v1.5
strategic_map_symbols
Webster's 300' Underwater Visability for v1.4

I did some file changing the other night and the game runs better..The gunners still do not act right under "general quarters" I will have to live with it I guess....RFB 1,4 has a lot of changes by me...I still cant get the enemy planes to be more aggressive....I think I will have to be good as I am now....Thank you all for responding to my call for help once again....:up:

Webster 11-21-09 02:26 PM

Quote:

Originally Posted by clayp (Post 1207168)
I still cant get the enemy planes to be more aggressive....I think I will have to be good as I am now....Thank you all for responding to my call for help once again....:up:

try using ducimus' TMO data/cfg/airstrike.cfg file

ducimus has some harder aircraft in TMO then you find in RFB


if you need tougher aircraft hes the guy to talk to :up:

clayp 11-21-09 03:06 PM

Quote:

Originally Posted by WEBSTER (Post 1207172)
try using ducimus' TMO data/cfg/airstrike.cfg file

ducimus has some harder aircraft in TMO then you find in RFB


if you need tougher aircraft hes the guy to talk to :up:

Thanks bud!!!!!!! You da man...:D


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