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Old 03-06-12, 06:56 PM   #1
Dellinger
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The usual questions...(sorry)

Greetings ladies and gents,

I just purchased SH4 (with U-boat expansion)about a week ago and loaded it sucessfully onto a Win 7 machine. Also I some how got the JSMGE downloaded and installed along with TMO 2.5 (small victories but boy am I glad that it has all worked out so far.)

So going forward, I've read about as much as I can take on mods and how they can conflict. So, I'm looking into the RSRDC mod BUT there are several varieties on the page and am really not sure which one I need? And which patch following that do I need? I read the link regarding RSRDC but still am unclear.

To follow along that line, I'm also considering downloading some of the radio station mods... should I have any concern regarding their placement in JSGME? Or better put, order of installment?

Again, only mod as of this point is TMO 2.5

And if I may prod one more out of my new found company... I'm in search of explanations regarding calculating and plotting manual torpedo solutions, specifically WITHOUT map contact updates. Every video I've watched seems to have map contact updates ON and my tries at reverse engineering solutions on my own (by trying easy mode first to check my math and estimates) haven't yielded the type of results I'm comfortable with. Nor have I learned much from it.

Maybe I haven't given it the proper time but would like to double check my method to evaluate and elminate possible variables that are reducing my impact rate. The quick-90 and other 90 degree method (skipper name escapes me, sorry) are all fine... it's at less angles to starboard/port and greater ranges that are giving me fits. So, finally put, my methods and math and layout need revision if I'm to take full advantage of every situation I may encounter on the open Pacific waters.

Proper use of layout tools on the map would benefit me greatly as well. I'm still quite clumsy with them and probably missing some of the information they can yield.

My best regards and many thanks,
-Dellinger
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Old 03-06-12, 07:31 PM   #2
Hinrich Schwab
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Quote:
Originally Posted by Dellinger View Post
Greetings ladies and gents,

I just purchased SH4 (with U-boat expansion)about a week ago and loaded it sucessfully onto a Win 7 machine. Also I some how got the JSMGE downloaded and installed along with TMO 2.5 (small victories but boy am I glad that it has all worked out so far.)

So going forward, I've read about as much as I can take on mods and how they can conflict. So, I'm looking into the RSRDC mod BUT there are several varieties on the page and am really not sure which one I need? And which patch following that do I need? I read the link regarding RSRDC but still am unclear.

To follow along that line, I'm also considering downloading some of the radio station mods... should I have any concern regarding their placement in JSGME? Or better put, order of installment?

Again, only mod as of this point is TMO 2.5
Since I use Real Fleet Boat, I really cannot address this directly. In general, it is best to load supplementary mods after a megamod in JSGME order. This allows the megamod to alter the stock files first, then the secondary mods add to or change the megamod changes to the new preference.

Quote:
And if I may prod one more out of my new found company... I'm in search of explanations regarding calculating and plotting manual torpedo solutions, specifically WITHOUT map contact updates. Every video I've watched seems to have map contact updates ON and my tries at reverse engineering solutions on my own (by trying easy mode first to check my math and estimates) haven't yielded the type of results I'm comfortable with. Nor have I learned much from it.

Maybe I haven't given it the proper time but would like to double check my method to evaluate and elminate possible variables that are reducing my impact rate. The quick-90 and other 90 degree method (skipper name escapes me, sorry) are all fine... it's at less angles to starboard/port and greater ranges that are giving me fits. So, finally put, my methods and math and layout need revision if I'm to take full advantage of every situation I may encounter on the open Pacific waters.

Proper use of layout tools on the map would benefit me greatly as well. I'm still quite clumsy with them and probably missing some of the information they can yield.

My best regards and many thanks,
-Dellinger
All disabling Map Contact Updates does is give you the extra job of marking contacts on the map upon initial detection. The way this affects solutions is in the time delay between changing interface screens to mark the plot and errors in mark placement due to zooming issues. There are also other errors that can be introduced with this method. Could you give a better description of your method with an example, if possible, to see exactly where the error may be occurring.

I personally prefer to leave map contact updates on because it lets the game simulate the OOD marking the map for me. I have a "crew" and I expect them to do their jobs. Both TMO and RFB eliminate much of the "magic" contact updates, so turning it on should not hurt realism as much as stock's GPS updates.
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Old 03-06-12, 09:56 PM   #3
Dellinger
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Mr.Schwab, thank you for the reply.

I understand what you are saying regarding the labor of plotting. I tend to go back and forth (argument in my head) when it comes to 'reality'... I do hear your arguments and they are certainly valid. However, I guess subjective value comes into play and I want (at this in point in time anyway) to learn to plot tracks and such, so to add to the immersion. My mind could change depending on forthcoming success and/or failure, lol.

I won't subject you to my method as it is just like many already stated on here... I guess I worded my original post a bit poorly. I basically need a tutorial showing how to use the map tools. (I've already watched RockinRobins video on map tools but one that goes into more detail.) A skipper doesn't necessarily need to plot to get a solution BUT it is certainly needed when shadowing convoys.

Ok, so changing subjects... I posted about downloading radio stations, I got them and placed them in the correct location within the game and updated the radio.ini with the station info...

I assume the various news casts dated from '41-'45 will play randomly... so I guess I need to edit out the incorrect years and continue editing based on the year of campaign I'm in?

Cheers.
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Old 03-06-12, 10:32 PM   #4
DrBeast
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For starters, welcome aboard

The version of RSRDC you're looking for is RSRDC_TMO_V502, and you can download it here

Regarding calculating and plotting manual torpedo solutions and such, make sure you check RockingRobbins's "Sub Skipper's Bag of Tricks--Techniques, tactics, tutorials, videos " thread, found here. I found his video explaining the Cromwell Targeting method extremely useful.

As for radio stations, I'm afraid I can't help. The man you need to ask (our resident radio DJ, if you will) is fred8615. Try asking in his Radio Stations mod thread, found here.

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Old 03-06-12, 10:33 PM   #5
Dellinger
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Dr. Beast, my best sir.
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Old 03-06-12, 11:21 PM   #6
Armistead
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Most of Fred's radio stations are done by the year and news cast will play at the basic correct time.
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Old 03-07-12, 09:20 AM   #7
fred8615
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Quote:
Originally Posted by Dellinger View Post
To follow along that line, I'm also considering downloading some of the radio station mods... should I have any concern regarding their placement in JSGME? Or better put, order of installment?
Just FTR, my radio stations don't use JSGME. It takes up too much hard drive space that way. Just extract directly into the "Data\Sound\Radio" folder. As for the other stations that do use JSGME, the install order doesn't matter because they don't affect any other game files.
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Old 03-07-12, 05:40 PM   #8
Dellinger
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Thanks Fred, I caught up with you in "your sound thread"...

All the best,
-Dellinger
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