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Old 12-30-24, 07:15 AM   #1
NeonsStyle
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Default Problem with FOTRS - TDC not working

Hey,

I've been using SH4 for over a decade. I used FOTRS before and it was fine. However this time around, when you go to the TDC,
you can't move any of the dials. What's more, the little triangle button for Stadimeter etc to send the data to the TDC on left, is missing. This looks like a bug. I just had to abandon my new campaign cause of this.

Any help please?

Cheers guys.
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Old 12-30-24, 08:31 AM   #2
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Must - have - more - data...


Seriously though, we do. Run JSGME, and in the middle of the window is a blue "Tasks..." link. Click on that and choose the bottom item "Export activated mods list to >" and then click either "Clipboard" to Ctrl-V paste it into your next post, or use "Text file" to copy and paste the info later. It will show the path to your game, as well as the mods you are running. That info is needed to diagnose your issue. Also, do you have Manual Targeting selected in the Options screen? Remember, there are Options for both Single Mission play, as well as Career play. The career option are found when you are in the onshore Captain's Office, and click on the wooden radio console to the left. Let us know!
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Old 12-31-24, 05:49 AM   #3
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Originally Posted by propbeanie View Post


Must - have - more - data...


Seriously though, we do. Run JSGME, and in the middle of the window is a blue "Tasks..." link. Click on that and choose the bottom item "Export activated mods list to >" and then click either "Clipboard" to Ctrl-V paste it into your next post, or use "Text file" to copy and paste the info later. It will show the path to your game, as well as the mods you are running. That info is needed to diagnose your issue. Also, do you have Manual Targeting selected in the Options screen? Remember, there are Options for both Single Mission play, as well as Career play. The career option are found when you are in the onshore Captain's Office, and click on the wooden radio console to the left. Let us know!
Here you go:

Generic Mod Enabler - v2.6.0.157
[H:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

FalloftheRisingSun_Ultimate_v1.46
BATTLEFLAGS_SHIP_SUNK_COUNT (select_folder)
Bigger Better Protractors
Dark Recognitionmanual
GreenLamp
WEBSTER's Better Air Patrols for v1.4 and v1.5
BATTLEFLAGS_GATO_CLASS (select_folder)
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Old 12-31-24, 11:32 AM   #4
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Quote:
Originally Posted by NeonsStyle View Post
Here you go:

Generic Mod Enabler - v2.6.0.157
[H:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

FalloftheRisingSun_Ultimate_v1.46
BATTLEFLAGS_SHIP_SUNK_COUNT (select_folder) - Part of FI-OQ mod?
Bigger Better Protractors - messes with menu_1024_768.ini
Dark Recognitionmanual - messes with menu_1024_768.ini
GreenLamp - messes with menu_1024_768.ini and other aspects
WEBSTER's Better Air Patrols for v1.4 and v1.5 - Not really necessary in FotRSU
BATTLEFLAGS_GATO_CLASS (select_folder) - Part of FI-OQ mod?
Fall of the Rising Sun Ultimate is different from most mods in many aspects, but even if it wasn't, the mods marked in "orange" change things in FotRSU especially that would disable several functions, such as radar and sonar functionality, as well as alter what some of the menu buttons do for other aspects of the game. You would have to properly "merge" the works into the proper files to fully function within FotRSU without impacting those parts that are overwritten. As for the other two mods marked in "wheat", those are for vickers03's Fleetboat Interiors - Officer's Quarters mod, and as such, just put folders for use in the game with that mod activated on top of FotRSU. There is a AddInModzPak_18.7z download available that has mods compatible with FotRSU, though none add the larger protractor or alter the menu buttons, nor change the cover of the RecMan. You would have to manage to do that yourself by comparing the various files in the mods you want, with the corresponding section in the same FotRSU files. But, the AddInModzPak does have a compatibility file for FI-OQ that makes that v1.7 version of vickers03's mod 100% compatible with FotRSUv1.8 - for what that's worth to you... You could also try jimimadrid's jimimadrid HUD to help with what you are after. We're still working on the next release of FotRSU, and have not had time to look closely at it yet, but others are using it with FotRSU.
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Old 01-01-25, 06:44 AM   #5
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Originally Posted by propbeanie View Post
Fall of the Rising Sun Ultimate is different from most mods in many aspects, but even if it wasn't, the mods marked in "orange" change things in FotRSU especially that would disable several functions, such as radar and sonar functionality, as well as alter what some of the menu buttons do for other aspects of the game. You would have to properly "merge" the works into the proper files to fully function within FotRSU without impacting those parts that are overwritten. As for the other two mods marked in "wheat", those are for vickers03's Fleetboat Interiors - Officer's Quarters mod, and as such, just put folders for use in the game with that mod activated on top of FotRSU. There is a AddInModzPak_18.7z download available that has mods compatible with FotRSU, though none add the larger protractor or alter the menu buttons, nor change the cover of the RecMan. You would have to manage to do that yourself by comparing the various files in the mods you want, with the corresponding section in the same FotRSU files. But, the AddInModzPak does have a compatibility file for FI-OQ that makes that v1.7 version of vickers03's mod 100% compatible with FotRSUv1.8 - for what that's worth to you... You could also try jimimadrid's jimimadrid HUD to help with what you are after. We're still working on the next release of FotRSU, and have not had time to look closely at it yet, but others are using it with FotRSU.
Thanks for getting back to quick.

