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Old 03-24-25, 07:22 PM   #1546
KaleunMarco
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Default still CTD

started a career PH Div 2, in a Tambor.
December 8 1942
First mission Marshalls (Sink 02).

On station, contacted a convoy.
Escorts detected us and attacked.
we sank the first one.
the second began a depth bomb attack then CTD. we heard the splashes then CTD.
the keyboard mod is my personal Command.cfg and has been compatible with every version of SH4.

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visibility for v1.5
999_KM_Keyboard
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Old 03-24-25, 08:35 PM   #1547
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Quote:
Originally Posted by KaleunMarco View Post
started a career PH Div 2, in a Tambor.
December 8 1942
First mission Marshalls (Sink 02).

On station, contacted a convoy.
Escorts detected us and attacked.
we sank the first one.
the second began a depth bomb attack then CTD. we heard the splashes then CTD.
the keyboard mod is my personal Command.cfg and has been compatible with every version of SH4.

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

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visibility for v1.5
999_KM_Keyboard

Yesm Div 2 CTD is mentioned in the README, has to do with changing of flotillas and patrol orders, eliminating hollywoodesque missions. Div 2 will be heavily revamped in 2.1. Either it will serve as a training flotilla so player is not thrown into combat, let crew build up some experience, also to represent down time for major retfits so its not "instant" or work that takes months stateside takes 2 weeks in forward area lol. May also have it serve where player is temporarily transferred to do things like test torpedoes. The mission for testing duds (as Muskallunge did in 1943) was added in the campaign, player has chance of being assigned to test torpedoes on the cliffs in Hawaii Islands if in port on appropriate dates. Could add the depth tests to Australia in late 1942.


OR will serve as special ops focused but just for later war with the older boats performing special ops and patrols in the less "hot" areas which became the norm historically once plenty of Gato/Balao's were available. Of course steps will be taken to keep things interesting, but won't be.


Anyways, right now its not functional. Surprised you even made it to start a career.


Hmm not sure what is going on, never had CTD with depth charges.


I am working off a stable version of TMO V2.0 that was finished shortly before I integrated some things that appear to be the culprit. Patience, it'll be fixed.
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Old 03-24-25, 08:59 PM   #1548
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Quote:
Originally Posted by Bubblehead1980 View Post
Yesm Div 2 CTD is mentioned in the README, has to do with changing of flotillas and patrol orders, eliminating hollywoodesque missions. Div 2 will be heavily revamped in 2.1. Either it will serve as a training flotilla so player is not thrown into combat, let crew build up some experience, also to represent down time for major retfits so its not "instant" or work that takes months stateside takes 2 weeks in forward area lol. May also have it serve where player is temporarily transferred to do things like test torpedoes. The mission for testing duds (as Muskallunge did in 1943) was added in the campaign, player has chance of being assigned to test torpedoes on the cliffs in Hawaii Islands if in port on appropriate dates. Could add the depth tests to Australia in late 1942.


OR will serve as special ops focused but just for later war with the older boats performing special ops and patrols in the less "hot" areas which became the norm historically once plenty of Gato/Balao's were available. Of course steps will be taken to keep things interesting, but won't be.


Anyways, right now its not functional. Surprised you even made it to start a career.


Hmm not sure what is going on, never had CTD with depth charges.


I am working off a stable version of TMO V2.0 that was finished shortly before I integrated some things that appear to be the culprit. Patience, it'll be fixed.
made one change: added Realistic Sound travel to config.
restarted first mission. (Sink Marshalls 02)
intercepted convoy...sank 4 including one escort.
took damage. repaired damage. surfaced for a short time, to catch breath, then CTD.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.
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Old 03-24-25, 09:00 PM   #1549
Bubblehead1980
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Originally Posted by KaleunMarco View Post
made one change: added Realistic Sound travel to config.
restarted first mission. (Sink Marshalls 02)
intercepted convoy...sank 4 including one escort.
took damage. repaired damage. surfaced for a short time, to catch breath, then CTD.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.

The realistic sound travel thing is weird, it's never been a factor before V2.0


I also suffered a CTD with it enabled, not from torpedoes those worked fine, but from a unknown ship was closing when it rendered.
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Old 03-25-25, 01:59 PM   #1550
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Quote:
Originally Posted by Bubblehead1980 View Post
Yesm Div 2 CTD is mentioned in the README, has to do with changing of flotillas and patrol orders, eliminating hollywoodesque missions. Div 2 will be heavily revamped in 2.1. Either it will serve as a training flotilla so player is not thrown into combat, let crew build up some experience, also to represent down time for major retfits so its not "instant" or work that takes months stateside takes 2 weeks in forward area lol. May also have it serve where player is temporarily transferred to do things like test torpedoes. The mission for testing duds (as Muskallunge did in 1943) was added in the campaign, player has chance of being assigned to test torpedoes on the cliffs in Hawaii Islands if in port on appropriate dates. Could add the depth tests to Australia in late 1942.


OR will serve as special ops focused but just for later war with the older boats performing special ops and patrols in the less "hot" areas which became the norm historically once plenty of Gato/Balao's were available. Of course steps will be taken to keep things interesting, but won't be.


