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Old 07-23-23, 12:17 AM   #1
Bartholomew Roberts
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Default TMO BH V2.0 Compatible Patch Bundle OTC,Fleetboat_Interior,MO_Aft_deckguns

TMO BH V2.0 Compatible Patch Bundle

Mod loading order see pic, you can put all needed pieces into one mod except "TMO_Aft_deckguns_Updated_Fleetboat_Interior_TMO2. 5_BH_U_2.0 compatitble"


1.TMO BH V2.0 + 1.5_Optical Targeting Correction 031312 for TMO 2.5 compatible patch

This OTC mod in the forum is only for TMO2.5 and will cause ctd in various occasion like recognition manual and etc. Since CapnScurby has retired for quite some time so I made this small compatible patch
to make it work in TMO BH V2.0. Special thanks to both these two great mods creators.


Installing:
IMPORTANT!!!!!!!

Since the main reason causes the ctd is the ship class change in the TMO BH, So you have to delete all OTC's ship & air units data first.

1.Disable OTC mod . along with additional mod as OTC resolution correction or early radar,3000 yard bearing tool etc.
(Suppose you installed TMO BH V2.0 in proper order as instructed in the readme file. With the EAX_Clang_Splash_Dud Splash for TMO at the bottom as the required mods then addon mods then option mods,run the game without problem.)

2. Go to 1.5_Optical Targeting Correction 031312 for TMO 2.5 folder in the game\MODs than delete "Data\Sea", "Data\Roster", "Data\Air" these 3 folders manually , then enable 1.5_Optical Targeting Correction 031312 for TMO 2.5 mod again with JSGME .
3. Enable OTC addtional mods as resolution radar etc , apply my patch after ( not mandatory but to keep the mod order reasonable)

The OTC 1.5 is outdated as the ship's length data is incomplete,I transfered the length date within OTC into TMO BH and finished all the Japanese Roster,which should be sufficient for playing US campaign. Since I only alter the Data\Roster\Names.cfg, witch is based on copy of one in TMO BH, so in theory it should be perfectly match with it. If you want to finish all ship's length data you can do it on your own. Just add length data after the name like "BBIowa=Iowa Class Battleship 877ft / 267.3m", do not add or delete lines as it might cause trouble.

the class name is under "Silent Hunter 4 Wolves of the Pacific Gold Edition\Data\Roster\country name\Sea" , the file name is usually the class name like "Silent Hunter 4 Wolves of the Pacific Gold Edition\Data\Roster\German\Sea\BBTirpitz.cfg" , BBTirpitz is the class name in Names.cfg. Open the BBTirpitz.cfg you will find "TextureName=data/Sea/NBB_Tirpitz/NBB_Tirpitz_T01.tga" which meas the ship's data is in "Data/Sea/NBB_Tirpitz/", Open the folder and find NBB_Tirpitz.cfg, in this file you will find ship's length in meters like
[Unit]
ClassName=BBTirpitz
3DModelFileName=Data/Sea/NBB_Bismarck/NBB_Bismarck
UnitType=19
MaxSpeed=30.1
Length=275.0
Width=36.0
Mast=55.3
Draft=10.2
Displacement=42900
RenownAwarded=450
CrewComplement=300
SurvivalRate=90
SurvivalPercentage=20

So ship length is 275m ,times 3.28 is the ft number, simple as that.

Note: Ships might display in recognition manual without being writed down in the "Names.cfg". Some Ships not in "\Data\Roster\country name\Sea" can also be read by game engine directly from "Data/Sea/". These " Hidden" ships could cause ctd and be tricky to edit name, becareful!

Of coures it's better to add display through UI edit, there is a code display ship length, I'm still learning menu editor.

I also tweek the Cameras.dat for certain views's for practical purpose, deck view and aa default view is wider now, add extra zoom level for aa view to match OTC‘s calibration。



Now you can enjoy both latest TMO and CTO, have fun

Manual targeting tutorial with only periscope:

US F2 periscope has reticle mark based on degree, each large span is 1 degree. 1 degree = 17.78mil

File from 1.5_OTC_Realistic Scopes



IN OTC's Omnimeter it equals to 1

Quick Formular for target data

Range= target height (ft) / (degree in sight *17.78)*1000*6/3 = target height (ft) / degree in sight / 17.78 * 2000 (yd) [High power]

Or = target height (ft) /( degree in sight *17.78) *1000 * 1.5 / 3 = target height (ft) / degree in sight / 17.78 *1000 *0.5 (yd) [Low power]

AOB = arcsin ( degree horizontal / degree vertical * ship height / ship length )

Speed = ship length (ft) / time to pass (s) * 1.69 (kt)

1 .Stop ship , cal Speed , measure height and length in scope.

