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Old 05-08-07, 03:36 PM   #166
LZ_Baker
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Quote:
Originally Posted by biosthetique
I am really curious, but where is that "move" file. I just can't find it!...Would it be possible that a "i" was lost in translation?...In this case do we need to erase the "Intro" file in the "Movie" file?...Or the entire "Movie" file?
Please let me know I'd like to make it work
Thanks
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It should be movie. The Intro movie file is 0 bytes and can casue some systems to crash when trying to load it. If this is the case, just delete it from the movie folder.
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Old 05-08-07, 04:27 PM   #167
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Quote:
Originally Posted by Wilcke
Ducimus,

Great idea on the scripting, been holding off on SH4 since RL and SH3 keep me pretty busy. But I am following progress of FTT and am looking forward to using your work.

Yes, to all your thoughts and plans, the Pacific will be much more interesting with the modded scripting of the war. It would be like packing all the experiences of the sub captains into one career. Sounds really great and look forward to FTT.

Wilcke
I can make the Wilcke words my words...

Ducimus,

How are you old mate?
I installed SHIV some weeks ago and my unique mod on it is FTT. I dont played it so much yet by the same motives on Wilcke's post above.
Anyhow, this is my first post on SHIV forums. And it's to say thanks by your effort again!

Your ideas/wishes about RWR and mainly for the more dinamic patrols objectives are a must for SHIV and will really make SHIV different from SH3. Keep up the good work!

Rubini.
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Old 05-08-07, 04:48 PM   #168
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Good to see ya rubini!

As im sure you can tell, SH4 is like a trip back iin time to SH3 of a couple years ago Alot's been accomplished, and still alot more to do, but, im taking my time with it, or trying to. Personally i can't play this game without this mod. It is after all, primarly meant for myself. :rotfl: My problem is, i can't get through one patrol before i get this unhappy feeling, and start working on something again.

As for the patrol assigment scripting, here is how im picturing it (assuming it works as intended when i test it)

- every patrol will be to a new area (already done and in posted mod)

- every other patrol or so will be a special ops of some kind. (drop off spy, commando, deliver supplies). A bit hollywoodish, but, thats fine by me. I like variety.

- Normal patrols have an increased chance for a photo recon as secondary objective.

Overall the straight up, "go here for X time" missions will exist, but wont be common like they are now. No two patrols will have the same location, OR objective.
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Old 05-08-07, 05:22 PM   #169
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Quote:
Originally Posted by Ducimus
Good to see ya rubini!

As im sure you can tell, SH4 is like a trip back iin time to SH3 of a couple years ago Alot's been accomplished, and still alot more to do, but, im taking my time with it, or trying to. Personally i can't play this game without this mod. It is after all, primarly meant for myself. :rotfl: My problem is, i can't get through one patrol before i get this unhappy feeling, and start working on something again.

As for the patrol assigment scripting, here is how im picturing it (assuming it works as intended when i test it)

- every patrol will be to a new area (already done and in posted mod)

- every other patrol or so will be a special ops of some kind. (drop off spy, commando, deliver supplies). A bit hollywoodish, but, thats fine by me. I like variety.

- Normal patrols have an increased chance for a photo recon as secondary objective.

Overall the straight up, "go here for X time" missions will exist, but wont be common like they are now. No two patrols will have the same location, OR objective.
That's flat out sweet.
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Old 05-08-07, 05:42 PM   #170
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Ducimus been watching the roll and pitch thread, and they seem to have hit the nail on the head.....ONE change is needed to the scene.dat changing the LargeWavesCoef from 1 to 0 under the Dropdown name = wavestate 4 some testing has been done by Beery, and it seems to work well....

Just a heads up so just in case you might want to include it in FTT.. I tried myself to convert your Scene.dat into a tweakfile but after about a half hour my head hurt so I gave up...LMAO you need the patience of a saint to do that kind of work!!!

