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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#7786 |
Watch
![]() Join Date: Mar 2010
Posts: 26
Downloads: 77
Uploads: 0
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I'm testing the latest version of the mod right now. Clean install, no other mods.
0400 AM SouthEast of Ryukyu Islands, in my way to the Strait of Luzon, when my sonar picks a Warship... flying warship as it seems, look at the time and the bearings: ![]() ![]() Ok, it was pitch dark, but I didn't see anything. That change of bearing could be possible only if they pass straight over my sub, and I should have hear the warship passing with bare ears. Any idea? |
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#7787 |
Electrician's Mate
![]() Join Date: Dec 2016
Posts: 132
Downloads: 324
Uploads: 0
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New build still replaces Mark 10 torpedoes with Mark 14 in S-Boats. But, it no longer costs points to replace Mark 14 with Mark 10.
New SIM.CFG file bad. Escorts and Merchants too sensitive. Cannot sneak up on anybody and Merchants pop wheelies the moment torpedoes fired. I guess that's why all US submarines were sunk in harbor as soon as launched and Japanese won the war with this sim.cfg file. Reminds me of TMO. Will go back to RFB boats, if not fixed. Nice build. |
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#7788 |
Navy Seal
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So far i like what i experienced in my first patrol
![]() Chasing merchants is a challenge now! At least less boring to me... It seems their visuals have been greatly improved, and i returned to base with 46% hull damaged ![]() Been badly damaged by an auxiliary escort by night, was around 6000m away surfaced trying to catch them and took some bad hits. It never happened with 0.80 version at this distance, that’s a good surprise in 0.81 ![]() And again took some damages by day time with an other merchant. Now i know i will have to be very prudent with approach and figure out most finest attacks ![]() But i still don’t like the flags animations (i’m Sorry) they still look like paper sheet to me. It’s only cosmetic and by no way is a game breaker, but FOTRSU need the best! I wish they could look as in SH3 WAC...best flags ever in any SH IMHO. Anyway very good work team ![]()
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#7789 | ||
Admiral
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And since you didn't give me the entire contents of the file, you know exactly where I'm going with this. You see this entry: [TIME COMPRESSION] TimeStop=0 RealTime=1 LandProximity=4 CriticalDamage=1 CrewEfficiency=128;1 AirEnemyDetected=1 SoundEffects=2 CharacterAnim=4 EnemyDetected=8 RadioReport=8 Particles=8 PrayState=8 HunterState=32 3DRender=32 Maximum=8192 That IS NOT from Ultimate!! Ultimate either had this set to a Maximum of 2048 (with the older versions) or, as it now is set at Maximum=4096.....no more! This Documents/SH4/data/cfg/main.cfg file is created EVERYTIME your game is started by taking what the actual game folders/files contain and puts them there to be used by the game. Why is this important? It shows your game was NOT modified accurately by attempting to add Ultimate. 8192 Time Compression is a Stock game parameter. For some reason out of the mods control, your game was not completely modified. You either have a corrupt download, a corrupt Stock game, or some other player initiated issue that didn't allow the modification to accurately take place. JSGME doing its job?!? When you want to complain about why is something as it is, you need to look at why didn't my game files change? With Ultimate that Maximum=8192 IS NOT in it's files. It's not the mods fault!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#7790 |
Watch
![]() Join Date: Mar 2010
Posts: 26
Downloads: 77
Uploads: 0
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Maximum 4096 time compression?
Man, I have something wrong too, and I'm coming from a clean install... Well, let's see if I find what I'm doing wrong... |
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#7791 |
Navy Seal
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Yes, on a clean install, with game FIRST launched with FOTRSU 0.81, max TC is 4096 in my documents/SH4/Cfg/main
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#7792 |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,074
Downloads: 397
Uploads: 0
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Starting with a S Boat out of Cavite-Manila, I ran into the IJN invasion fleet just north of the entrance to Lingayen Gulf. To put it mildly, one of the escorts kicked my butt before I got within the 3500 yard range of the MK10 torpedos. I was cocky and thought I could take him out first, but the MK10s are so slow he easily evaded even at relatively close range (inside 800 yards) and sank my boat with the loss of the entire crew in a single pass, made easier by my staying at Periscope depth too long, I guess.
