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Old 10-07-21, 06:08 PM   #1
Bubblehead1980
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Quote:
Originally Posted by Revus View Post
So, might have found an issue.
Its 1 Apr 43, 0700. 12-12N 138-16E. Just finished a whole night of surface attacks on a NE bound convoy (1 DE, 4 AK's) (quite the experience, tell yall later). While in pursuit, the sound of the engines changed and sounded distorted in some odd way, like static in addition to the normal sounds yo hear while going full speed. Once in position ahead of convoy, tried to manually track on sonar, but I couldnt change bearing on it. It was stuck at 000r, 000t and wouldnt turn. Automatic "follow" commands worked fine, but I couldnt follow them on my own, making submerged evasion a hassle.

Finished attack with a coup de grace on a dead-in-water HAKUSIKA MARU last night, sound issue still happening. saved and exited.
Came back to it today, same issue.
Had an issue last patrol where gunfire and impact noises were non-existent. I have a feeling it has something to do with the EAX mod.

Heres my list:


TMO
Nav Map MakeOverTMOUpdate
NavMApMakeOverTMOUpdatePatch
AlliedShips
Ships
EAXsoundsim_without_WebstersManeuver_TMO
TMO2_different_smoke
IJN_Radar_Fix_2
GatoLadder
TMONewDepthChargesType2
TorpexTorpedoesV3
SEA_LIFE


Took no damage from guns or DC's, but if its "broke" in sim, may just go back to port and end patrol for "maintenance". If its a mod list issue, hopefully I can salvage this one.


*edit: tried in a quick mission, and it works without issue, went back into saved game, still broke...


That is strange, definitely going to look into it. Honestly, highly doubt it is eax sound mod, have used it for years with no such problems, ever. The sonar stack and gauges stuck bug is usually caused by saving game when other units are nearby, especially other submarines. FOTRS also had same bug with AI subs as well. I did not have the bug in testing, nor have encountered on patrol.


This patrol, was this a reload after saving? Were there any other units in the area? Not just visual but anything audible on hydrophone, even if very distant or radar? Of course it is possible were just outside your detection, but were nearby. Were your engines stopped when saved? I remember the bug from years ago, all the dials, including sonar would lock up and one preventive step was to make sure engines were at all stops when saved. The sim, especially when modded has always been weird about saves. I've noticed on all computers have ran SH 4 with various mods from RFB to TMO, when sim reloads with mod weird things can happen....ranging from bugs like the one you encountered, to not crediting ships sunk or objectives achieved before save, or the "high in the water" ship bug where some ships are sitting high in water, where their props are just out of the water and thus can't propel themselves, or the torpedo bug where every torpedo will be a dud, run deep, or no prematures happen. Issues are not with every save, but does happen from time to time.


Thank you for the detail error report, especially with date/time and coordinates, will make it easier to track down any possible issues. I have a patrol running currently, do not like to tab out of the sim as can cause issues, but when back in port will run it down.


I look forward to hearing about your repeated night attacks on the convoy. Really is one of my favorite things in the sim. Find myself and a convoy in a large piece of open ocean, pursue for days, sometimes a week before, repeat attacks. Going on the coordinates, you are in area about 362 NM NNE of Palau Islands, roughly north of Ulithi and Palau in area Flower Bed. Nice open area of ocean. Were you ordered there or ?
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Old 10-07-21, 06:42 PM   #2
Revus
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Quote:
Originally Posted by Bubblehead1980 View Post
That is strange, definitely going to look into it. Honestly, highly doubt it is eax sound mod, have used it for years with no such problems, ever. The sonar stack and gauges stuck bug is usually caused by saving game when other units are nearby, especially other submarines. FOTRS also had same bug with AI subs as well. I did not have the bug in testing, nor have encountered on patrol.


