SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-06-20, 03:32 PM   #1
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,134
Downloads: 453
Uploads: 4


Default

There again, that could be a mod conflict with the torps passing through. Remove the Upscaling Textures and try that Submarine School mission again. I get detonations fine in my set-up, I just have a more difficult time sinking ships, probably doubling the amount of torpedoes needed. I have a TestCareer mod that I use to "salt" my Patrol results (for FotRSU testing), and there seems to be a little something "off" in it, but I still get detonations with it, though nothing will sink. I used a whole Salmon Class boatload of torpedoes on a single merchant, and while I did manage to kill the engines, and set it all afire, it never did sink. When I removed that TestCareer mod, ships sank again, though more slowly than "normal" - which is NOT unrealistic. However, like I mention, I am shot at almost immediately by every weapon a ship has available, and at about twice their normal reaction time to the actual firing... which again, might just be the interaction with FotRSU. As for your non-detonating mag trigger torp, that would be just like the impact triggers, in that there was no "collision" detected, hence no detonation. I have not tested the Pre-Pearl mod, so I do not know if there are any changes that might affect FotRSU...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 08-06-20, 05:45 PM   #2
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


SHO

Quote:
Originally Posted by propbeanie View Post
There again, that could be a mod conflict with the torps passing through. Remove the Upscaling Textures and try that Submarine School mission again. I get detonations fine in my set-up, I just have a more difficult time sinking ships, probably doubling the amount of torpedoes needed. I have a TestCareer mod that I use to "salt" my Patrol results (for FotRSU testing), and there seems to be a little something "off" in it, but I still get detonations with it, though nothing will sink. I used a whole Salmon Class boatload of torpedoes on a single merchant, and while I did manage to kill the engines, and set it all afire, it never did sink. When I removed that TestCareer mod, ships sank again, though more slowly than "normal" - which is NOT unrealistic. However, like I mention, I am shot at almost immediately by every weapon a ship has available, and at about twice their normal reaction time to the actual firing... which again, might just be the interaction with FotRSU. As for your non-detonating mag trigger torp, that would be just like the impact triggers, in that there was no "collision" detected, hence no detonation. I have not tested the Pre-Pearl mod, so I do not know if there are any changes that might affect FotRSU...
As for the Pre Pearl mod, can safely report, that before the add-in of DrJ's mod, that I had no issues before hand... this as well, includes prior to the patch that was released not that long ago...

I could, go into the Op. Monsun SH4 & run a test run in the school side of it & see if it does the same thing there.. as I recall, if I'm right.. the torp training in there, should be well after the major issues they faced with torp malfunctions... as a cross correlation to compare against.

M. M.



p.s.

This could all, of course, just be only affecting the school side of things & NOT affecting the career side if it.. but, do have to confess that is just conjecture on My part... as the small bit of time I proceeded off on a FotRSU carer at this time I haven't gotten to the war starting.. I could begin a career in OME: DW & see if it has any affect on attacking targets as well as testing things on My end with FotRSU, too... as a cross check means.
__________________
Mad Mardigan is offline   Reply With Quote
Old 08-07-20, 10:38 AM   #3
DrJester
Watch
 
Join Date: Mar 2005
Posts: 23
Downloads: 61
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
There again, that could be a mod conflict with the torps passing through. Remove the Upscaling Textures and try that Submarine School mission again. I get detonations fine in my set-up, I just have a more difficult time sinking ships, probably doubling the amount of torpedoes needed. I have a TestCareer mod that I use to "salt" my Patrol results (for FotRSU testing), and there seems to be a little something "off" in it, but I still get detonations with it, though nothing will sink. I used a whole Salmon Class boatload of torpedoes on a single merchant, and while I did manage to kill the engines, and set it all afire, it never did sink. When I removed that TestCareer mod, ships sank again, though more slowly than "normal" - which is NOT unrealistic. However, like I mention, I am shot at almost immediately by every weapon a ship has available, and at about twice their normal reaction time to the actual firing... which again, might just be the interaction with FotRSU. As for your non-detonating mag trigger torp, that would be just like the impact triggers, in that there was no "collision" detected, hence no detonation. I have not tested the Pre-Pearl mod, so I do not know if there are any changes that might affect FotRSU...