Cheers

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Old 05-09-07, 11:04 AM   #171
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downloaded and gave a try to 2.5 yesterday.. thanks a bunch once again ducimus..
however i just want to report one thing.. after i've completed my mission (started with the previous v of FTT and completed with 2,5) i'm not assigned to any new mission.. when i clicked the big chart on the wall of the career screen it shows the map, types down the date as usual than types something like "Error: no mission could be find" and i had to abbandon the carrer (it was about time infact 3 missions in a row is a quite high statistics for me )
this was the first time i've seen this and am not 100% sure that its because our belowed FTT but maybe you might have an advise??
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Old 05-09-07, 11:42 AM   #172
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Quote:
Originally Posted by DURUK
downloaded and gave a try to 2.5 yesterday.. thanks a bunch once again ducimus..
however i just want to report one thing.. after i've completed my mission (started with the previous v of FTT and completed with 2,5) i'm not assigned to any new mission.. when i clicked the big chart on the wall of the career screen it shows the map, types down the date as usual than types something like "Error: no mission could be find" and i had to abbandon the carrer (it was about time infact 3 missions in a row is a quite high statistics for me )
this was the first time i've seen this and am not 100% sure that its because our belowed FTT but maybe you might have an advise??

What was the exact date this occured, boat type and flotilla you were in?


edit:

Nevemrind, i think i found it. Wonderful typo by ubi. In the patrolobjectives.cfg theres a commando mission where the filepath specified is ending with a .tsr extension (file the mission editor spits out along with the MIS file), when it was looking for the .mis file. Unless you happen to get that commando misson, you'd have never seen that error. At least i hope thats all it is, i cant find anything else. Ive been very careful about picking patrol assigments within the date parameters assigned to them. Anyway, it will be fixed in next version of FTT.

Last edited by Ducimus; 05-09-07 at 12:58 PM.
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Old 05-09-07, 12:42 PM   #173
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Quote:
Originally Posted by Deep Six
Ducimus been watching the roll and pitch thread, and they seem to have hit the nail on the head.....ONE change is needed to the scene.dat changing the LargeWavesCoef from 1 to 0 under the Dropdown name = wavestate 4 some testing has been done by Beery, and it seems to work well....

Thanks for the heads up, ill look into it as soon as i can.
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Old 05-09-07, 04:44 PM   #174
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Thanks for the realism. Will try it as soon as I can.
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Old 05-09-07, 08:21 PM   #175
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Default RADAR - confused

Hi there. I've read the several dozen posts about how the RADAR is broken, and various ideas about how to fix it via modding files, but I'm a little confused as to the solution incorporated in this FTT 2.5 mod.

As I understand it, in the "default" FTT 2.5 solution (I'll call this Solution A), the SD has been effectively disabled and an SJ capable of detecting both air and surface provided in it's place. If I'm understanding this correctly, if you install only SJ on your boat this would have the same overall effect as if the boat had both SD and SJ installed? So it's not necessary then to actually install the SD in order to make this solution work?

So if I've really got this right, then what's the deal with the SD fix in the SUPPORT folder? The doc that goes along with it seems to suggest that with this version of the SENSORS file (Solution B) the SD has been tweaked to detect both air and surface. If so, what's the difference between Solution A and Solution B?

What's leading me to believe I've misunderstood something is that I went with Solution A on my S18 class boat and it doesn't seem to work. The RADAR switches on and off as it should, and I can see it hanging there on the mast from the bridge and external views, but I can't get it to rotate. I've tried using both the graphical knobs at the RADAR station, and the icons on the menu bar, and.... nothing. It just points straight ahead, as observed in the external views and by looking at the PPI scope.

Other than adding several additional mods - none of which were reported by JSGME to conflict - the only odd thing I did to the installation was cut and paste lines from the menu_1024_768.ini for the Slide-out Recognition Manual mod (I just can't live without this!) into the one provided by FTT 2.5. That wouldn't have anything to do with it... would it?

Any assistance or enlightenment appreciated.

