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Old 06-05-20, 06:25 AM   #1201
Moonlight
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Oh heck that doesn't sound good Mr beanie.

1942 24th November, USS Haddock (SS-231), 1 other mod activated 3000 Yard Bearing Tool (1920x) by CpnScurvy. One other thing to report, I started out of Midway in a Gar and now I'm in a Gato, shouldn't they be offering me a radar by this time.

JSGME reports the original game files are the same as the snapshot taken on 22/05/2019.
The only probable causes of any cockups is when I downgraded the OS to Win10 just a few weeks before this new career started, first time loading the mods up I put the 3000 Yard Bearing Tool mod first and then put the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN second, but I corrected that before I went any further.

I'm going to sail out and fire all the torpedoes and redock, if it loads Mk10s again this career will be terminated and the entire game will be re-installed. If the fault was at my end after a re-install I'll let you know.
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Old 06-05-20, 06:31 AM   #1202
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Quote:
Originally Posted by propbeanie View Post
When you are sitting at the sonar station, and you rotate the listening head around to where a "normal" ship is, there is a little green bulb above the dial that will light up when there is a sound contact. When you get relatively close to the correct bearing, you will hear the thump-thump of the engine and blades in the water. If however, you have an NKLSS_Hansa, or the KGHAP_Hansa, you will not hear nor see them if you are at the station. You will see sonar lines on the NavMap though... The old problem with some of the ships was the light would be lit green, but the player could not hear them while at the sonar station...



It sounds like you have the game installed in the Program Files folder, and as such, Windows will "protect" you from yourself and the world, and rollback any and all such "un-authorized" changes. You need to either copy the game into a folder you make yourself, outside of the Program Files folders (such as "C:\Games \Silent Hunter 4"), or re-install it there. If you have the Steam copy of the game, it is usually easier to re-install Steam into a "Games" or some-such folder, and put SH4 below that. If you have a 2nd hard drive available, then you can create a 2nd Library folder under Steam, and install SH4 there...



We did not make such modifications, especially to a Gato. We made Mark 10s available to your boat from late December 1941 to the end of 1942, but they cost you money. We have been trying to get the S-Boats to automatically load-up with the 10s, but have failed thus far, so if you have a Gato doing that, ~WE~ want to know ~YOUR~ secret... - Now, say you have a Pearl boat, and if when you re-fit at Midway enroute, you topped-off with Mark 10s... those will stay with you each time you re-fit with a partial load. But when you end patrol, that should then cease... What mods do you have enabled? and have you added to or taken mods out during your career?
I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10’s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, don’t you think?

And as for the “captured tanker I reported earlier, the visual with or without the docks doesn’t matter. Those searchlights point at the tanker either way. I wasn’t complaining. I was pointing out what I think is a cool event.
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Old 06-05-20, 06:38 AM   #1203
mazzi
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Quote:
Originally Posted by Moonlight View Post
Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s.
..\Data\UPCData\UPCUnitsData\Ammunition.upc

;--------------Ammunition.upc---------------------
;[Ammunition 10]
;ID=Mk10Torpedo
;NameDisplayable= Mark 10 Torpedo
;Type= AmmoTorpedo
;Subtype=Mk10TorpUS
;AmmunitionIntervalOptionCurrent= 1918-06-01, 1946-12-31, 0
;AmmunitionIntervalOptions1= 1918-06-01, 1946-12-31, 0
;Volume= 1
;PackSize=1
;Info=Mk10TorpInfo
;Notes=Mk10TorpNotes

[Ammunition 10]
ID=Mk14Torpedo
NameDisplayable= Mark 14 Torpedo
Type= AmmoTorpedo
Subtype=Mk14TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1939-01-01, 1943-05-31, 0
AmmunitionIntervalOptions2= 1943-06-01, 1946-12-31, 0
Volume= 1
PackSize=1
Info=Mk14TorpInfo
Notes=Mk14TorpNotes