Yesterday was absolutely busy for me, today promises to be the same... ahhh real life, getting in the middle of my fun! Hence the delay in replying to you guys.

Anyway, I read here, in multiple posts that the AI seems to be affected by the colors in the sky. Since I touched the colors a bit(more vibrant), maybe this could be it. Try deleting the ENV folder(I'm away from my pc right now, but it is the one with a few .dat files) and see if that does anything in regards to the AI.


Again, thank you to everyone testing this mod, you guys are my favorite guinea pigs... errmmm test subjects... ermmm... people!
__________________
Your friendly, bootlegged Dollar Store Joker... Dr. Jester!
Visit my Youtube Channel.
DrJester is offline   Reply With Quote
Old 08-10-20, 11:55 PM   #4
DrJester
Watch
 
Join Date: Mar 2005
Posts: 23
Downloads: 61
Uploads: 0
Default

Just checking up on you guys, to see if everything is ok.

So, any unexpected bugs?
__________________
Your friendly, bootlegged Dollar Store Joker... Dr. Jester!
Visit my Youtube Channel.
DrJester is offline   Reply With Quote
Old 08-18-20, 04:07 PM   #5
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


SHO Re:Upscaling Textures and other improvements... update...

Quote:
Originally Posted by DrJester View Post
Just checking up on you guys, to see if everything is ok.

So, any unexpected bugs?
Ok, just finished updating & compiling some stuff of late... and am back with a report on the latest iteration of the mod.

To begin with, this pertains to using it with the latest version release of 'Fall of the Rising Sun-Ultimate: English v1.2, just released a day or so ago...

After going through the whole shebang of getting that done & the mod in (about as dead last in the jsgme lineup, as feasible... that is...), can report, that the halo around the lights inside the sub interior, are holding as they should. No boxiness to report there.

HOWEVER...

The lights streaming off from light house/s, are a different matter altogether & can report 'Houston, we have a problem.!'...

Find attached a screen shot, taken as I was leaving port, to begin a patrol & sailed past the island base just as you clear Cavite, Philippines.



Thought I was seeing things while doing so, so I decided to eye ball it in a closer up inspection... & viola... *sighs*

Boxy halo ringed around the light source at the light house there...

*sighs*

For the time being, will be shelving the mod to await & see if a solution is found to this... other than that, the mod looks spectacular...

End report...

M. M.



p.s.

I shall check with My SH4: Operation Monsun Enhanced: Dark Waters & see if there is that issue with the light house/s, on the Uboat side of things... & report back, as soon as I finish that check.
__________________
Mad Mardigan is offline   Reply With Quote
Old 08-18-20, 05:58 PM   #6
Col7777
Grey Wolf
 
Col7777's Avatar
 
Join Date: Jun 2003
Location: Manchester UK
Posts: 944
Downloads: 260
Uploads: 0
Default

Hope you don't mind me saying, when I used to do flight simulator, some users got anomalies with certain textures where others didn't.

Not everyone's PC setup as you know is the same plus some graphics cards are better than others.
Some users used to ask how one guy got those graphics to look so good, then they found out he was using a high end graphics card also a different make to theirs.

I know this is in Flight sim but the same rules may apply.

You did a great job by the way, I know it takes many hours, days and weeks to do all this.


Col.
__________________


Silent and Violent
Col7777 is offline   Reply With Quote
Old 04-03-21, 01:43 PM   #7
clayton
Samurai Navy
 
Join Date: Sep 2002
Location: At your mom's house...
Posts: 571
Downloads: 218
Uploads: 0
Default

I don't sail without this mod.
Great job!
__________________
Active member of the 'Church of SH4'
clayton is offline   Reply With Quote
Old 04-03-21, 02:45 PM   #8
vickers03
Ace of the Deep
 
Join Date: May 2007
Location: germany
Posts: 1,001
Downloads: 712
Uploads: 37


Default

Quote:
The lights streaming off from light house/s, are a different matter altogether & can report 'Houston, we have a problem.!'...
if you still have the issue with the lighthouse halo just delete the
int_halo.dds from "DrJester's Environment Overhaul\data\Textures\tnormal\tex" folder then activate the mod.
vickers03 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:01 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.