SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-06-25, 11:08 PM   #1
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,153
Downloads: 613
Uploads: 44


Default

Quote:
Originally Posted by Captain Wreckless View Post
Well 4 CTD playing an S-18 in Asiatic Fleet. All but last one was recoverable. After spending 53 minutes navigating through the minefield in Manila Bay it CTD before I could end patrol and would not load last save. Saying I'm pissed is an understatement.

I've got a save outside of the bay, but I'm not even gonna redo it. It just takes too long to get through the minefield following the PT boat.

Going to just give up on this patrol. I'm beginning to wonder if the CTD are sub related. I was playing a Porpoise class in Asiatic Fleet and didn't have a CTD. Seems all my crashes were related to S-18 class. Weird.

This is the logs of each CTD.
----------------------------------------
Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x00018b6b
Faulting process id: 0x4e98
Faulting application start time: 0x01db87293d4f22ac
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: D:\Games\Ubisoft\SH4TMO\Kernel.dll
Report Id: 6a1cf229-a643-4ff7-baf2-8761e4e60029
Faulting package full name:
Faulting package-relative application ID:

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: ntdll.dll, version: 10.0.19041.5007, time stamp: 0x6ce0f861
Exception code: 0xc0000005
Fault offset: 0x0005bcb3
Faulting process id: 0xe78
Faulting application start time: 0x01db8736b8bdfea4
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: C:\Windows\SYSTEM32\ntdll.dll
Report Id: f97dcbfc-fea4-40b8-86b1-cd59cb4076b2
Faulting package full name:
Faulting package-relative application ID:

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x0001b096
Faulting process id: 0x4d40
Faulting application start time: 0x01db874a7a712548
Faulting application path: D:\Games\Ubisoft\SH4TMO\sh4.exe
Faulting module path: D:\Games\Ubisoft\SH4TMO\Kernel.dll
Report Id: 2db16fe7-ac11-4700-b4b9-ce6e2f069dac
Faulting package full name:
Faulting package-relative application ID:




So I just ran a patrol in June-July 1941 (pre war) and the minefield showed up per history on July 1. I had no issues other than the map label did not show up (shows up if start patrol after july 1) and did not receive a message on radio as supposed to, will look into that.

Regardless, always look for the escort vessel off Corregidor, usually a PT boat, they will be around once a hour roughly, just get astern of the and match speed, follow them in, let them path find through the gap in the minefield. I used 64x TC max navigating through it. I recall reducing number of mines as to not be taxing on systems.
Bubblehead1980 is offline   Reply With Quote
Old 03-09-25, 02:18 PM   #2
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,153
Downloads: 613
Uploads: 44


Default To do list for 2.1-Suggetions?

Right now the to do list

1. Refine Operation Orders, correct any errors such as typos, misplaced objectives, clean up language of operation orders. Add more wolfpac missions in appropriate time frames.

2. Cleanup the map and labels

3. Lighthouses rendering at real distances if possible

4. Several escorts as No.13 class are missing stern racks for DC but have throwers, not sure why but will resolve (if anyone wants to help, please do)

5. Get US and IJN DD's and boats launching torpedoes. (Anyone?)

6. Want to equip some merchants with defensive depth charges (rack), as some carried them. Merchants when unescorted and/org set to skill level will of course shoot its guns defensively, some will ram a submerged sub or surfaced sub and when given hydrophones I believe would drop a charge way.

7. While I have had no CTD's.in 13 patrols, will double check to make sure no CTD's with torpedo impacts etc.

8. Further refine the SUBRON 50 campaign in ETO

9. Review and if needed refine SPYRON campaign

10. A "wolfpack" commander option, within limits of the sim of course; I've considered this where player when Promoted to Captain (start as Captain if possible) is given command of a Wolfpack. This requires a lot of scripting, both in reworking of campaign objectives, boats are right time, likely convoys messages, to simulate a convoy. Of course player still controls own sub, and only real way to control others is to send contact report (acting as contact boat) and other subs in range will hone in.