*****

;[Ammunition 12]
;ID=Mk14Torpedo
;NameDisplayable= Mark 14 Torpedo
;Type= AmmoTorpedo
;Subtype=Mk14TorpUS
;AmmunitionIntervalOptionCurrent= NULL, NULL, 0
;AmmunitionIntervalOptions1= 1939-01-01, 1943-05-31, 0
;AmmunitionIntervalOptions2= 1943-06-01, 1946-12-31, 0
;Volume= 1
;PackSize=1
;Info=Mk14TorpInfo
;Notes=Mk14TorpNotes

[Ammunition 12]
ID=Mk10Torpedo
NameDisplayable= Mark 10 Torpedo
Type= AmmoTorpedo
Subtype=Mk10TorpUS
AmmunitionIntervalOptionCurrent= 1918-06-01, 1946-12-31, 0
AmmunitionIntervalOptions1= 1918-06-01, 1946-12-31, 0
Volume= 1
PackSize=1
Info=Mk10TorpInfo
Notes=Mk10TorpNotes
;--------------Ammunition.upc---------------------
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Old 06-05-20, 12:29 PM   #1204
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Quote:
Originally Posted by propbeanie View Post
When you are sitting at the sonar station, and you rotate the listening head around to where a "normal" ship is, there is a little green bulb above the dial that will light up when there is a sound contact. When you get relatively close to the correct bearing, you will hear the thump-thump of the engine and blades in the water. If however, you have an NKLSS_Hansa, or the KGHAP_Hansa, you will not hear nor see them if you are at the station. You will see sonar lines on the NavMap though... The old problem with some of the ships was the light would be lit green, but the player could not hear them while at the sonar station...



I cannot say I've ever noticed that. I know that all contacts do show up on the NavMap in all conditions. I have never been to the hydrophone station that much before.
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Old 06-05-20, 02:54 PM   #1205
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I smell a dirty stinking rat Mr beanie, my torpedo problem was happening at Midway and now its being reported at Fremantle as well, I think you should look into this and post a fix for the problem.
If I've trashed a good career through no fault of my own I'm going to be like a bear with a sore head.

Quote:
Originally Posted by Moonlight View Post
Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s.
Quote:
Originally Posted by torpedobait View Post
I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10’s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, don’t you think?.
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Old 06-05-20, 03:27 PM   #1206
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Quote:
Originally Posted by torpedobait View Post
I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10’s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, don’t you think?

And as for the “captured tanker I reported earlier, the visual with or without the docks doesn’t matter. Those searchlights point at the tanker either way. I wasn’t complaining. I was pointing out what I think is a cool event.
Here is a follow up after my last patrol. Still in the Gato, I left Perth/Fremantle on June1, 1944 to patrol the area near the Gulf of Siam, claimed 60,800 tons of shipping and warships, and returned on July 13 (medal awarded July 12). While in port I gave out medals and promotions, but when I went to finally upgrade my AA gun I found no options available. That plus the full torpedo loadout was for Mark 10's. I tried to attach pictures but can never get them small enough. Frustrating there too.

Next patrol is to sail on 8/6. Grrr. What do I have to do to at least be able to add a 20mm AA gun? Are you sure the files are set correctly?

I'm ok with it if that's the way you want the mod to be, but I'm spoiled by previous editions letting me get a 40mm, maybe even a twin 40mm. Sigh.
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Old 06-05-20, 11:45 PM   #1207
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mazzi, where are you getting that ammunition.upc from? That is not in FotRSU v1.1... If I do not see a "path" for a torpedo to end up in the Gato, whether it would be at Midway or Perth, then I cannot fix it. Commenting out an ammunition that is used in another boat is NOT a fix... There is more to the torpedoes assigned than just the ammunition file.