Anyways, right now its not functional. Surprised you even made it to start a career.


Hmm not sure what is going on, never had CTD with depth charges.


I am working off a stable version of TMO V2.0 that was finished shortly before I integrated some things that appear to be the culprit. Patience, it'll be fixed.
Interestingly enough this happened to me. Was asiatic fleet and accepted a new boat, Tambor class then first Depth charge CTD
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Old 03-25-25, 02:45 PM   #1551
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Originally Posted by KaleunMarco View Post
made one change: added Realistic Sound travel to config.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.

new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions )
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Old 03-25-25, 03:21 PM   #1552
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Quote:
Originally Posted by KaleunMarco View Post
new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions )

ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress
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Old 03-25-25, 03:37 PM   #1553
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Quote:
Originally Posted by Bubblehead1980 View Post
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release


I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo.
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there are only two things in the world: submarines and targets.
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Old 03-25-25, 09:45 PM   #1554
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Originally Posted by KaleunMarco View Post
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo.

Lol @ Dr. Evil. We watched "Goldmember" the other night.

"Evil" in sense they are a real threat again, especially once have MAD. Some other surprises i'm testing. I found an old write up by ducimus on development of his planes.

One issue have is with the G4M , it likes to make a dive, and fire guns if player is on surface in transition to diving, then once player is submerged, comes back around and usually too deep for it where as on first drop. Just silly behavior. I've thought about removing the guns actually to prevent this, but then strafing runs once out of bombs are nice.
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Old 03-25-25, 11:08 PM   #1555
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Quote:
Originally Posted by KaleunMarco View Post
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo.
The game seems to constantly 'cheat' and apparently can home-in on your SD, even early war. It is an undocumented "feature" of the stock game...

btw- the "On/Off" versus "Rise/Lower" is the sim file designation for the SD mast as either "Radar antenna (FotRSU) or "Snorkel" (TMO). Skwasjer had a post about that somewhere, but Anvart is the one to first do it (Rise/Lower), but without using S3D (hex), and released a mod for it in like 2007 or 8, otherwise you had the Stock method On/Off...
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Last edited by propbeanie; 03-25-25 at 11:19 PM. Reason: dirty rotten @$$ sprell chkr
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Old 03-25-25, 11:30 PM   #1556
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Originally Posted by propbeanie View Post
The game seems to constantly 'cheat' and apparently can home-in on your SD, even early war. It is an undocumented "feature" of the stock game...

btw- the "On/Off" versus "Rise/Lower" is the sim file designation for the SD mast as either "Radar antenna (FotRSU) or "Snorkel" (TMO). Skwasjer had a post about that somewhere, but Anvart is the one to first do it (Rise/Lower), but without using S3D (hex), and released a mod for it in like 2007 or 8, otherwise you had the Stock method On/Off...
so.....does lowering the SD radar turn it off such that it is not detectable?
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Old 03-25-25, 11:31 PM   #1557
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BTW, the sonar came back to life in the second mission.
it will now operate as expected.

no idea why it stopped working in the first mission.

in the middle of an attack, i have the attack scope raised forward and i switch over and raise the observation scope to see aft and.........CTD.

prior to this time, i had used both scopes although not simultaneously.
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Last edited by KaleunMarco; 03-25-25 at 11:56 PM.
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Old 03-26-25, 08:13 AM   #1558
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Quote:
Originally Posted by KaleunMarco View Post
new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions )
CaptScurvy released a sonar bearing fix mod for the Tambor and a few other subs. Looks like it was an issue with the stock game. I’m trying to help Bubblehead out (with my inexperience and all lol) and look into incorporating it but got swamped with work before I was expecting.
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Old 03-26-25, 10:13 AM   #1559
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Quote:
Originally Posted by Bubblehead1980 View Post
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress

Вражеские самолеты не могут найти лодку по работе радара. Это самовнушение, или заблуждение, ваше. Авиабаза генерирует самолет рядом с лодкой. Удаленность в пределах генерации 3Д объекта, не далее 30 км от лодки. Если самолет оснащен необходимым оружием, то атака идет сразу как сенсоры самолета находят лодку. Потому что сенсоры самолета в разных модах на максималках практически на 80 % перекрывают зону генерации самолета. Единственное что спасает, или точнее сказать, "задерживает" на время атаку самолета, это коффициенты тумана, волны, день/ночь.
======================
Enemy aircraft cannot find a boat by radar. (The plane cannot detect the submarine's radar.) This is self-hypnosis, or delusion, yours. The airbase generates an aircraft near the boat. The distance is within the generation of a 3D object, no further than 30 km from the boat. If the aircraft is equipped with the necessary weapons, then the attack occurs immediately as the aircraft sensors find the boat. Because the aircraft sensors in different modes at maximum settings almost 80% overlap the aircraft generation zone. The only thing that saves, or more precisely, "delays" the aircraft attack for a while, is the fog, wave, day/night coefficients.
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Old 03-26-25, 05:34 PM   #1560
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Just to verify:

1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base?

2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase.

3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat.

4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be.

5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft.

6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away.

I'm not sure how you figured that out, but I would guess it took a while!

Let me know if that sounds about right.

Saludos!

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