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Help with installing missions
I've downloaded a few missions and put them in the correct place, but they don't show up on the menu in game? Can someone tell me what the problem might be?
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What missions are you trying to use? There are two different types of missions. One that sits in your Quick Missions, found on the "main" menu page (mods sometimes have renamed this menu item.....TMO calls them "Single Mission"), the others are loaded with the career campaigns.
Oh and...........Welcome to SubSim burner!! |
Thanks Happy to be a member,
I'm trying to install JCC's TDC Training Mission and Tutorial cause i don't know anything about manual target aiming, and am trying to learn :oops: Where do you put that mission? I tried in the quick mission folder, and it didn't work |
I thought I'd download the "JCC TDC Training Mission and Tutorial" but I didn't find it in the "Downloads" section for SH4 under the "Missions and Maps" heading. So, I'm not sure what the "structure" of the download is? I bring this up because the folder structure of the mod makes a big difference whether you just add the mod directly into the JSGME "MODS" folder, or you have to open it up in another place (like your desktop) to pick out the individual mod, then copy/paste it into the "MODS" folder. OR, maybe the mod isn't JSGME compatible at all, you need to put it directly into the games "SingleMissions" folder??
Not to sway you from the tutorial above, but let me show you what you should do with a mission I've made that can be used for target practice. The "AoB Test" found HERE, puts you in a Porpoise class sub with several targets approaching from different directions and speeds testing your manual targeting skills. You can play at night, or in daylight......sink them or just watch them go by. Don't pay any attention to my reference to the "Range Omnimeter", this mission will work with any SH 1.5 version mod or stock game. What's important is for you to know when a mission is loaded properly so it's in-game. I'm using WinRR, a compression tool I like using with compressed files, which all mods use to make the download a bit smaller. This first image shows the AoB Test mod opened to the title folder: http://i175.photobucket.com/albums/w...ps0cf8865b.jpg You click the "Extract To" button and use the "Browse" feature to find the main game folder, and direct the AoB Test mod to JSGME's "MODS" folder. The AoB Test mission is JSGME compatible, which means you'll "Activate" the mod like you would any other. Don't want it to appear in the Quick Missions menu.....just don't load it through JSGME. The following image shows the file structure of the AoB Test mod as it looks when it's still in WinRR. Notice the folder called "Data"......it's in the second folder......just under the "title name" folder of the mod. This is important, because if a mod is to load right into the game, the "Data" folder must be directly under the "Title" folder of the mod. Whether its a mission mod or some other modification. http://i175.photobucket.com/albums/w...ps8f5f85bc.jpg There's a README for explaining a little more about the mod too, but that's not important. After "Activating" the mod through JSGME, you should find the game's folder structure to look something like the following. A mission gets loaded into the games "SingleMissions" folder....as you can see there are two AoB Test missions.....one for night time play, the other for daylight: http://i175.photobucket.com/albums/w...ps19775e21.jpg When you open up the game's Single Missions menu from the "main" game screen, you'll find the mod as listed, ready for you to load. Remember to set your "Realism" options found at the "Missions" load screen. The option for Manual Targeting, and other options, must be set for each single mission you load. The "main" screen options don't effect the Single Missions. Hope this helps. :up: |
Thanks Capn, exactly what I was looking for, 1 it works thanks again. And two it doesn't have any ships firing at you and they change course.
Does it just take practice to learn how to manual aim? Should I always be stopped when attacking, and whats a good periscope depth? |
I DID find the Tutorial you mentioned under the "Gameplay" section of the Downloads menu. I see why you're not getting it to load......it's not JSGME compatible.
You need to "extract" the download "XRT5 TDC Training Part 1" directly into your game's UbiSoft/Silent Hunter Wolves of the Pacific/Data/SingleMissions/.... folder. Not something I'd like to do, since it alters your stock game files. Not a real big deal, but I prefer to leave the stock game files intact.....only changing things with JSGME. Quote:
Having the sub stopped can be very helpful if your trying to figure speed of the target following the 3 minute rule. What I usually will do is estimate the targets tract......run like hell to get into a good approach position, well ahead of the target. Then pull up to a stopped position to wait on the target to pass. That's when I estimate the targets speed. All the while, taking a couple of other readings of Range, AoB to see how well the solution is coming along. Periscope depth depends on the sea state (whether its rough or calm). The smallest amount of time exposed to the target, the better. Pick a depth where the scope is just clearing the waterline (with a little backwash every once in a while over the lens). Get a range estimate, keep the target centered, "send" it to the TDC/PK, lower the scope. Use the "P" key to take you to periscope depth, but adjust the depth by mouse clicking the Depth Dial to give you the right height. |
Thanks for the help, I'm still having trouble using the statimeter. I match the image to the target but the range is way off. How far down should you bring the image to get a good range?