We have found a series of sound issues, and several of them date back to stock. we're trying to get the ducks lined-up in a row, to knock them down, then we'll try to see about the torpedoes. Any reports on them though, we need the boat, the date and the port sailed from when you first started getting the odd loadouts. Also, whether or not your boat is an upgrade recently assigned to you. It is supposed to be set-up for a Fleet Boat to have to pay for the Mark 10s, and that they would be available for basically 1942 and not be freely assigned them by default, so we'll have to dig into that further. As for the AA guns, the fifty and the 22mm should both be usable on the full conning tower. If you do not get an upgraded conning tower, you will not get any further weapons upgrades. However, when you get a new boat after the date of the new conning tower, that should come on your new boat, along with any new guns available...

As a note about v1.1 - we changed nothing with the sound. We changed nothing with the guns. We changed nothing with the torpedoes. However, v1.1 is NOT backwards compatible with v1.004, which was NOT backwards compatible with v1.0.1g - if you did not have a known-clean game install and a clear Save folder, then there is trouble in that. The files would be mixed. This is not to say there are not issues in the mod. There are. We find more every day with your help, but any issues with the torpedoes should have manifested themselves three versions ago, and much earlier with the AA guns. The deck guns were last worked on three versions ago also. There are ships that have been missing dsd files - that is the file that links the ship to the sound folder - since at least the v1.5 release in 2008... that particular ship has been mute all along - either that or I've got a bad DVD disk...
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Last edited by propbeanie; 06-05-20 at 11:55 PM.
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Old 06-05-20, 11:48 PM   #1208
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Quote:
Originally Posted by Moonlight View Post
I smell a dirty stinking rat Mr beanie, my torpedo problem was happening at Midway and now its being reported at Fremantle as well, I think you should look into this and post a fix for the problem.
If I've trashed a good career through no fault of my own I'm going to be like a bear with a sore head.
Google Translate:
In ports, the first torpedo in the list is loaded automatically, the list in the file Ammunition.upc. The first one was Mark14, Now stands Mark10. Swap the contents of the [Ammunition 10] and [Ammunition 12] sections in the Ammunition.upc file as written above.
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Old 06-05-20, 11:58 PM   #1209
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OK, so you are giving an example. Thank you. Why did no one notice the Mark 10 loadouts weeks ago, I wonder?... lol

This explains then, why the S-Boats will not load Mark 10 torpedoes... The tubes have nothing to do with it...
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Old 06-06-20, 05:30 AM   #1210
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Hi FotRS_Ultimate Team, I found some some issues in the mod ( I don't know if someone has just told about them )
There are some problems with the sound: I can't hear the sub's engines and the muzzle sound of my sub. An other issue is that, at my 4th/5th patrol sometimes the game adds a second deck gun with no crew and without replacing the first one, or, in other cases, removing the crew form the deck weapons, without the possibility to take others.
Sorry for my bad english

BTW, I have just ask about them in reality, but what about to add the Thai Navy to an eventual new release? models that resemble their principal ships just exist in the game (ex. the Para Ruang DD was an old British R class, which just exists in the Soviet Waterway mod or the Trad Class torpedo boat which is very similar, just a little bit shorter, to the Spica class from Med Campaign or the aux. ships Chao Paia and Angthong that are very similar to some Finnish ships from Soviet Warerway)
Unfortunately there are not a lot of informations of the WW2 Siamese/Thai navy, I know their warships patrolled the Gulf of Siam or served for convoys' duties, as their merchant ships in the southern routes.
and talking about Soviet Waterway, there are some interesting merchant ships (from SH5 and their own) that could be added to the mod.

Sorry to disturb you boys, and good luck with your fine project
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Old 06-06-20, 05:37 AM   #1211
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All Hail the great mazzi, oooooh I was getting a bit carried away there for a moment.

