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#451 | ||
Rear Admiral
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Im overjoyed it wasn't from something i did. I shudder at the thought of having spent more time fruitlessly trying to track down a problem id have never have found. That's a tough one find, seriously. |
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#452 |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
Posts: 115
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I'm glad it wasn't Trigger Maru also. I was just lucky to try the new Utulity available to us or I would have had CTD's in '43, '44, and '45. This was the first time I reached These years so I never experienced a CTD before. I had a similar CTD trying a 1944 start.
Perhaps anyone with Radio Station mods should try this utility to check their files. It might save a lot from having unexplainable CTD's. |
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#453 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
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Admirable Oficer Duci,
Sir,you most likely are aware of these observations.
http://www.subsim.com/radioroom/show...37&postcount=8 http://www.subsim.com/radioroom/show...53&postcount=6 Do you think an adjust might be in the works ? Thxs.,Capstan donot>>>It's OK I'll lay off the sauce Last edited by donut; 08-16-07 at 01:37 PM. Reason: spelling |
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#454 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I have been trying to test a quick mod I made on the radar issue.
It's really hard to tell, frankly, guess I need to make some weather and retest. In the mod I have set every single type 13 radar to NULL on jap escorts. They then get the model 21 later, whcih was an air/surface search unit. Easy fix, assuming their air radar has the old SD problem. The only other issue that MIGHT be a problem with visual detection and merchants is crew skill level. I assigned NO naval units any skill below 2 (competant) (that I remember). OTOH, the standard I had for merchants was 1, with a few 0s, and a few 2,3, and 4s. I can see TM dumping the 4s, but the 0 and 1 skills for merchants... the question is does the game make a distinction between "warships" (types 0 through 15) and other ship types? Warships would have many watch crew, and they had specialized binos, etc. merchants had far fewer crew, and with less equipment and training. As a result from a game standpoint, perhaps the merchanrts should be set to really abysmal skill levels the large majority of the time, that might help night surface attacks. tater |
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#455 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
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Admirable Tater
That wouldn't stop the DDs from charging in w/SD radar contact. slur.:rotfl:
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#456 |
Swabbie
![]() Join Date: May 2005
Posts: 6
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Ducimus,
Thank you for this. You are an awesome modder. ![]() |
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#457 | |
Seaman
![]() Join Date: Apr 2005
Posts: 32
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Hello!
Quote:
![]() Ok. I found it. It is just late, my little girl fall asleep few minutes ago, it was a long evening so I have problems with writings ![]() Consider that there was no question. Sorry *^_^* Last edited by adseal; 08-16-07 at 06:17 PM. |
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#458 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
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But you guys are sneaky ba*s**ds. LOL!!!
Over a month and no contact reports, spent a lot of it in one of the best points in the Asiatic area for catching merchant convoy's in the past and no contact reports and no ships but a single DD. I finaly got fed up and looked in the files to see what the hell was going on with the early war merchants and convoys. Now I see what you changed and did for the convoy paths and contact report probabilities! Sneaky, Sneaky, and Sneaky!!! I would have been out there for 5 months in 1 spot and never ever seen anything but planes from the airbases there in the straights area. |
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#459 |
Rear Admiral
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Wasn't me! Honestly ive purposly avoided looking at the MIS files in the editor, because i dont want to know where the traffic is! What fun is that when you know precisely where to sit, and let them come to you? Sea square DB98 from SH3 comes to mind
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#460 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I know the stock patrol radii are 55nm. I sit there and let it accept I have done my patrol---then I do my patrol. I stay near the star, but I PATROL the area. Maybe when I redo all the patrols you can take them literally, but face it, the same attention was paid to the patrols that was paid to the campaign in general. It was copy and paste.
I assume that they put the star in the area near the spot I feel is the best hunting ground, and go there. So I do move around a bit, and I use patrol patterns. Remember, that entire western pacific region was being covered by what, 15 or 20 boats? And the pig boats were all put close in to shore in RL. So a handful of fleet boats did the entire china sea, celebes, etc. BTW, one reason there are more merchants a little closer to shore in the early war, is that I figured they'd be coming and going from lots of ports close to their troops. I could have added every single little port with traffic, but decided to just generalize it towards the coasts. Sort of picking my battles, it's easy to get buried in minutiae. tater |
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#461 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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BTW, when you want to get a real picture of the traffic, use MERGE. Merge in all the 41 layers, heck, in march 42 some 41 stuff is still at sea, so maybe both sets. The set the date and hit play. There is a TON of traffic. Really.