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If your playing the stock game, all stadimeter readings are taken with the second imposed image having the ships waterline placed on the targets tallest mast top. Don't forget to ID the target in the Recognition Manual, and mouse click the "checkmark" box in the upper right of the page. This sends the Mast Height: to the TDC/Position Keeper. You know you've sent the proper ID and Height when the targets name appears at the top of the PK. Mast Height is measured from waterline to top of the mast.
The stadimeter is very sensitive, just misplacing the waterline off a couple of pixel widths can throw off the range by several 100 yards. Not to mention the Height figures aren't very accurate. For instance the original stock Jap Hiryu CV had a Mast Height of 20 meters. To get an accurate range reading the Mast Height should have been 37 meters tall. No matter how you measure it with the figure off that much, you'll only get a range reading of about half the distance it should be!! I've created several mods that try to give you a better estimate of range from the stadimeter by accurately measuring the Height: distance and putting them into the Recognition Manual. Ship Centered, Accuracy Fix (SCAF) was an early mod that corrected ship heights. It also allowed for other places to be used (rather than the mast top) like a ships funnel, CV's flight deck, of the top of the bridge (superstructure). The Recognition Manual pages are marked with a red pencil to show where you set the waterline mark. Optical Targeting Correction is my latest mod that does the same thing as SCAF but yet more accurate. The periscope is scaled to accurately portray the correct Field of View allowing the lens hash marks (Telemeter Divisions) to finally be used in measuring a target's height. Something the game missed badly. For the most part the stock Telemeter Divisions were worthless in measuring anything accurately, worse than the stadimeter! I wouldn't worry about jumping into modding your game right now since your just learning the ropes. But I highly recommend using OTC if you're going to try manual targeting. Without it, you're just shooting a pistol that misses the target badly, unless you're so close you can't miss. |
I downloaded your OTC, located here http://www.subsim.com/radioroom/down...o=file&id=3333 You said it helps with the stadimeter ranging. Which file does that?
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OTC
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Plus some of his other goodies:salute: Thank you |
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It's my opinion, the Navy made every effort for the sub to preform as it should, with the best intelligence of the day. As an example, the Navy actually preformed measurements to help "Bore Sight" each torpedo tube for accuracy when in dry dock! The boat was expected to fire straight and true......it's the human factor that's brought into question when talking about accuracy of a firing solution. Here's an image of the Nagara Maru having a "Height: 66.3 ft" tall at the funnel. The picture in the Recognition Manual will have the "Stadimeter Point of Reference" marked in red..... that's where you put the waterline image. With accurate periscope Telemeter Division lens marks, and the view properly "scaled", you can count the divisions and use the OTC Range Omnimeter to find accurate range (as in the picture). It's just another way of getting the range to target when needed. http://i175.photobucket.com/albums/w.../AoBTest_1.jpg I mentioned earlier in this thread about the original stock game's Hiryu having a mast height of only 20 meters (65 ft). In the 4th patch (v1.4) the developers changed the Hiryu mast height to 31 meters (102 ft) as seen below: http://i175.photobucket.com/albums/w...180Degrees.jpg Notice the range in the PK gleaned from the stadimeter as 2326 meters (2543 yrds) using the mast height of 31 meters (102 ft) tall. The ship is actually placed at 1828 meters distance (2000 yards true distance)....that's about a 500 meter (547 yrds) difference in an accurate found range. The accurate mast height should be near 37 meters (127 ft) tall to give an accurate range measurement. As in the following picture, the stadimeter taken reading has the target sitting at 919 meters (roughly 1000 yrd) range.....that's just where I placed it in this particular test mission. The following OTC image shows a Japanese flag added to the Hiryu's mast.....this national flag top is where you place the stadimeter's waterline image, regardless where the mast top may be seen (the flag is much easier to "see" than a mast top.....you just assume the top of the flag is attached to "something"....like a mast top). http://i175.photobucket.com/albums/w...opereading.jpg Not all mods pay much attention to the manual targeting side of things. For instance, TMO 2.5 has the Hiryu mast height set at the original 20 meter height.....an oversight I'm sure, but don't expect to get a good range reading with the stadimeter using TMO on the Jap Hiryu. To answer your direct question, the "MastHeight=" figure used for the Stadimeter and in the Recognition Manual is found in the Data/Sea/ShipName.cfg file. ================================ Quote:
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