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

View Poll Results: Poll closed
option 0 0%
option 0 0%
Voters: 0. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 07-21-09, 07:50 PM   #1
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

hmm, your copy of GFO must be corrupted then because i have the crew abilities and the dud rate is no different with or without GFO for me.

i am 100% certain on the abilities thing not being changed unless i missunderstand what you are talking about. when i look at the crew screen they all show with their command, torpedo, engines, sensors, and guns specialties.

in GFO and in stock you see the picture showing the specialties of each crew member and it will have a pop up box indicating their specialty but for some reason it will only randomly show it as such every now and then. i am not sure why it doesnt show the specialty box all the time but this glitch is unchanged from the stock game and thats how it is in stock. but rest assured they are indeed a specialist as long as you see the specialist icon for that crew member.

the change in number of duds i cannot say for sure as i havent tested that very thouroughly but i havent noticed it being of any real difference with or without GFO installed.

try moving all your mods out of jsgme (dont do a move all files, just move them one at a time) then delete the "MODS" folder to get rid of the unseen saved backup files there then run it to create a fresh new "MODS" folder and move your mods back into it then after deleting GFO, replace it with a fresh copy and retest.
  Reply With Quote
Old 07-21-09, 08:11 PM   #2
fred8615
Saint of the seas
 
fred8615's Avatar
 
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,320
Downloads: 265
Uploads: 127
Default

Quote:
Originally Posted by WEBSTER View Post
i am 100% certain on the abilities thing not being changed unless i missunderstand what you are talking about. when i look at the crew screen they all show with their command, torpedo, engines, sensors, and guns specialties.

in GFO and in stock you see the picture showing the specialties of each crew member and it will have a pop up box indicating their specialty but for some reason it will only randomly show it as such every now and then. i am not sure why it doesnt show the specialty box all the time but this glitch is unchanged from the stock game and thats how it is in stock. but rest assured they are indeed a specialist as long as you see the specialist icon for that crew member.
Just so we're both on the same page here, what I'm talking about is the crew list on the left side. You can have it display men by rank, skill, etc. When I'm in port trying to rotate crew, when I choose to list by skill, there's no leadership or guns listed at all. They all still have them, but no one has it as their main one.

Duds, I've already found it's better without GFO.
fred8615 is offline   Reply With Quote
Old 10-01-09, 11:59 AM   #3
fred8615
Saint of the seas
 
fred8615's Avatar
 
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,320
Downloads: 265
Uploads: 127
Default

Quote:
Originally Posted by WEBSTER View Post
as for the torpedos, nothing was done to change the dud rates of US torpedos so im guessing you must have a corruption there too or it could just be that random chance has caught up with you as far as finding many of them in a short time.
After starting a new career Tuesday, and running into the horrendous dud rate problem again, I decided to compare the stock Torpedoes_US.sim to the GFO one. This is what I found (GFO version on the left):

EDIT: Images deleted.

And this is for after 6/1/1943, when the torps are "fixed:"

EDIT: Images deleted.

Note also that the Mark 23s are exactly the same.

The main problem seems to me to be the between 45 and 70 degree angle, which has a 75 percent dud rate, whereas the stock 35 to 70 angle only has a 34 percent chance.

Regardless though, the dud rate *is* in fact different in GFO.

I told the blue llama in the green striped hat it wasn't in my head!

Last edited by fred8615; 12-07-09 at 03:40 PM. Reason: Should've been "wasn't," not "was."
fred8615 is offline   Reply With Quote
Old 10-01-09, 01:31 PM   #4
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by fred8615 View Post
After starting a new career Tuesday, and running into the horrendous dud rate problem again, I decided to compare the stock Torpedoes_US.sim to the GFO one.

The main problem seems to me to be the between 45 and 70 degree angle, which has a 75 percent dud rate, whereas the stock 35 to 70 angle only has a 34 percent chance.

Regardless though, the dud rate *is* in fact different in GFO.

