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Old 12-11-23, 02:45 PM   #1
KaleunMarco
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Originally Posted by propbeanie View Post
There are probably other reasons, but the main one is the grouping's ships are set too close to each other, and the "collision avoidance" is constantly engaged. The liner is probably trying to avoid the closest ship to it, so constantly helms away from it, while all the other escorts are trying to avoid the Liner... The game has a "minimum" spacing of 500 meters between ships, but that is center-point to center-point on the ships. If a ship is 500m long, it has already eaten half of that distance with its on hull. Add the 110m of an escort, and it is sensing an imminent collision constantly... pia to correct, but it is doable. SH3 has Hebe's mySH3-Tool that does flag all such groupings, but alas, that is not enabled for the SH4 game as of yet. We'll have to do some more, and stronger arm twisting...
i thought of that but the behaviour is repetitive...and does not stop until i leave the area and the RGG "unspawns" back to one entity. The one-and-only non-combatant ship just keeps making circles and the escorts run around her like The Three Stooges.

the troop convoy groups that i am thinking are the culprits all have Spacing = 700 (meters). the troop ship in question was a Kiturin which is 130m. that kinda led me to believe that spacing was not the issue. (700/130 = 5.3)

initially i was leaning toward the issue is that the Leader did not spawn and the ship selected by the AI as replacement-Leader had a poor skill rating. but that was not the case either, as the Leader was one of the escorts and not the unspawned ship and the DD had Elite skills. One would think that the Elite-Leader would have the RGG making progress, on course, on time, towards the destination.
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Old 01-09-24, 02:02 PM   #2
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Hey boys, sorry if im about to necro this thread but i have nowhere else to turn and dont have alot of modding experience to fix my problem.

anyone might know how to fix the empty gauges inside my fleetboat?

https://www.subsim.com/radioroom/att...1&d=1704826464

i recently started playing SH4 and i noticed that the gauges on the Narwhal class are fine but the Tambor ones are not. why is that?

im only using RFB_2.0 and the patch, followed by FotRS in that order. im unsure if its the supermod thats causing this or the fleetboat mod but since its related to the ship i decided to post this here. any tips are appreciated!
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Old 01-09-24, 03:00 PM   #3
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im only using RFB_2.0 and the patch, followed by FotRS in that order.

there is your root cause.

RFB and FOTRSU are stand-alone megamods and are not combinable...in any order.

Play one OR the other...not both at once.

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Old 01-09-24, 04:58 PM   #4
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Originally Posted by KaleunMarco View Post

Play one OR the other...not both at once.
Now i just feel silly, thank you for letting me know im still super new to all of this and its been a couple of long months. i removed RFB and the problem is still happening, one step closer to fixing this mess! im gonna see whatelse i can comeup with... oh and thank you for replying so fast! it really helps!
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Old 01-09-24, 07:27 PM   #5
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Now i just feel silly, thank you for letting me know im still super new to all of this and its been a couple of long months. i removed RFB and the problem is still happening, one step closer to fixing this mess! im gonna see whatelse i can comeup with... oh and thank you for replying so fast! it really helps!
that result is also due to inexperience. do not feel embarrassed. we have all been where you are.

when one wants to set up a new meg-mod config, they have to (must?) start from scratch. this means not only a fresh, unmodded SH4 folder but also a fresh Save Folder.

hopefully you are using JonesSoft Generic Mod Enabler (JSGME). if you are not, i strongly suggest that you start. i am pretty sure that it is included in the FOTRSU download zip file.

let's say that you are using JSGME. so, you probably backed out FOTRSU, restarted SH4 and then reloaded your saved career. that's not going to work for you. in your use-case, you would not only need to back out FOTRSU but you would also need to delete your Save Folders and then start a new career. Save Folder are stored here:
\Documents\SH4(or some other TLA)\data\cfg\

as you evolve your SH4 experience, you are probably going to want to have more than one megamod available to play. at that point you would want to use MultiSH4, which is also included in the FOTRSU download. but don't rush things. actually, i suggest playing Stock (unmodded SH4) for a career or two just to get the feel of things.

in either case, good luck!
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Old 01-09-24, 10:18 PM   #6
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i thought of that but the behaviour is repetitive...and does not stop until i leave the area and the RGG "unspawns" back to one entity. The one-and-only non-combatant ship just keeps making circles and the escorts run around her like The Three Stooges.

the troop convoy groups that i am thinking are the culprits all have Spacing = 700 (meters). the troop ship in question was a Kiturin which is 130m. that kinda led me to believe that spacing was not the issue. (700/130 = 5.3)

initially i was leaning toward the issue is that the Leader did not spawn and the ship selected by the AI as replacement-Leader had a poor skill rating. but that was not the case either, as the Leader was one of the escorts and not the unspawned ship and the DD had Elite skills. One would think that the Elite-Leader would have the RGG making progress, on course, on time, towards the destination.
So... why I did not actually "see" that part of your reply, I don't know, but... this is one of the Silent Hunter series things that have been around since the early SH3 days. They really should NOT have an escort as "leader"... I mean, what do they want? The ship to "escort" and do pirouettes and pinwheels about the convoy, cutting the ships off during their journey so they all look silly, or do they want the ship to "lead", and progress smoothly and at a steady speed from Point A to Point B... they cannot have both. So there is your "leader", able to do 30+ knots, spinning about the place, "escorting", while its charge(s), the Troop Transport, attempts to keep up with the "leader's" cartwheels, with a top speed of 21knots, maybe 24, depending upon the ship? And so they do their "dance" across the waves, ad infinitum ad nauseum... - I would say to make the Transport the leader.
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Old 06-15-24, 02:21 PM   #7
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Hey everyone, loving the mod so far but I'm trying to download the TMO Plot mod to restore map contacts and all of the links I found are dead, anyone able to reupload it?
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Old 06-15-24, 03:02 PM   #8
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Axel999!
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Old 06-16-24, 09:44 AM   #9
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Hey everyone, loving the mod so far but I'm trying to download the TMO Plot mod to restore map contacts and all of the links I found are dead, anyone able to reupload it?
hello, axe.