This patrol, was this a reload after saving? Were there any other units in the area? Not just visual but anything audible on hydrophone, even if very distant or radar? Of course it is possible were just outside your detection, but were nearby. Were your engines stopped when saved? I remember the bug from years ago, all the dials, including sonar would lock up and one preventive step was to make sure engines were at all stops when saved. The sim, especially when modded has always been weird about saves. I've noticed on all computers have ran SH 4 with various mods from RFB to TMO, when sim reloads with mod weird things can happen....ranging from bugs like the one you encountered, to not crediting ships sunk or objectives achieved before save, or the "high in the water" ship bug where some ships are sitting high in water, where their props are just out of the water and thus can't propel themselves, or the torpedo bug where every torpedo will be a dud, run deep, or no prematures happen. Issues are not with every save, but does happen from time to time.


Thank you for the detail error report, especially with date/time and coordinates, will make it easier to track down any possible issues. I have a patrol running currently, do not like to tab out of the sim as can cause issues, but when back in port will run it down.


I look forward to hearing about your repeated night attacks on the convoy. Really is one of my favorite things in the sim. Find myself and a convoy in a large piece of open ocean, pursue for days, sometimes a week before, repeat attacks. Going on the coordinates, you are in area about 362 NM NNE of Palau Islands, roughly north of Ulithi and Palau in area Flower Bed. Nice open area of ocean. Were you ordered there or ?

Know what? Im sure you're right. It seems I saved just after suracing, RIGHT before finding these guys on SJ. I've had nearly all of the rest of those "save glitches" before. Especially before knowing most of the fun idiosyncrasies of SH4. Quite a few MARUs are on the bottom that got no credit. At this point, I pretty much have a checklist for saves:
-Surfaced
-Control Room
-Moving
-No contacts near (as best as possible)

I was able to scan manually with the mouse wheel however. Its still tough though. not able to visualize where Im searching with a dial, but it works.

This was actually on my way to a photography mission in the Yellow Sea that Im most likely going to not accomplish. Ill probably get back into the patrol tonight and chase them down. Seems like they went back to 030, but I have a feeling the DE is going to be trailing back to prevent that.


Not sure about the gun noises though. tried that in a few scenarios & no change
I put this particular attack on the main SH4 page for a detailed readout.

Last edited by Revus; 10-07-21 at 07:04 PM.
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Old 10-07-21, 07:04 PM   #3
Bubblehead1980
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Quote:
Originally Posted by Revus View Post
Know what? Im sure you're right. It seems I saved just after suracing, RIGHT before finding these guys on SJ. I've had nearly all of the rest of those "save glitches" before. Especially before knowing most of the fun idiosyncrasies of SH4. Quite a few MARUs are on the bottom that got no credit. At this point, I pretty much have a checklist for saves:
-Surfaced
-Control Room
-Moving
-No contacts near (as best as possible)

I was able to scan manually with the mouse wheel however. Its still tough though. not able to visualize where Im searching with a dial, but it works.

This was actually on my way to a photography mission in the Yellow Sea that Im most likely going to not accomplish. Ill probably get back into the patrol tonight and chase them down. Seems like they went back to 030, but I have a feeling the DE is going to be trailing back to prevent that.

I put this particular attack on the main SH4 page for a detailed readout.

Ah, most likely the issue but to be sure, I will investigate upon return to port.


Yellow Sea, man that is a long haul from Brisbane lol. One of those silly issues, where game does not update orders when transfer. I am going to post instructions on how to easily edit orders here soon, for future reference.


I would just sink ships in boundaries of Brisbane's sphere of operations and not worry about the photo mission to Yellow Sea. Not sure where it is in Yellow Sea, but good as pretty much did every port to stop such crazy missions, chance you will get there and fine a subnet and most likely a surfaced and submerged minefield preventing your from achieving the recon(those orders are often pure hollywood lol, like the Tokyo Bay ones lmao) or killing you. Sinking ships makes up for not achieving the orders, won't affect your standing. Not worth it in my mind, but up to you.