I told the blue llama in the green striped hat it was in my head!

wow, great catch there fred im really sorry about that. i too thought you were imagining it because it never happened to me when i was playing.

it took me a little while to find it but i found out that it was the "US torpedo overhaul" mod made by Captain America that did it so i'll need to get with him and find out why. i cant think of any reason the file would need to be changed like and then not even mentioned in his read me. in my upcomming update for GFO it will be fixed you can count on it.

for now you can just delete the torpedo sim file to resolve it and the the mod seems to work fine without it so the worst that could happen is the torpedo textures used for some views will revert back to stock. unless you want to restore the stock settings manually, that will be the simple way to cure the problem.

i need to find out more about this because a simple texture mod shouldnt be altering settings like that so more is going on with that mod then i was aware of.

Last edited by Webster; 10-01-09 at 02:21 PM.
  Reply With Quote
Old 10-02-09, 04:28 PM   #5
fred8615
Saint of the seas
 
fred8615's Avatar
 
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,320
Downloads: 265
Uploads: 127
Default

I just moved the torpedo file from the JSGME backup folder and replaced the one in the game itself. Everything worked fine.
fred8615 is offline   Reply With Quote
Old 09-22-09, 06:44 PM   #6
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

its been hard finding time to do anything, but i do want to do a patch to address a few things.


something is coming soon for GFO but it wont be anything much, more of some refinements of whats already in there and maybe add what i can of fixes that have been done since GFO was released.


maybe one weekend i'll just get a case of beer, lock the door, piss off the old lady (so i'm left alone to get lots of peace and quiet )

and maybe then i can get some of this stuff done.



some of what i have already ready for my next GFO patch is:

- fixed two of tambors single missions with ctd issues and add 2 more very popular single misions from other modders (see below)
- add the tench sub for stock mod
- add my mouse arrow mod
- add the new smaller clear message box
- add the pearl harbor menu mod
- add the Office Links, Info Boxes, and 50 cal fix
- included extra files to update the read me list, mods list, to give credit to "Ishigami" for his "Planes For Rabaul" single mission and to credit "Hazelwood" for the "Palau Gauntlet" single mission and "Peabody" for fixing the "Palau Gauntlet" single mission to work for v1.5


things i want to add but havent done yet:
(i need to get permissions and check for conflicts and such)

- add different smoke for mercahants and warships (but only if i can get help with merging it with GFO's already modded particles.dat file)

- the better watch crew needs to be reworked (to fix how specialty titles are shown)

- add the longer wakes mod (but only if it will work for stock since its made as a tmo mod)

and im sure there are a few other things i have forgotten about that need tweaking or maybe something you wish i would leave out of GFO to be something you can add only if you want it so share your opinions with me but im not saying i will definately take your advice lol.


NOTE: i would like to update my ship manuvering fix mod and complete RFB and TMO versions of it as well but im waiting until TMO v1.8 is released

Last edited by Webster; 09-22-09 at 07:44 PM.
  Reply With Quote
Old 09-22-09, 07:52 PM   #7
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

im not saying i will do it, in fact i'm pretty sure i wont due to the huge file size but i would like to know how many people would like to see me do a GFO version with an environmental mod already built in?

if i did it, would you prefer the new Real Env, Env 5.0 or PE4 mod be used and why?


see the first post to vote in the poll

Last edited by Webster; 09-22-09 at 08:07 PM.
  Reply With Quote
Old 09-23-09, 05:29 AM   #8
tonschk
Admiral
 
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
Default

Hello there " WEBSTER " thank you for your hard work to fix this Amazing SH4 game , can you tell me please if you think I can start to swap the " Real Environmental " mod , with the newer W_Clear mod " Atlantic-Pacific Submarine Warfare Mod by w_clear " because I think it looks like this newer Mod made by W_Clear have not just the older " Real Environmental " mod but also have included more additionals mods for the german U-Boat
__________________
What we do in life echoes in Eternity
tonschk is offline   Reply With Quote
Old 09-23-09, 08:45 AM   #9
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by tonschk View Post
can you tell me please if you think I can start to swap the " Real Environmental " mod , with the newer W_Clear mod " Atlantic-Pacific Submarine Warfare Mod by w_clear " because I think it looks like this newer Mod made by W_Clear have not just the older " Real Environmental " mod but also have included more additionals mods for the german U-Boat

well ANY environmental mod would work with GFO but some files used in Env mods (scene.dat) are used by other mods so i had to add some settings to the scene.dat to keep the smaller rain mod in GFO and i also had to restore a few texture files to keep the less water limber holes and brighter torpedo wakes mods from not working.