I removed all other mods except FOTRS, and still the problem remains. I loaded my campaign, and the problem remains. So I started a War Patrol in a GAR thinking it might be because I changed the mod load out. The problem remained,

Heres images of the TDC for Range, AOB and Speed showing the little triangle to send data to TDC is missing, and none of the controls can be manipulated other than switching between the 3 dials.

https://imgur.com/5Eg0nZO

https://imgur.com/pF1YImj

https://imgur.com/9lARLGc

Thanks.
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Old 01-01-25, 08:00 AM   #6
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If you do not have a "target", none of the dials will move. If you are in Manual-targeting mode, you do not get the triangle. If you are in a Single Mission (or Sub School, Multi-Mission, War Patrol), you use the Main Menu's "Options"



... and "Gameplay Settings" choice.



... to clear the "Manual targeting system" box in the lower-left column


If you are in a career, when you are in the Captain's Office while at home port, use the radio console to the left of the screen as in:



... to access the "Options" menu



... and then "Gameplay Settings" to clear that same menu choice for Manual-Targeting. That will get the green (orange or red) triangle back. Then, when you "lock" onto a target, or get the triangle near a ship and press the PTT button (that currently "white" button at the bottom right of the Position Keeper box), the dials will move for you. When lit "white", as below, the PTT is off. When lit "red", it is on. The "Lock" light (on the lower-right torpedo box) lights when you are "locked" on a target. Both Manual and Auto targeting are the same in that regard.




If instead, you are looking to "manually input" targeting data with the "Manual targeting system" enabled, then you use the TDC dial on the right-hand side of the screen to input range, AOB and speed, and when "updated" will move the dials on the left. Or you can use Nisgeis's 3D TDC and Radar Range Unit for the Gato and Balao in the Stock game (which is really cool), but a bit complex. However, you will not see a triangle in Manual mode...



btw - Happy New Year!!! lol
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Old 01-01-25, 08:12 AM   #7
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I've got gameplay options set to manually target, and I like it so I can twiddle the dials myself. However the dials are all locked. I even had a target in the scope and it was still locked. I think I'll just remove the mod and go back to my old mod list. At least I could play then.
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Old 01-01-25, 04:21 PM   #8
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Quote:
Originally Posted by NeonsStyle View Post
I've got gameplay options set to manually target, and I like it so I can twiddle the dials myself. However the dials are all locked. I even had a target in the scope and it was still locked. I think I'll just remove the mod and go back to my old mod list. At least I could play then.
Your prerogative, of course. but you should read the SH4 manual on the use of the Manual-Targeting system. It is not like the Auto-targeting in many respects. Look in the Support folder for "SilentHunter4 Manual.pdf" in any of the SH4 versions, or any of the mods. Start on Page 29 at the bottom for the "Periscope Station - Attack Periscope", but it gets into the dials you can manipulate on Pages 34-43. Just remember that you should press the "Update" button twice each time. Once to "Select" it, and then again to update the input.

Also, be aware that once you run the game, it writes data to the Save folder. If you did not empty the Save folder to clear the old data, after adding FotRSU to the Stock game, or if you did not empty the Save folder after removing the conflicting mods, you often will have similar troubles to what you describe. That folder, by default, is "C:\Users \UserName \Documents \SH4". But that is system dependent, and you might have OneDrive activated and also in the path, or if you used MultiSH4, it might be a different 3-character name.
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Old 01-02-25, 12:31 AM   #9
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Originally Posted by NeonsStyle View Post
I've got gameplay options set to manually target, and I like it so I can twiddle the dials myself. However the dials are all locked. I even had a target in the scope and it was still locked. I think I'll just remove the mod and go back to my old mod list. At least I could play then.
I thought I would do a little video of the manual targeting in SH4 for you NeonsStyle, and since I was trying a tweaked torpedo dud mod, I tried that also... I think I have the "dud" mod a bit too difficult and way beyond what happened in real life. First shot went deep and angled off somewhere. 2nd shot went deep and angled right, which I saw on the attack map... 3rd shot was a circle runner, and since the other two went deep, I did not dive my boat, but rather did Ahead Flank to avoid it, but I did not watch it close on the attack map... I did not, and got sunk by my own torpedo. Then I discovered that the "recorder" wasn't, and I have no video... I'll try again tomorrow, time permitting...