I managed to simulate operating as part of a wolfpack with some degree of success in TMO. Nice having other subs to draw enemy escorts, to attack as well. This was accomplished by some careful scripting of traffic and messages
to simulate wolf pack operations within limits of the sim. Brings a new element of realism and immersions to SH 4 TMO.


11. Implement the SD radar on/off option as in FOTRS.

Any other suggestions? Let me know.
Bubblehead1980 is offline   Reply With Quote
Old 03-10-25, 03:41 AM   #3
adrians69
Engineer
 
Join Date: Mar 2007
Location: UK
Posts: 219
Downloads: 308
Uploads: 0
Default

Are the stadimeters accurate in this version or is it possible to incorporate the SCAF mod by Cap'n Scurvy if it's not already included?
__________________
"Huntin', hidin' & killin' since Silent Service '83"

Click here to view my MS Flight Simulator X, Silent Hunter, Space Shuttle Mission Simulator, X Plane 11 & Train Simulator 2020 screenshots!!
http://www.flickr.com/photos/adrians69/
adrians69 is offline   Reply With Quote
Old 03-10-25, 04:31 PM   #4
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,153
Downloads: 613
Uploads: 44


Default

Quote:
Originally Posted by adrians69 View Post
Are the stadimeters accurate in this version or is it possible to incorporate the SCAF mod by Cap'n Scurvy if it's not already included?

Ducimus long ago incorporated a fix for stadimeter into TMO. There was a version of SCAF for TMO but it is not compatible with my TMO BH update as it, would require updating since many ships have been added, renamed etc.

The stadimeter is overall accurate. I often run patrols without map contacts nor external cams, so the stadimeter is a key tool for accurately determining speed. I plot on the map as a double check as well. I did give the scopes a more realistic increase in zoom and the "identify" target (as well as clicking the check mark in the recognition manual) feature does add the proper data into TDC. The tallest point, typically masts of a vessel as sure you know is the measuring point. In a quick set up, I time them one minute, 300 yards per minute for 3 minutes=9 knots and so forth. I rarely miss due to fire control data error.

I liked SCAF but felt it made things too easy personally, so did not use it for too long. However, great piece of work and if Cap'n wanted to make a version for forthcoming TMO BH Update V2.1 as an optional add on, that would be great.

Last edited by Bubblehead1980; 03-11-25 at 04:24 PM.
Bubblehead1980 is offline   Reply With Quote
Old 03-11-25, 01:33 AM   #5
adrians69
Engineer
 
Join Date: Mar 2007
Location: UK
Posts: 219
Downloads: 308
Uploads: 0
Icon7

That's good to know. I wouldn't want it too easy as I strive for as much realism as possible
__________________
"Huntin', hidin' & killin' since Silent Service '83"

Click here to view my MS Flight Simulator X, Silent Hunter, Space Shuttle Mission Simulator, X Plane 11 & Train Simulator 2020 screenshots!!
http://www.flickr.com/photos/adrians69/
adrians69 is offline   Reply With Quote
Old 03-11-25, 10:15 PM   #6
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,153
Downloads: 613
Uploads: 44


Default

Quote:
Originally Posted by adrians69 View Post
That's good to know. I wouldn't want it too easy as I strive for as much realism as possible

Excellent, same here. I enjoy the challenge and my update in TMO is geared towards that type of operation.
Bubblehead1980 is offline   Reply With Quote
Old 03-18-25, 08:09 PM   #7
millnate
A-ganger
 
Join Date: Sep 2024
Posts: 76
Downloads: 130
Uploads: 0
Default

Anyone else try the torpedo attack tutorial in the school? About 30 seconds after firing a 4 torpedo spread at the CH, I get a CTD.

I realize most folks loading TMO aren’t going to be playing around in the school, so I’m hoping the issue is isolated to that tutorial, but at least one other Reddit user had this exact experience, so it’s not just me.

Been looking forward to trying this mod for a while, and didn’t have much time to test it so I quick loaded that tutorial and my heart sunk as it quickly CTD. I did quickly shoot a DD down the throat in the Convoy Attack tutorial with no CTD.

Modlist:
TMO 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
EAX_Clang_Splash TMO V2.0

Apologies if I missed something in the readme or forum searches. Thanks!
millnate is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:41 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.