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-   -   Sonar Issue (https://www.subsim.com/radioroom/showthread.php?t=204389)

MarkCt 05-14-13 05:59 PM

Sonar Issue
 
Playing TMO. I just up graded to a Gato class. Prior to the upgrade I was able to go to the sonar station and work the sonar myself. But now when I go there and try to operate it I only get to scroll around. I can't click on the sonar to operate it. Is this just a bug or is there a fix.

merc4ulfate 05-15-13 08:41 AM

I can not say I have ever noticed that before

Armistead 05-15-13 10:23 AM

Use the hot keys instead. Been so long I can't remember, but seems it was pg up/insert...in that keyblock.

in_vino_vomitus 05-19-13 07:00 PM

sonar hotkeys
 
The Home/End keys ought to do it - I've never had a problem with using the sonar in TMO - Hope you get it sorted....

MarkCt 05-22-13 10:08 PM

I just tried those keys and they don't work. I think the problem gets fixed when I upgrade again. This happened before with my last career.

TorpX 05-23-13 01:57 AM

Did you try turning the "Num Lock" key off or on?

MarkCt 05-23-13 10:52 PM

Yes I tried it today and it still won't let me click on the scope. In the control room I can move freely around the room but when I'm in sonar and right click on the scope it just looks all over the place. This only happened after I upgraded.

Redmane 05-24-13 12:34 PM

Have you tried left-clicking on the dail that represents the position of the sound head? I usually do it this way, since I have a pretty good idea of the bearing I want to listen on. And spacing clicks around the dial will cause the sound head to rotate all the way around the boat as well.

TorpX 05-25-13 12:33 AM

I would try clicking on the soundman, and entering the station different ways (fuction keys vs. "walking"); maybe that would help. It seems to me, someone has had similar problems in the past, but I can't remember the details.

MarkCt 05-29-13 10:32 PM

I always go to the sonar station by clicking on the icon. I'll try different ways when I load up the game tomorrow. Left clicking on the dial does nothing but make me spin around in my seat. I don't remember what class boat I had before the Gato but it worked fine. I'm waiting to see if it goes back to working when I upgrade again.

TorpX 05-29-13 10:55 PM

Sorry I couldn't be more help. I vaguely remember others having problems of this sort, but I might be wrong. Anyway, if you figure it out, or come up with a fix, post it here, so others can find it.

Good luck.

MarkCt 06-02-13 09:07 AM

Thanks I'll do that. It just really frustrating not being able to use your sonar when you know something is close. To make it worse my sonar operator is part deaf. :/\\!!

TorpX 06-03-13 10:49 PM

I think everybody is unhappy with their sonar operator. This is partly because we expect too much from them. They can only hear what their existing equiptment will allow them to hear, whereas, when we listen, we can hear what the best equiptment would permit.

CapnScurvy 06-04-13 07:31 AM

The loss of using your mouse to capture the sonar bearing indicator is a stock problem. If you go through the progression of sub upgrades, you'll find you lose this feature after the Porpoise class subs. The Gato class sonar (which also holds true for the Gar, Tambor, Balao classes) doesn't have the correct "Focusable" ID's to allow for this feature. This is why you first have the ability to move the sonar indicator with a mouse capture, then you don't. The keyboard Home/End keys should still allow for the sonar indicator to be set, even though the mouse does not.

For the life of me I can't remember what I did to correct this :88), but I did with the Optical Targeting Correction mod. I took a look at my files and I just don't remember what I did to fix this issue, but it is fixed. It's been too long to remember!! :/\\!!

MarkCt 06-05-13 03:08 PM

I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

At least I know it is a problem with the game and not just me or a corrupt file.

CapnScurvy if you remember how to fix it please pm me with the fix or post it here. It's a little better when surface radar comes out but right now I'm blind and deaf.

Mikemike47 06-05-13 03:30 PM

Quote:

Originally Posted by MarkCt (Post 2067742)
I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

At least I know it is a problem with the game and not just me or a corrupt file.

CapnScurvy if you remember how to fix it please pm me with the fix or post it here. It's a little better when surface radar comes out but right now I'm blind and deaf.

The commands.cfg from the last enabled mod that uses commands.cfg has to be modified probably. The key commands of Home/End have to be modified.

CapnScurvy 06-06-13 12:40 PM

Quote:

Originally Posted by MarkCT
I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

Quote:

Originally Posted by Mikemike47
The commands.cfg from the last enabled mod that uses commands.cfg has to be modified probably. The key commands of Home/End have to be modified.

Mikemike47 points out a possible huge issue that's been overlooked........ are you running the correct mod(s) for your game? What version of the game are you using? What mods are you running?

MarkCT, your first post reads:

Quote:

Playing TMO. I just up graded to a Gato class.
OK..... but what version of TMO?

Now your saying you're using OTC with the same results?! Let's back up here and find out just what are you doing?

First, your SH4 game needs to be patched to version 1.5 to use the latest TMO 2.5 version. We've assumed that's what you have from your first post, but that may not be the case. Sorry for the assumption, but you better give us a complete run down of what's what?