In the meantime, try this THEBERBSTER posting: Manual Targeting In SH4 or for an old video

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Old 01-04-25, 02:00 AM   #10
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Originally Posted by propbeanie View Post
I thought I would do a little video of the manual targeting in SH4 for you NeonsStyle, and since I was trying a tweaked torpedo dud mod, I tried that also... I think I have the "dud" mod a bit too difficult and way beyond what happened in real life. First shot went deep and angled off somewhere. 2nd shot went deep and angled right, which I saw on the attack map... 3rd shot was a circle runner, and since the other two went deep, I did not dive my boat, but rather did Ahead Flank to avoid it, but I did not watch it close on the attack map... I did not, and got sunk by my own torpedo. Then I discovered that the "recorder" wasn't, and I have no video... I'll try again tomorrow, time permitting...

In the meantime, try this THEBERBSTER posting: Manual Targeting In SH4 or for an old video

I discovered from your help, that I did not have manual targetting enabled which is what i usually have. I also discovered from your awesome video that I didn't understand how to use the left dials to work out AoB.

Also, I noticed that the fire key has changed, to Control Enter which is fine, but the Red Fire button doesn't work anymore. The only way I could fire was to use Ctrl-Enter.

Thank you. That was a really helpful vid. It's all working properly now.

Much appreicated.
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Old 01-04-25, 03:24 PM   #11
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Quote:
Originally Posted by NeonsStyle View Post
I discovered from your help, that I did not have manual targetting enabled which is what i usually have. I also discovered from your awesome video that I didn't understand how to use the left dials to work out AoB.

Also, I noticed that the fire key has changed, to Control Enter which is fine, but the Red Fire button doesn't work anymore. The only way I could fire was to use Ctrl-Enter.

Thank you. That was a really helpful vid. It's all working properly now.

Much appreicated.
That red button on the screen doesn't fire the torpedo. The right tab at the bottom has the torpedos and fire button JIC you didn't realize
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Old 01-04-25, 08:03 PM   #12
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Quote:
Originally Posted by NeonsStyle View Post
I discovered from your help, that I did not have manual targetting enabled which is what i usually have. I also discovered from your awesome video that I didn't understand how to use the left dials to work out AoB.

Also, I noticed that the fire key has changed, to Control Enter which is fine, but the Red Fire button doesn't work anymore. The only way I could fire was to use Ctrl-Enter.

Thank you. That was a really helpful vid. It's all working properly now.

Much appreicated.
You are more than welcome


Quote:
Originally Posted by 1Patriotofmany View Post
That red button on the screen doesn't fire the torpedo. The right tab at the bottom has the torpedos and fire button JIC you didn't realize




You can tell that is an Auto-targeting image, because the TDC Input Dial does not have the Input switch on it. That "yellow" up arrow means that the solution is not the best - in this case, too long of a range. A "red" arrow would most likely mean you have the torpedo tube nest at the wrong end of the boat selected.
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Old 01-05-25, 06:26 AM   #13
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I did encounter an odd error. The game day before, I was
attacked by aircraft and they damaged the 20mm AA gun which could not be moved to the repair window.

The next day, I was shadowing a lone ship setting up an attack. I'd ordered the boat to track west. After awhile, I noticed we hadn't made the turn. Then I noticed the engines were off. So I set Standard and the crew responed with "Unable to Comply". So I tried the electric engines, same thing. No response and unable to comply. So I checked the ship damage, but there was only the 20 mm AA gun which had now moved to be repaired. It had full fuel, full battery so it should've worked.

I couldn't move the boat at all! She was dead in the water.

Another problem is CO2, even on the surface, it's 100% and I can't get it down. Is there some trick to get it down? You'd imagine on the surface
it'd just be pumped fresh air in and co2 out.

Air patrols are the death of me. Every minute another, and they always are heading at me. Way too many contacts in W of Philipines.

Think this is a bug:

Added the Dark Recognition Manual mod. Otherwise it was default FOTRS Ultimate 1.46
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Old 01-05-25, 10:43 AM   #14
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Quote:
Originally Posted by NeonsStyle View Post
I did encounter an odd error. The game day before, I was
attacked by aircraft and they damaged the 20mm AA gun which could not be moved to the repair window.

The next day, I was shadowing a lone ship setting up an attack. I'd ordered the boat to track west. After awhile, I noticed we hadn't made the turn. Then I noticed the engines were off. So I set Standard and the crew responed with "Unable to Comply". So I tried the electric engines, same thing. No response and unable to comply. So I checked the ship damage, but there was only the 20 mm AA gun which had now moved to be repaired. It had full fuel, full battery so it should've worked.

I couldn't move the boat at all! She was dead in the water.
most likely you left your crew at Battle Stations for too long and they fatigued. all of them. the only way to cure this is either to restore a game from a previous time, or wait (and pray) for your crew to recover and then proceed.

Quote:
Originally Posted by NeonsStyle View Post
Another problem is CO2, even on the surface, it's 100% and I can't get it down. Is there some trick to get it down? You'd imagine on the surface
it'd just be pumped fresh air in and co2 out.
i'll bet you like to alt-tab out to Windows and do something else. best advice is to not do that when playing SH4.
the fix is to save and exit the game. then, relaunch SH4 and reload the game-situation. the CO2 level will return to zero.
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