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Old 08-10-23, 08:26 PM   #1
Aktungbby
Gefallen Engel U-666
 
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Default welcome aboard!

stoobeedoo!
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"Only two things are infinite; The Universe and human squirrelyness?!!
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Old 08-29-23, 12:52 PM   #2
D-Jones
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I see this load order above--

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

If I have TMO 2.5-BH loaded, do I still need the TMO update 2.0 Patch? It seems as though that would be for an earlier version. The reason I ask is that I still get CTDs whenever I attack a convoy or multiple ships. The attack map seems to cause CTDs also. My load order is pretty much the sme as the above, but without the patch. Any suggestions?

Thanks.
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Old 08-29-23, 07:53 PM   #3
Bubblehead1980
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Quote:
Originally Posted by D-Jones View Post
I see this load order above--

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

If I have TMO 2.5-BH loaded, do I still need the TMO update 2.0 Patch? It seems as though that would be for an earlier version. The reason I ask is that I still get CTDs whenever I attack a convoy or multiple ships. The attack map seems to cause CTDs also. My load order is pretty much the sme as the above, but without the patch. Any suggestions?



Thanks.
Pearl Harbor is a tricky one due to variations in performance of computers.

Pretty stable for me and yes its safer to stay outside harbor and use the external cam to watch the battle. However, I've submerged inside harbor and watched it successfully, try to stay as deep as possible, pop up with periscope.

Thing is when youre in harbor, the sim has to render your boat, which is a detailed model, the ships in harbor, the planes, explosions etc, it can be overwhelming for some rigs.


Why did you omit the patch? Follow README install instructions for best performance and stability.
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Old 08-29-23, 09:56 PM   #4
D-Jones
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BH, there are so many Readme's that I didn't know where to begin. Also, the Readme in the main mod's support documents lists this as the load order--

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash_Dud for TMO Update(Required-Included)
Any other Requiired mods or add ons.
Any Optional mods included with TMO and TMOupdate.



The patch isn't listed. If you look at what forum members posts, the patch isn't listed by most. It's confusing. That it says 2.0 patch while the main mod says 2.5 led me to believe that it was for an earlier version only.

I always start outside of port. The CTDs happen when I'm attacking a convoy, almost always--A\ Shortly after the torpedoes are fired, and/or-B\ When I use the attack map to track them.

I'm going to try it with the patch now. Thanks.
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Old 08-31-23, 09:57 PM   #5
Bubblehead1980
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Default First patrol in a while...wow!

Full patrol report to come later..

TMO BH V2.0
100 difficulty (really jumped back in lol)

USS Haddo SS-255
Second War Patrol
20 July-21 September 1944
South China Sea


First patrol in a while, had it running all week (never exited, just saved found a "safe spot" turned screen off and let it run.


Departed Fremantle on 20 July for South China Sea (Area B4) after patrolling a dead area in the Celebes Sea on first patrol, using deck gun to sink a armed sailboats which opened fire with machine guns.


11 August 1944-SJ detected convoy at 16000 yards at 0240 hours.Perfect dark night for surface attack.

Managed two attacks before dawn, sunk two 10,000 ton tankers, loaded. Erupted in fireballs after one torpedo hit. One 4 or 5 inch shell from a escorting DE came too close for comefort, but we managed to lose her in the darkness, but had to submerged and endure 5 hours of depth charges
when she reacquired the boat as morning twilight began on the South China Sea.Went to 380 ft to avoid, escape with minor damage.



28 August Apprximately 200 NM ESE of Hainan Island,
SJ radar detected four large pips with a ring of escorts displaying on PPI
scope at 19000 yards, 2351 hours.

0031 hours, chased off and forced to dive, apparently these guys had radar. Escaped after pinging and a few DC, none close. Surfaced into heavy seas and a squall at dawn, worked the day to regain contact. Weather cleared at 1600 hours, 1604 hours made SJ contact with same group.


By dusk was ahead enough to submerge and make dusk periscope attack with the setting sun illuminating a a CL, CA, CV, CA, and CL with eight destroyers in a ring. Curiously only traveling at 16.5 knots, zigging on occasion.

CA's were tentatively identified as Myoko Class, with the CL's as Naka Class.
The CV was found to be a CVE of the Taiyo Class, not a CV.

Managed to slip inside screen (not sure how, except seas were still choppy even though squall had cleared) and fired four MK 18-2 torpedoes at CVE and two at the trailing CA.

All four hit the CVE, which erupted in a fireball. One hit the CA, one missed.

The CVE slowed and began to list heavily to starboard. The CA slowed to a crawl with fires burning (love the fire causes damage mod).

Destroyers, including a Yagumo were hunting, one spotted out scope in the chop and headed our way. Down at 375 feet, took a beating, including
water in forward torpedo, but flooding stopped.


At 1901, came to surface to see the capsized CVE's hull, which suddenly several explosions occurred and it sunk. The CA was making about 5 knots under heavy guard.


Surfaced after dark but night aircraft on SD kept us down and from catching up lost contact around 0300, never regained.


Would be September 30 before made it back to Fremantle, was involved in one more dramatic action in which Haddo was almost sunk by depth charges on September 16, 1944.


Really did miss this sim, was fun to get a patrol in. To nail a carrier first time out in a while lol. Will work on a full patrol report soon.
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Old 09-02-23, 08:20 AM   #6
Kal_Maximus_U669
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Default Update 2.0 or 2.5 ????

Bubblehead1980 Hello...
Will you make corrections on version 2.5...
For my part it is unplayable the torpedoes provoke CTD constantly...Lol..
Several people here have the problem..I tried different construction and nothing can be done..

TMO BH V2.0 you gave us a report on this version but version 2.5
do you play it??? because there seems to be a lot of things that don't work...
I have noticed errors in the positioning of objects.. some have noted ship configuration errors and others...
I am not criticizing your work, I agree that it is not easy to achieve...
go and make corrections thank you...

TMO BH V2.0 I still have the first version of your work...digging through my archives I got my hands on it...I will probably re-upload it to see the difference...

Your version 2.5 is not easy to set up, lots of things to read...
It would be good to simplify...because it puts off some people here I think...when do you think??
Kind regards Kal Maximus U669
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Old 09-04-23, 02:11 PM   #7
D-Jones
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What you said, KM. Thought I had it working, and then it went off the rails with CTDs all over the place. I think the common denominator for those of us getting CTDs is torpedoes, either as they're fired or when they hit, dud or not. For me, the attack map causes CTDs too, although that might bleed into the torpedo problem. Another is convoys and Task Forces, not all the time, but often. It might have to do with the DDs. A shame, because it's a great mod.
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