Second, if your using Optical Targeting Correction are you using the version: 1.5_Optical Targeting Correction 031312 for TMO 2.5 ? This is the correct version "compatible" to the latest TMO 2.5 version. Any other version of OTC will not work as expected with TMO 2.5.

Third, we've assumed you're not using any other mods (since these two are the only ones you've stated you're using.....the OTC mod was just admitted to later in this thread) BUT, are there others? The point Mikemike47 makes of adding additional mods will sometimes overwrite previous modded files.....breaking the preceding mods files, is a valid consideration. Your two basic mods (TMO 2.5 and OTC for TMO 2.5) mods can be corrupted by adding additional mods after these two. You can easily loose any fixes these mods provide by adding incompatible mods to your list.

Lastly, are you reusing a saved game point to recheck your sonar function? In other words, are you going back to a saved game point to check out the sonar?

This is never good to do. As a matter of fact, you should never replay a saved game point after adding a mod to the game that wasn't already added when the save game point was made. NEVER do this. Just because you have a career that's been a year in the making should never keep a player from incorrectly keeping it after adding mods to the game. START OVER with a new campaign, or at the very least, add mods when you're in-port between getting a new mission. Never add mods to an already started mission. I'm one to regularly delete my saved game files to keep from having corrupt replays. Deleting the "SH4" folder found in your "Documents" folder is something you should regularly do if you're changing out mods. Sometimes the older mods will have changed the "SH4" files enough to keep newer mods from working as they should. Get rid of their left-overs with a fresh "SH4" folder (the game will make a new "SH4" folder whenever you restart the game). Yes, all previously saved game points will be deleted too, but that's a small price to pay for having your game run as expected.

With a new "SH4" folder, you'll have to reset your options for game resolution/aspect ratio, and some of the other game options that have been changed by you. But, you'll have a fresh starting point for future saved games. One other note, the "SH4" folder is not the "Silent Hunter Wolves of the Pacific" folder that holds the main game files, and the JSGME "MODS" folder. These are two different folders....... one holding the game options you've selected and the saved game points you'll make, also some of the modded .UPC files are put into this folder. The other holds the main game files, the JSGME "MODS" folder, the snapshots you take in-game, and the execution file to start the game.

CapnScurvy 06-08-13 08:02 PM

Quote:

Originally Posted by MarkCt (Post 2067742)
I'm also using OTC but I still have the problem. I'll try the Home/End keys again but it didn't seem to do anything when I tried it last.

At least I know it is a problem with the game and not just me or a corrupt file.

CapnScurvy if you remember how to fix it please pm me with the fix or post it here. It's a little better when surface radar comes out but right now I'm blind and deaf.

I've uploaded a "fix" for my two OTC mods that are for the SH4 1.5 version. I thought this issue was corrected in the earlier Optical Targeting Correction versions, but it was not. This fix will allow for the Gato, Gar, Tambor, Balao class subs to use the mouse to set the sonar bearing indicator.

The link is OTC_Gato Sonar Bearing Fix

For a stock only Silent Hunter 4 game patched to v1.5, the fix is Gato Sonar Bearing Fix_Stock However, using this mod with any other mod that changes the NSS_Gato_CT.sim file will either break the preceding mod or the other mod will break this fix.

MarkCt 06-11-13 10:58 PM

Ok heres the dirt. I just docked after ending a patrol. I was given the opertunity to upgrade to a Balo class which I did. Having gone back out to sea I went to the sonar station. This time the Home/End keys worked and I was able to turn the sound head.

This time around I'm only using TMO 2.5 and OTC 1.5 for tmo. I'm also using a environment mod. Thats it for mods. OTC gave me some really cool sounds so there was no need for anything else.

I think I had the same issue when I was running RSRDC and it was with the Gato class. I never knew about the Home/End keys.

When saving games I save with the heading "Patrol 1, 2, 3 and if something happens I just add a letter. I've read here about issues like CTD when saving multiple times. Some have had problems and others haven't so I save with a different heading and so far have not had a problem. Same with adding a mod, never do it at sea.

Thanks for your help CapnScurvy.

CapnScurvy 06-12-13 07:37 AM

MarkCT, if you're using 1.5_Optical Targeting Correction 031312 for TMO 2.0 along with TMO 2.0 you should be OK with a working mouse capture of the sonar bearing indicator (no need to use one of the "fixes" I released). You should have both the mouse capture capability and the Home/End key functions available to move the sonar indicator.

For those reading this, the "fixes" are for either a stock SH4 v1.5 game, or a stock game having the Optical Targeting Correction mod (the version for only a stock SH4 v1.5 game) added to it. This includes the OTC version for an RSRDC v550 game. You do not want to add this fix to any other OTC versions.

Quote:

I think I had the same issue when I was running RSRDC and it was with the Gato class.
Yes, I would think so if you were using RSRDC v550. This version of RSRDC is made specific for an SH4 1.5 stock game. Whatever is in the stock game gets pushed into this modded game (unless RSRDC changes it). RSRDC v550 doesn't change the stock subs sonar function, so the Gato and related subs will function like the stock game subs (no mouse capture of the sonar bearing).


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