Quote:
Originally Posted by mazzi View Post
Google Translate:
In ports, the first torpedo in the list is loaded automatically, the list in the file Ammunition.upc. The first one was Mark14, Now stands Mark10. Swap the contents of the [Ammunition 10] and [Ammunition 12] sections in the Ammunition.upc file as written above.
@mazzi, I was unsure exactly what your fix was doing as this mod ammunition file was different from the one you posted, but after reading your second post it was as clear as day what I had to do. After trying out your fix it worked as you knew it would do, no more Mk10s on loadout anymore so a big Thankyou from me mazzi to....You.

As for you Mr beanie, there's no bells and whistles for you and the team old boy, if you decide to pay us a visit the crew says you'll be leaving the sub from a bleeding torpedo tube. Well it just so happens that I didn't trust the information that was coming my way over these torpedo issues so I copied my old career files somewhere safe as I knew the fault was not caused at my end. 3 re-installs later and everything was perfect Once again, this Win10 nonsense is a PITA, why did it take 3 installs, Grrrr. The old career has been copied back, no files have been changed apart from Mr beanies Torpedo Problem file and that was done in the office, we're sailing back into enemy waters and hoping we meet another convoy escorted by a Heavy Cruiser.
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Old 06-06-20, 08:57 AM   #1212
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Glad you are going Moonlight, and thank you again mazzi. We will have edits with the Mark 10 at the bottom of the list, and other file edits in a little patch shortly.
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Old 06-06-20, 09:00 AM   #1213
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I would appreciate help in finding the .DAT file that contains the "5.9in_Graf_Spee_turret" which is apparently on the deck of the NOL_Schliemann in the M02 slot. I have tried guns.dat but cannot recognise it. Any clues?


EDIT : Well I'll be keelhauled - found it in guns_radars_06.dat. We really need a better labelling system!
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Old 06-06-20, 09:15 AM   #1214
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You will encounter that quite a bit with the guns. You might also find a given gun listed multiple times in several files each. There are a couple things you could try to help you. Extremely powerful is 010 Editor, which can do scripting. Hopefully, you would do better than I do with that Then there is the less-powerful Notepad++. In either, or some other editors, you can "Search within files", looking for a given name, confining your search to the Library folder, and its sub-folders.
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Old 06-06-20, 10:22 AM   #1215
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OK, direct your browsers to

101_prBetaPatch_v1.1.7z

which is on my little slice of Google Drive heaven. This is a "test" patch for v1.1 of the mod only. You should be in port when applying it. It includes typo fixes for campaign and other files, as well as hopefully removing all "Location name in game" text on the NavMap. No mention in the ReadMe is made of moving the Mark10 torpedoes to the end of the Ammunition.upc file, but they have been. This in theory should eliminate their loading when re-fitting a Fleet Boat. There are also a few additions to the Campaign_NMS file for locations named in some orders. Also corrections to the Flotillas.upc for "no primary objective found" for two assignments, typo fixes to others. There are still typos in the mod. Please let us know when you see incorrect spellings or non-grammatical phrasing. The big one here is the sonar is back to the old style FOTRS / TMO mix, where for the most part, you will have sonar on the surface. Hopefully, this will eliminate some of the erratic oddities encountered. Not included in this are the sound changes we are in the process of changing. This will take a bit of work, and we won't do the next release until we've muscled through that. Many thanks to Moonlight, torpedobait and especially mazzi for the torpedo "fix" for the Fleet Boats, which will unfortunately result in the S-Boats no longer having proper load-outs when they re-fit. We wanted to do a new release, but with a few other issues encountered, and the "fixes" being more involved, this is the way to proceed temporarily to eliminate the torpedo load-out, as well as the potential of "No primary objective found" troubles. This is only temporary. Let us know ~any~ issues you encounter asap...

PS: As a heads-up for vickers03 and others, there will be changes in the SH.SDL file for the next release, as well as changes to ship dat, sim & dsd files, to hopefully eliminate the "mute" ships and the failure of sonar to so much as even indicate they are there. There are no image changes though DanielCoffey...
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