So I started another career, same S boat type and port, and tried it again (dead being dead, of course). This time I tried approaching the IJN force at 220 feet, about as deep as I dared go. Puttering along at 1 knot, crew at Battle Stations and in Silent Running mode, one escort made one pass over me, dropped a full load, and blew my boat and crew to the bottom. Lesson learned. Don't try to sneak up on a force that is laden with escorts. Some are going to be experts and kill you easily. The Purple Heart I was awarded wasn't worth it. Next (and current) career I gave Lingayen Gulf a wider berth to avoid contacts! Call it what you will - I call it something along the lines of discretion. Made it to the area just north of Aparri, about 10 NM off the coast. Encountered the Flying Dutchman, according to my watch crew. They claim it was 10.6 NM NE of Aparri on 12/21/1941 at about midnight. I immediately conducted an investigation to see who had been making torpedo juice or some other concoction, but found nothing. Regardless, I entered disciplinary notes in the log for the offending watchmen. Successfully concluded this first patrol in Surabaya after sinking a 9000 ton German-flagged modern troop transport sailing towards Aparri. I'm liking this new version so far, 2 fatal careers notwithstanding. My thanks to the team for this marvelous product. It is adding much enjoyment for me in my retirement. ![]()
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![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All |
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#7793 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
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Please show me where the checksum file is to compare with the files and I will gladly check to see if they are corrupt files in the stock game version 1.5, JSGME and the mod. I will need the checksum for all three to verify their validity. I have the original game files, JSGME from your link posted in your installation instructions and the newest version of this mod posted in the subsim download section. Has anyone check the situation with the Narwhal??
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#7794 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
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What was your time compression??
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#7795 | ||
Admiral
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Here's my "Documents/SH4/data/cfg/main.cfg" file, with the differences from your main.cfg highlighted: [SETTINGS] LoadingMovie=No VoiceCommand=No DisableMessages=No EventCamera=No [TIME COMPRESSION] TimeStop=0 RealTime=1 LandProximity=4 CriticalDamage=1 CrewEfficiency=128;1 AirEnemyDetected=1 SoundEffects=2 CharacterAnim=4 EnemyDetected=2 RadioReport=8 Particles=8 PrayState=8 HunterState=32 3DRender=32 Maximum=4096 [VIDEO] Resolution=1920,1080,60,22 DynamicShadows=No FullScreen=Yes Synchronized=Yes TextureResolutionHigh=Yes [SOUND] Music=Yes VolumeGeneral=100 VolumeMusic=100 VolumeFx=100 VolumeSpeech=100 VolumeRadio=100 VolumeGeneralMute=false VolumeMusicMute=false VolumeFxMute=false VolumeSpeechMute=false VolumeRadioMute=false Max3DSounds=32 SoundTravel=false [PLAYER] Name=Player Rank=10 Experience=0.000000 Renown=500.000000 NrOff=4 Patrols=0 TorpedoesFired=0 TotalTonnage=100 SubmarineType=1 SubmarineVersion=1 SubmarineName=U-110 ConingTower=6 SubmarineEmblem=Yes SubmarineEmblemIdx=0 NrPettyOff=11 NrSeamen=29 CurrentYear=1942 ShipsSunk=0 LastMission=data/SingleMissions/MaltaConvoy/MaltaConvoy.mis M01=1 A01=7 A02=7 S01=4 [Ubi.Com] GameName=SILENTHUNTER4 Version=SH4PC1.0 RememberCDKey=true [DEVELOPING] DevDebugEnable=Yes DevEditEnable=Yes MiniDump=Yes [Multiplayer] GamePort=19000 ShowPlayersNames=true ShowNamesOnTorpedos=true I see what you're doing, you're NOT deleting your SH4 folder after adding Ultimate to the Stock game files.....you're still using the Stock game "main.cfg" and not Ultimate's version. Since this is only one file within the SH4 folder that isn't being updated/modified it's reasonable to believe no Ultimate modified files held within the SH4 folder are being changed. You're not using the mod correctly! There's a huge amount of .upc files that are not being updated to your game due to not deleting the SH4 folder and allowing it to make a new folder/files after the addition of Ultimate. Several days ago I posted a reply for what a player should do to prepare his computer for adding Ultimate to his clean installed game HERE. I specifically stated "Delete your "Documents/SH4" folder before running the game with the new "Ultimate Edition v0.81 RC1 Public Beta" added". Follow the instructions.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#7796 | |||||||
