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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1336 |
Silent Hunter
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i sent a PM to sailor steve. hopefully, he will read it and respond.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#1337 |
Silent Hunter
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if you have the time, try data/cfg/basic.cfg.
it's a legacy file from SH3 so i am not entirely sure that it is even used by SH4. change one or more of the values to some outrageous number, go sink some ships and see if it has an effect.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#1338 |
Navy Seal
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Can someone explain the naming convention for merchants in Dark Waters/OM. Example K-MF-M P etc. Quite annoying, always disliked it in OM, confusing and does not seem realistic (is it?) . I am trying to decide what to rename things. Japanese ships were easy, just looked up Maru names and tonnages. I believe Allied merchant fleet is too varied and large , will end up with same ships in every convoy.
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#1339 | |
Navy Seal
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Hmm looking at it now..referring to this section? How I am reading thos, if sink a neutral ship -1 renown? but then "Wrongship sunk" is -5000 as is end campaign. Now, in two patrols I sunk three neutral ships..two large tankers on last one so high value,. In the the folders, each vessels .cfg their renown value. I wonder if neutral, that becomes negative renown and perhaps enhanced based on figures in this file and once adds up to -5000, ends career. If you sink a Axis ship, your own side, you get -10 which will end your career, the number as you is (positive) 1 for Allied. [RENOWN] RenownReachGridObjCompleted=500 RenownPatrolGridObjCompleted=200 CompletedPatrol=100 NEUTRAL=-1 ALLIED=1 AXIS=-10 WrongShipSunk=-5000 FirstRankRenown=1000 SecondRankRenown=3500 EndCampaign=-5000 Hopefully this will work, I don't like having to make there not be neutral ships per history, but given combat conditions in early war, hitting a neutral is inevitable if they are sailing in a convoy. |
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#1340 | |
Admiral
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![]() ![]() Players that wish to change it in their files can do so by changing the following element in the Basic.Cfg: (file segment is from stock SH3... but it matters not) [RENOWN] RenownReachGridObjCompleted=500 RenownPatrolGridObjCompleted=200 CompletedPatrol=100 NEUTRAL=-1 <----Change this value to "0" ALLIED=1 AXIS=-10 WrongShipSunk=-5000 FirstRankRenown=1000 SecondRankRenown=3500 EndCampaign=-5000 Changing the above value will remove the penalty for sinking neutrals. Also, if I recall correctly, neutral tonnage is still added to your total. (feels like cheating to me... to purposefully sink neutrals) I use it... but... just for the record, I do NOT go out of My way, to track down, hunt & target neutrals... this just minimizes to a degree, the sting if a neutral is sunk, in the course of targeting war enemies... ![]() ![]() M. M.
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#1341 | |
Navy Seal
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Thanks, I changed it to 0 and about to fire up a patrol. I do not go out of my way to sink neutrals either, esp if sailing alone. However, if in convoy with hostiles, not really obeying neutrality rules., raises chances of things happeening. For example, one of them I sunk, torpedo missed its intended target, a British vessel, sailed on through two columns then hit a neutral vessel (not sure of country, external cam was off and could not see the flag through the periscope due to smoke and flames. One torpedo caused it to sink. Then at night, they are in convoy and certainly do not act neutral when try to ram your boat, which I have had happen multiple times during night surface attacks inside convoy, so thus should be no penalty for sinking one. |
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#1342 | |
Silent Hunter
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sometimes not even at night. i am playing in the Pacific at the moment and when i attack one of those 3 merchies plus 1 neutral hospital ship(which is detected as a warship) convoys, the frickin' hospital ship tries to run us down. eff that stuff. did i read correctly that you are changing both Neutral Ship renown and Wrong Ship renown to zero? let us know if it makes a difference in your career when you sink one (or more).
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#1343 | ||
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#1344 | |
Navy Seal
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Okay that makes sense! Thank you for clearing it up. I will try it, I set the neutral modifier to 0 for now |
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#1345 | |
Silent Hunter
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[RENOWN] RenownReachGridObjCompleted=500 RenownPatrolGridObjCompleted=200 CompletedPatrol=100 ;NEUTRAL=-1 Multiplicative value times Ship Renown added to your score. In this case a negative value. ;ALLIED=1 Multiplicative value times Ship Renown ;AXIS=-10 Multiplicative value times Ship Renown added to your score. In this case a negative value. NEUTRAL=-1 ALLIED=1 AXIS=-10 WrongShipSunk=-5000 FirstRankRenown=1000 SecondRankRenown=3500 EndCampaign=-5000
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#1346 |
Navy Seal
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Something annoying I want to fix.
Seas get quite heavy in the Atlantic, North Sea etc, which is fine, and U Boats rode lower in water, so they swamped easily, I get that. However in the sim, has a annoying habit of considering boat submerged when a large wave swamps the bridge and knocks the player view back to the control room. This can be fixed, its been fixed in other mods. I am sure now how.... I am thinking the storm conditions in the submarine.cfg file? Or surfaced depth? Anyways, want to resolve this, immersion killer to be booted back to con every time a large wave hits, which is often in this theater of war. |
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#1347 |
Bilge Rat
![]() Join Date: Mar 2021
Posts: 1
Downloads: 26
Uploads: 0
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Ive re downloaed an reinstalled twice yet cant get past loading screen as it says im missing files.
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#1348 |
CTD - it's not just a job
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You need to use v1.5 of Silent Hunter Wolves of the Pacific (with the U-Boat Missions), and you should not have the game installed in any of the Program Files folders. You must install it in a folder of your own making, such as "C:\Games \Silent Hunter 4..." or whatever you want. You also need to use either the 4Gig Patch or Large Address Aware (LAA). Be sure that the DirectX v9.0c and its codecs install when you do the game install. If you are using the Steam version, it usually does that for you without prompting.
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"...and bollocks to the naysayers" - Jimbuna |
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#1349 | |
Silent Hunter
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__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#1350 | |
Navy Seal
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I am not sure, why I asked lol. I have theories but have not been able to test yet. I've noticed when the u boat is swamped by heavy seas the depth reads 8 or 9 meters. In the cfg. file 8 meters is the cut off "surface depth" in which boat is considered submerged, where the player is booted to control room view. I encountered this when changing snorkel depth so could easily flood down to 7.5 meters for surface attack if needed, since clicking depth on the gauge in SH 4 for this does not always work properly. Thinking if I change the surface depth to 9, 9.5, or even 10 meters may solve the problem. 10 may be too deep not sure yet. |
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