if the newer mod is changing the scene.dat files different then the Real Env mod settings, then the Real Env GFO patch should NOT be used and this means everything will work fine but because you are not able to use the "Real Env patch for GFO" you will lose the smaller rain, less water limber holes and brighter torpedo wakes mods in GFO. (this is also true if the PE 4 or Env 5.0 mods are used)

if the newer mod is NOT changing the scene.dat files different then the Real Env mod settings, then the Real Env GFO patch will work for it too and it should be used and this means everything will work fine.

i'll have to look into this new mod and if need be i'll make a GFO patch for it when its completed (completed = finished with no more changes or WIP)
  Reply With Quote
Old 09-23-09, 09:36 AM   #10
tonschk
Admiral
 
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
Default

Amazing , Thank you very very much " WEBSTER " , I am thinking about the way to fix the maximum amount of bugs of this SH4 game ,
__________________
What we do in life echoes in Eternity

Last edited by tonschk; 09-23-09 at 09:48 AM.
tonschk is offline   Reply With Quote
Old 09-23-09, 11:12 AM   #11
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by tonschk View Post
Amazing , Thank you very very much " WEBSTER " , I am thinking about the way to fix the maximum amount of bugs of this SH4 game ,

yep, thats the way i felt too and thats what drove me to do GFO.

at the time there was very little support for such a mod because the prevailing wisdom was, if you want stuff fixed then just use RFB or TMO.

making GFO was a real challenge and not so very different as the challenge of evading the elite destroyers in the game so i enjoyed it but then somewhere during the build i added a few "extras" to correct things that really bugged me so its not truely a "pure" fixes only mod like i had hoped it to be.

if i can help you with anything let me know
  Reply With Quote
Old 03-15-11, 12:37 AM   #12
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default Fuel issue at beginning of the war

At the beginning of the war my boat is using a lot of fuel. I do not have much time for a patrol off the Japanese coast even after refueling at Pearl. Ahead standard is around 16-17 knots. Is this normal fuel consumption at standard speed? Is it more fuel efficient to go at ahead 2/3 rather than standard?
I'm goin' down is offline   Reply With Quote
Old 03-17-11, 11:05 PM   #13
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

ahead standard is your best fuel economy but unlike the uboats the american fleetboats travel on the surface most of the time so thats why you might see high fuel loss, you have great detection methods so you should have no trouble diving in plenty of time to avoid attacks

theres is also a chance you have a leakijng fuel tank if you were straffed by a plane
  Reply With Quote
Old 07-08-12, 10:32 AM   #14
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Feedback Update: (thanks to Donna52522 for the feedback)

Max Optics 3 mod will not work with GFO, you get blurry images up close and sub skins do not work correctly so use Max Optics 4 instead because it will work fine without issues.
  Reply With Quote
Old 07-10-12, 09:36 PM   #15
Hylander_1314
Sea Lord
 
Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
Default

Thanks Webster! I never thought I would play a basic stock game ever again!

Had the original release been this stable, it wouldn't have taken 2 years for me to put it back on the hard drive. Man, if the devs could have, had the time to finish the project to at least this point, even before the Uboat add on, the original sales could have been through the roof.

And the wait for the modders to sort out the original bugs would have been more bearable, and the mods would have been lightyears ahead of where they are even now.

Anyways, thanks again! Great job putting this together!
__________________
A legislative act contrary to the Constitution is not law.
-John Marshall Chief Justice of the Supreme Court

---------------------

Hylander_1314 is offline   Reply With Quote
Reply


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 01:54 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.