I have a few non-standard layers in there though, so you'll miss some of the traffic that way (alsaka, some experimental layers, etc) |
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#462 |
Eternal Patrol
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Location: Waterbury, CT. USA
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with the settings you are using there are none at all in over a months time even being only a few hours away from where they are running at Standard speed.
Just a sugestion that is all. |
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#463 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Thinking out loud here, bear with me
![]() What % of japanese shipping would have been detected early in the war? There were no convoys. So no MAGIC on convoys at all since none existed. Sigint? On fleet units, yeah, maybe some. Lone merchants? None, or virtually none. Reports from other subs? In SH4 universe, where everyone calls home, yeah. In RL, US subs almost never turned their radios on to broadcast, and particularly early war when many were trying to shoot on sound bearings from 100ft. So I can ramp them up to make it easier, but if anything I should probably drop them for merchants in 42 much farther down than they are, and make more reports on TFs that could actually be found by MAGIC/sigint. Really, contacts would come from: MAGIC: naval assets, large convoys involing naval assets (escorts). Sigint: could be any units, but they'd not be remotely as detailed as SH4 contact reports. Sub sighting reports: No sub would radio over lone contacts that were not warships. Not ever. TFs or convoys, and even then, rarely. Aircraft sighting reports: Any units, though as submariners found out, the zoomies were't all that good at knowing what they saw---luckily they frequently couldn;t bomb well, either, or we'dve lost more subs to the nearly constant friendly fire bombings they were exposed to, even in "safe" lanes ![]() Since there were almost no non-invasion convoys before 1943, that means I should almost totally remove merchant contact reports before that time, really. Keep a low % chance for the oddball contact report on seingle contacts, etc. Sigint weights to TF contacts. MAGIC weights to TFs ntil late '43 and beyond, then convoys can become likely to have contact reports. Air becomes less about the composition, and more about the WHERE. Along the SWPA, more likely contact reports. Of course if detected by air, it would be surprising for thm not to attract air assets... Sub reports? By 44, with more mini wolfpacks, and a changing doctrine... more contacts in general. So I think there are some decent reasons to up the TF repoting in the layers with really low reporting (41a_Jap_TaskForce). The scripted TF units might need more too. The problem in general is that if you up the contact reports, they get followed the whole path, it's very all or nothing. In a "gamey" way, I had thought of making a few "sacrificial cow" groups that would have high report rates inside the shipping lanes.Their primary function would be as "patrol here" beacons. Also, I do plan on adding more historical, scripted units in, tand where appropriate those might have 'MAGIC" intel that is given to the player in very specific terms (New COnstruction gave me ideas ![]() tater Last edited by tater; 10-01-07 at 02:50 PM. |
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#464 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
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Wouldn't they spot ships once in a while on Airpatrol and get a report out until we lose that airbase? Diddo for Borneo and the Brit's and Java. Unless you think they wouldn't care and just would attack the ships and forget about telling all Alied war ships in the area to attack and or intercept if possable.
Not asking you to set all convoys or ships to a high report probability just a few or even 1 here and there in the right area's near airbases if that sounds better to you in realism so people can guess where might be an okay spot to at least look around in their patrol area. |
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#465 |
Swabbie
![]() Join Date: May 2007
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Ok I am trying to use Trigger Maru 1.5, and I am having a problem, I installed all required mods. Everything seem to work except one thing. When I try to set waypoints for the sub, it doesnt allow me. Are there any known problems like that or its just my game? When I click left mouse button on the tool it lights up, then when I move over the map and click again nothing happens. I dont see any guider lines of my ploted course, it doesnt even display. If I click on the right mouse button, the Helmsman tells me Yes Sir blah blah... the boat starts its engines and goes into standard ahead. The next second Helmsman tells me the way point has been reached and the subs engines go to stop. Thats it.
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