JD
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Old 05-09-07, 08:34 PM   #176
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Solution B is there for people who want both radars to work. Solution A is the new/better fix. Using solution A, you can turn off "both" radars by turing off the SJ radar. In the unmodded game, you could never turn off the SD radar (leading to it constantly finding targets and throwing you out of TC when you dont want to, like around friendly ports and lifeboats) As for why its not working on your S-Boat, have you checked to make sure the radar is on sweep mode (not using the buttons on station, but in the bottom menu)?
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Old 05-09-07, 08:41 PM   #177
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The default sensor mod , you do not need to have the SD radar. SJ will infact detect air and sea targets. You can still install the SD radar if you want ( I do so, simply for asthetic reasons), but its the SJ radar that does it all.

The alternate sensor mod works as thus: unmodded the SD radar doesnt pick up anything at all. The adjustments made to it so that it will pick up air targets again, have the unfortunatly side effect of also picking up surface targets. When entering/leaving port, (or any scenario involving alot of lifeboats) this is a MAJOR pita because you keep getting spammed by radar contact reports. Hence, was the reason for the FTT default sensor arragement with the SJ, as now you can turn that radar off, and not be annoyed by contact spam. However, some may not like that solution, so the alternate was provided in the support directory.


As to the radar on S boats, i beleive thats a stock bug. I recall looking at it with three different sensor files (including stock), and in none of them did the S boat radar work for me.
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Old 05-09-07, 09:28 PM   #178
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Quote:
Originally Posted by Ducimus
As to the radar on S boats, i beleive thats a stock bug. I recall looking at it with three different sensor files (including stock), and in none of them did the S boat radar work for me.
Ah... that explains it then. Thanks.

S boats shouldn't have RADAR anyway. They just shouldn't!


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Old 05-10-07, 01:57 AM   #179
DURUK
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by DURUK
downloaded and gave a try to 2.5 yesterday.. thanks a bunch once again ducimus..
however i just want to report one thing.. after i've completed my mission (started with the previous v of FTT and completed with 2,5) i'm not assigned to any new mission.. when i clicked the big chart on the wall of the career screen it shows the map, types down the date as usual than types something like "Error: no mission could be find" and i had to abbandon the carrer (it was about time infact 3 missions in a row is a quite high statistics for me )
this was the first time i've seen this and am not 100% sure that its because our belowed FTT but maybe you might have an advise??
What was the exact date this occured, boat type and flotilla you were in?


edit:

Nevemrind, i think i found it. Wonderful typo by ubi. In the patrolobjectives.cfg theres a commando mission where the filepath specified is ending with a .tsr extension (file the mission editor spits out along with the MIS file), when it was looking for the .mis file. Unless you happen to get that commando misson, you'd have never seen that error. At least i hope thats all it is, i cant find anything else. Ive been very careful about picking patrol assigments within the date parameters assigned to them. Anyway, it will be fixed in next version of FTT.

thnx for interest.. will keep you informed about the exact date and boat in case i'll see it again..
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Old 05-10-07, 04:01 PM   #180
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Status update:

patrol assigment scripting is finished. I had to scrap and restart that project 3 times. Bottom line is, the patrols are well, scripted out the entire war. I garuntee you, that you'll get all assigments except for lifeguard. I was running into problems with that one, but im gonna go back and work on it some more later on. Anyway, Right now i have it set up where, you get a special assigment, every other patrol, and every patrol to a new area.

Starting before Dec7:
Ive got the functionality in, and its working great. Right now, I have it to where your going on a training excercise on 6dec41, so you'll be at sea when the attack occurs. If you start in pearl, if you stay in the excercise area a couple KM north of hawaii, you will see the jap planes fly over your head at around 07;30, dec 7, 1941, on their way to attack the harbor, and you'll see them fly back out to sea a little later on their way back to their carrier.

One problem: The intro movies. I can't get the pearl intro movie to play AFTER this prewar patrol. It will either play before the prewar patrol (very dumb), or not at all. And when you return on 7 or 8dec41, you see the next intro movie too early, so the whole movie sequence is out of whack Try as i might i cant get the movies back in sequence. So i may leave the prewar functionality in if you want to mess with it, but ill probably end up starting the game on the 8dec41. Tis a pity, damn movies.
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