I plan to change up the recon missions in future versions, will conduct recon missions subs actually did, such as recon of landing beaches before invasion.



Since you are commanding Silversides, check this out

https://www.subsim.com/radioroom/sho...d.php?t=250572

Last edited by Bubblehead1980; 10-08-21 at 06:34 AM.
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Old 10-09-21, 05:16 AM   #4
Mav87th
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Hi Bubblehead - what an immense and beautiful work you have done.

Thanks again


One question though. Have you implemented OTC in the overhaul?

Best regards
Mav87th
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Old 10-09-21, 08:06 AM   #5
Bubblehead1980
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Originally Posted by Mav87th View Post
Hi Bubblehead - what an immense and beautiful work you have done.

Thanks again


One question though. Have you implemented OTC in the overhaul?

Best regards
Mav87th

Thank you, glad you are enjoying it. There is more to come.


I have not implemented OTC into the mod and while am open at some point as an optional mod, I have no plans to fully incorporate it into the mod. If someone would like to make OTC compatible with the TMO Update, that is fine with me.

However, I would encourage to try the mod without first as I incorporated my Real Scopes mod into the sim. These mods were designed to enhance manual targeting and work within the sim to overcome the shortcomings of the stadimeter and mast height issues. I adjusted some mast heights in the .cfg files of the various ships and enhanced the zoom level to a more reasonable level (scopes were underpowered previously, especially the observation scope). There is a clear difference between the way the attack scope and observation scopes look based on current light outside...observation had a larger head and was better for viewing.

I play without map contacts probably 60-70 percent of the time and my current career in Salmon class have went without SJ radar(just got it in port will have for next patrol) and when torpedoes actually work lol, i have had great accuracy sinking 1-2 ships patrol, few misses due to plotting errors, all torpedo malfunctions. I included in the download the early war scopes mod to be used on Salmon, Sargo, Porpoise, and S Class boats, as well as late war scopes for 1945 (green reticles an night scope as some US boats did get them in 45 along with ST radar, which is being worked on for future release, but is already included on the Tench Class.

In later war with boats like the Gato, you have the 3D TDC and radar ranging unit which is a HUGE advantage. If one is not aware of how to use it, definitely look the mod up and learn, it is not complicated really and it is a game changer. As said, would encourage to try as it is.
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Old 10-10-21, 09:37 PM   #6
les green01
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guess i got too get the old sugar boat out and give it a run guess i can change the capt pictures and posters without messing the mod up
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Old 10-11-21, 04:19 AM   #7
Bubblehead1980
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Originally Posted by les green01 View Post
guess i got too get the old sugar boat out and give it a run guess i can change the capt pictures and posters without messing the mod up


Enjoy and let us know how your patrol goes. Careful though, S boats are not the tanks they used to be, were revised to be a bit more reflective of their limitations. Definitely do not dive as deep as they used to.


Are you talking the capt pictures and posters in the office while in port? If so, then yes, should be no issues if worked previously with TMO.

If are referring to the interior mods, not sure. I do know vickers interior mods are not compatible with TMO as this time, but he has said TMO versions are in the works.
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Old 10-18-21, 11:28 AM   #8
Mav87th
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Quote:
Originally Posted by Bubblehead1980 View Post
Thank you, glad you are enjoying it. There is more to come.

...and enhanced the zoom level to a more reasonable level (scopes were underpowered previously, especially the observation scope). There is a clear difference between the way the attack scope and observation scopes look based on current light outside...observation had a larger head and was better for viewing.
Thanks Bubblehead - and I totally look forward to more coming from you mate - awesome stuff.

For inspiration you might want to look at this https://www.subsim.com/radioroom/sho...d.php?t=133207

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Old 10-20-21, 07:17 AM   #9
MADLOU
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Default AA Crew does not fire at aircraft

Just noticed that when the AA guns are manned and I order them to fire at aircraft they do nothing.

Any solutions?

Thanks.
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