if you want to restore map contacts, you really do not need a mod for that as that feature is controlled by a GamePlay Option.
While you are in-port, click on the Motorola Radio Set sitting on the file cabinets. then click on GamePlay Options. Make your selections and click Save Changes.

good luck!
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Old 04-19-25, 05:20 PM   #10
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Hi all, unsure if this thread is still being maintained.


I'm running 1.5 SH4 w/ RFB + patch + RSRDC + patch + ISP, and had a very weird issue today. Instead of running along their one- or two-degree gryo offset from the tube, all 8 of my torpedeos (four rear tubes, then four front tubes) took a 90° turn to the South-Southeast. Pictures below for clarity.


Are gyro malfunctions part of this mod, or did I foul something up? And if I did foul something up, what can I do differently to avoid this in the future?


Background: It's 1150 on December 31, approximately 19°16' N, 121°44' E. I've been tracking a Chitose seaplane tender and its two escorts for the past 4 hours, doing a wide end-around on the surface during daytime to put myself in proper firing position. I submerged 6,000 yds to port of the Chitose's track, then slowly creep forward to set up my stern tubes for a shot. I ended up approximately 2,000 yds to stardboard of the track before the shot.


Over the last 30 minutes, I've been checking and rechecking my solution to make sure it's perfect. The waves are choppy which makes things difficult, but I've narrowed down the Chitose's speed to somewhere between 6 to 7 knots. My potting room consistently gives me a course between 355° and 005° true, and I split the difference by using 000°.


I launched my four stern tubes at the Chitose. They're all launched at high speed, magnetic/contact, 10 feet of depth. The gyro angle is small (less than 10°), and I vary the gryo offset between +/-1° from the TDC calculations. Instead of running hot straight and normal, all four tubes take a hard 90° turn to the south.


"Huh," I think to myself. "That's weird."


I go to flank speed and quickly swing the boat around to port for another shot with the bow tubes. I double-check the range, speed, and track, then launch four more tubes. Same settings, small gyro angle and a little variance for spice, then FIRE! And yet again, all four torps swing south by 90° and miss the target completely.


I know that the Mk14 was notoriously unreliable, and had a tendency to circle run. I also know that I can make mistakes, and I'm willing to learn from them.


If this is a feature, great! I've just learned what it was like to be a US sub commander in the early years of WWII.
If this is a mistake, oh well. I guess I'll have to evade and try for another shot.
If this is a bug, damn!









https://i.imgur.com/24N89WJ.png
https://i.imgur.com/zwZIZA2.png

Last edited by Cunard; 04-19-25 at 09:34 PM. Reason: Updated my modlist.
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Old 04-19-25, 06:53 PM   #11
KaleunMarco
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Quote:
Originally Posted by Cunard View Post
Hi all, unsure if this thread is still being maintained.


I'm running 1.5 SH4 w/ RFB + patch + RSRDC + patch, and had a very weird issue today. Instead of running along their one- or two-degree gryo offset from the tube, all 8 of my torpedeos (four rear tubes, then four front tubes) took a 90° turn to the South-Southeast. Pictures below for clarity.


Are gyro malfunctions part of this mod, or did I foul something up? And if I did foul something up, what can I do differently to avoid this in the future?

torpedo malfunctions are definitely part of RFB.

i do not have a copy of RSRD handy so i cannot check its effect on US Torpedo guidence.

you don't mention December of which year in your excellent recap.
if it is before 1943, the changes of a gyro malfunction are greater than 50-50. More like 60-40.
1943 and beyond, it's 50-50.

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Old 04-19-25, 07:26 PM   #12
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Originally Posted by KaleunMarco View Post
torpedo malfunctions are definitely part of RFB.

i do not have a copy of RSRD handy so i cannot check its effect on US Torpedo guidence.

It's good to know that malfunctions are a thing. Is there one "standard" gyro malfunction, or is it a range of things? (Ignoring the duds and premature explosions.)


Quote:
Originally Posted by KaleunMarco View Post

you don't mention December of which year in your excellent recap.

1941.


Quote:
Originally Posted by KaleunMarco View Post
if it is before 1943, the changes of a gyro malfunction are greater than 50-50. More like 60-40.
1943 and beyond, it's 50-50.

Every single torpedo I've fired on this patrol has had the same malfunction: a hard 90 degree turn to the left. Assuming a 60% chance for a gyro malfunction, the chances of this happening are 0.000001%. Are you sure I'm not doing something wrong or encountering a bug?






EDIT: I realized I'm also using Improved Ship Physics, too.

Last edited by Cunard; 04-19-25 at 09:33 PM.
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