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Old 10-28-20, 07:11 AM   #2072
propbeanie
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Quote:
Originally Posted by Mios 4Me View Post
USS Balao out of Midway, latest assignment in Area 5, encountered a stopped merchant on 3/19/44 just north of our position when we resumed course from a lengthy pause. Despite being out of torps and shells, and fully expecting to find a stalled Split Freighter, we investigated and found a Small Personnel Carrier right on the inner boundary of our patrol zone. There were no indications of other ships at any time.

Earlier in the patrol, we observed occasional odd behavior from convoy escorts, who often buggered off while we shelled their charges or simply stopped in place for awhile. Details were sadly left unrecorded, but perhaps someone else has noticed same.

Incidentally, anyone know the troop capacity of Modern Troop Transports?
Quote:
Originally Posted by Gray Lensman View Post
ok. semantics FOTRS Ultimate v1.24 (not upgraded just yet)

Installed in ...Steam/Steamapps/common/Silent Hunter Wolves of the Pacific

I running a "Gar" class boat out of Midway, with a Bow mounted Gun, currently in the Inland Sea northeast of Kyushu, Japan on April 28, 1942. Extreme target rich environment.

Bug observation as stated above seemed to be occurring when I was somewhat overwhelmed with "Ship sighted" dialog boxes. When I restarted the same save, that gave me the bug a couple of minutes earlier, I immediately went to Periscope depth before anything else to preclude any "ship sighted" dialog boxes, which I get when on the surface or even in the sonar room. By staying in the control room at save startup, it seems to prevent the "ship sighted" dialog box popups/input and a byproduct was that the bug did not manifest itself. Not entirely sure that the two things are related but it's the first time I've been able to get around the bug without reloading the saves and entire user/name/documents/sh4 files.

as for mods

The first time this occurred the only mods running were the FOTRS Ultimate v1.24 and the Bigger Better Protractors Mod.
OK guys, the idea behind having the details of what you have, is so that we stand a better chance of re-creating what you are experiencing. Thus far, it is impossible. A complete install path and a complete mod list really help in the diagnosis. This is like a patient telling the doctor "my foot hurts", but neglecting to tell them that there is a board with a nail in it, accidentally stepped on, with the nail run up through the foot. It seems rather obvious when in-person, but over the fone, not so much. Hence the need for details of your situations.

I don't really follow your comments Gray Lensman of "... somewhat overwhelmed with 'Ship sighted' dialog boxes ..." and "... it seems to prevent the 'ship sighted' dialog box popups/input ..." I take it then that you close the dialog box between "crew warnings" etc?... Your crew will report "Ship Sighted ..." until all ships have been reported. If you are using high levels of Time Compression, it might take the que a few to "empty" if you will, as the game "catches up" from the TC. If you are getting a lot of those reports, and there are no ships, or just a few, and you continue to get that message, then something is not right in the configuration, either from the install, or the Save. Are you getting just a lot of such messages, or do you get multiple text boxes displaying the message? Is there surrounding traffic to justify the number of reports? Also, you have to go below Periscope Depth to prevent "communication" with the surface in this game.

Again, just re-iterating, but do NOT shell-out to Windows while playing the game. All sorts of different game aspects get out-of-whack when doing that, including odd behavior and graphics glitches. Window itself will interrupt the game sometimes, so if using it, and even Windows 8, you sometimes have to pre-empt the OS prior to playing the game, by checking for Windows Updates and the like prior to playing, to minimize Windows interruptions.

We are also now recommending to not add any mods to the FotRSU activation, including ones in the Extras folder, until after we look further (again) into all of them - including the seemingly "simple" ones. Once a mod package is "set" and a person starts playing the game, the mod list should not be changed. If it is changed, a new career should be started. So if you are playing a career now, do not change the mod list at this time, unless you have issues.

So we need
1. Full install path of the game (ie: "C:\Games \SH4" or "C:\Program Files (x86)\Steam \SteamApps \common \SH4"
2. Mod list, preferably generated by the JSGME "Tasks..." functions
3. A confirmation of LAA being properly activated
4. Home port, boat, assignment, date and description of issue.
5. Computer specs
6. Pictures if you have them, especially of the NavMap showing lat / long grid markings
We have been testing this mod since before its first beta release, and have only run into stationary ships that were either dead in the water from storm damage, or combat damage. Ships standing near locations such as Eniwetok or other such harbor locations are to be expected. In the middle of the ocean, they are not expected. The only thing found in the files thus far that might explain the standing ships is a bad waypoint setting, or series of waypoint settings, where a given set of ships as an example, capable of 10.5 knots MaxSpeed encounter a Waypoint set to say 12 knots. This might be capable of "breaking" group, resulting in the "confusion" observed. Similar convoy behavior is seen if the "Leader" unit is sunk, though one would think that the game would then assign the "Leader" functions to the next ship in a group, but...

Anyway, more details please, as we try to track down these last few issues reported.
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