2 . Pause game , cal range and AOB with smartphone

3 . Unpause , input data , shoot.


2.OTC_EAX_Clang_Splash_Dud for TMO Update compatible

Simply copy EAX Sh.sdl back to enable extra sound effect after my patch. NOT needed if you do not apply EAX mod or you're using Fleetboat_Interor since it has one overwrite OTC.

3.OTC_Fleetboat_Interior_TMO2.5_BH_U_2.0_compatibl e

Copy back cameras.dat to enable patch change. As you need to apply Fleetboat_interior after OTC.

These changes are save compatible except for some minor issue like officer limit and cabin crew animation introduced by Fleetboat_interior, all would be reset after receiving new ship.

Download link: https://www.subsim.com/radioroom/dow...o=file&id=6360

************************************************** ************************************************** ***********
4.TMO_Aft_deckguns_Updated_Fleetboat_Interior_TMO2 .5_BH_U_2.0 compatitble

original aft_deckguns mod would cause Fleetboat_interor's cabin crew disappear, you will not see the effect directly after save. Apply mod at the start of campaign or just before receiving a new ship (load save before enter port to get new ship.

As it's just a tiny mod, so I include Bubblehead1980's original work within, credits for him, apply after main patch, no need to download the original one. And it's included in the main patch's additional, so no need
to download link below if you use my main patch

Standalone download: https://www.subsim.com/radioroom/dow...o=file&id=6361

Last edited by Bartholomew Roberts; 07-25-23 at 01:22 PM.
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Old 07-23-23, 07:57 PM   #2
ReallyDedPoet
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Nice work
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Old 07-24-23, 04:49 PM   #3
KaleunMarco
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Default Not using OTC or EAX Clang

Barty,

got a question: what if a player is not using OTC or EAX Clang mods but still getting CTD's especially the every-so-often, unexplainable torpedo-hit-ctd's?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO&DC_Reset_To_Stock
400 Webster's 300' Underwater Visability for v1.5
500 jimimadrid Torpedos
510 Jimimadrid SubManagement
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Old 07-25-23, 12:52 PM   #4
Bartholomew Roberts
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Quote:
Originally Posted by KaleunMarco View Post
Barty,

got a question: what if a player is not using OTC or EAX Clang mods but still getting CTD's especially the every-so-often, unexplainable torpedo-hit-ctd's?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO&DC_Reset_To_Stock
400 Webster's 300' Underwater Visability for v1.5
500 jimimadrid Torpedos
510 Jimimadrid SubManagement
I think DecoysTMO&DC_Reset_To_Stock is unnecessary, you are not using decoy mod. and Subron50addOn might conflict with BBPearlHarbor Pre War TMO Pre-PearlHarborPatch TMO Update V2.0. Only take one scenario mod at a time , but that wont cause ctd afaik.

I've never have ctd in torpedo hitting. SH4 can even save and load with ship near or sunk. I only got ctd loading near port or dameged ship nearby. Sometime alerted destroyer will cause ctd. Either conflict with the last two torpedo mod (I haven't used these) or a damaged ship is around. I'v loaded a save of DW with a Convoy in hydro range, it should be loading without error, but the mod maker add a french ship in the convoy and the time is Jan. 44. So they fight with British ship and all got dameged then ctd my save

But most cause of ctd is conflict in ship, a ship not in the Name.cfg, a ship in wrong class. I've found a FF classified as submarine in DW and it's all over campaign so I can not simply change it back. When you roll down a recognition page with ship name unexistes it ctd. When you torpedo down a ship not in the Name.cfg so the game can not show it's name in the message it ctd. Unless doing a thorough check on everyship and equipment, I don't expect to solve it.

Last edited by Bartholomew Roberts; 07-25-23 at 01:56 PM.
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Old 08-13-23, 12:33 AM   #5
stoobeedoo
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Great guide, Bartholomew, thanks.

What's the OTC 16 over 9 mod? I run at 1920x1080 res, I haven't been able to find this mod anywhere on the subsim forums. Is it needed for 16x9 res to work properly with OTC?

Thanks,
Stu

Edit - Oh, never mind, the folder is included in the TMO patch!
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Old 08-13-23, 11:25 AM   #6
KaleunMarco
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Quote:
Originally Posted by Bartholomew Roberts View Post
But most cause of ctd is conflict in ship, a ship not in the Name.cfg, a ship in wrong class. I've found a FF classified as submarine in DW and it's all over campaign so I can not simply change it back.
Nice catch!
what was the incorrect FF ?
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