CTD - it's not just a job
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Thanks fellers. All comments are welcome and appreciated! They really help in fixing things. ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#7797 |
CTD - it's not just a job
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CapnScurvy commented while I was doing the multi-quote above. I would like to emphasize a few points to all of you about computers, just as a reminder. Computers will usually take the easy way out. Aslo, the Ubisoft SH4 game does not have very good "error checking". In fact, none at all. It will give no error messages, just crash or corrupt if an error is encountered. So long as the data is not outside of the "bounds", or it doesn't overwrite something important, the game will run, even if corrupted. Then it will crash. If you go to do a fresh install of the game, and the install app they use sees a file already in existence, it does not write a new version of the file to the hard drive. That can ruin a re-install, if you didn't eliminate the old one. FotRSU does not overwrite everything in SH4, so if some of the base game is "off", the mod will be off...
Once you have the game installed, use JSGME to do a "Tasks - Generate a snapshot of game files". This will help you later. It takes a few minutes to run, but after you remove a mod, it can tell you if any of the files you have are different from the snapshot's. Myself, if I run into issues after changing mods, I will do a clean re-install anyway. But do the snapshot, because it can tell you alot later. Also, as has been mentioned many times, the Save folder ~WILL~ cross-contaminate your game. If you leave any part of it, it will pollute any "clean" install that you have, even if you do not load a Save from it. The game uses that folder to run practically everything. The campaign files and the asset files aren't there, but just about everything else is. Think of it as the real install of the game, and everything in the Games \ Silent Hunter folder is just a back-up...
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"...and bollocks to the naysayers" - Jimbuna |
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#7798 |
Watch
![]() Join Date: Mar 2010
Posts: 26
Downloads: 77
Uploads: 0
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I'm on my phone right now, sorry if I don't quote comments, it's a bit annoying XD
I play 100% realism, no sonar bearings on map. If it's a bug, it didn't reproduce on later gameplays, so maybe it's my fault. About time compression, I can use full stock compression, but I'm thinking that I launched the stock game after install. Not new game, only launch stock to the menu and set graphic options. Maybe this is the problem? Sorry about my poor English, by the way. |
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#7799 |
CTD - it's not just a job
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Your English is probably better than mine. I've learned entirely too much slang over the years, and how to mangle the King's English to a "T", to the point that no translator program can translate what I write. Just ask s7rikeback!
![]() Anyway, it does sound like you are cross-contaminated. If you have a Steam version of the game, you do have to run the game first to set the license properly. Changing the video settings only before applying the mod, might cause an issue... [Thinking Out Loud] The mod will overwrite the game folder's Main.cfg... that may well be a problem there, since the game uses what it finds, and will not overwrite the Save folder's copy of Main.cfg...[/TOL] I would say then that you should delete the SH4 Save folder, back off the mod, then re-apply the mod and run the game, re-setting your video to the proper resolution, and all of the other Options on the menu. Quit the game so all of that takes, and try playing it again. If you notice any further issues, you might be stuck with having to do a clean re-install of the game, along with emptying the Save folder again. ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#7800 | |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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