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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 | |
Navy Seal
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Thanks for the feedback as always! I updated this great mod to keep it alive for the community, feedback is key as I am only one man lol. 1. I have no encountered that bug in new construction. Thanks for letting me know. When I last tested, I had the three sea trials, then transferred to Pearl Harbor (Gato) and Brisbane (Balao) after. Roughly 21 days between end of trials and next. After final trial, player was directed to their first patrol, sailing from Mare Island to Pearl Harbor/Brisbane. Is this what you are talking about or are you saying the sea trials do not occur and player is sent right on patrol from San Francisco? I plan to do some work on sea trials in forthcoming release, so will check over. I plan to start Gato new construction after Pearl Harbor in December 41 (Drum was first one commissioned. December 12, 1941) so player can be on patrol early as possible in Gato. Balao will remain in 1943. I plan to add a Tench Class 1944 new construction and maybe even a 1940/1941 for the Tambor/Gar class. I had a mod pack put together for that. Being the test subject for depth charge tests in 1941 as Gar, Tambor, and Trout were. 2. Yes, old bugs, no clue how to resolve them. I recall the Sh4 speechoverhaul mod ended shouting, added bells when telegraph orders given, and most solved the repeat orders upon loading, IRRC. I lost the mod, will search for it. In my experience, SH4 , especially with mods like TMO does strange things that kind of break the game I've noticed when reloading a game. Stable overall, yes, but it has bugs. The AI is weirdly affected, especially in earlier war. Noticed AI will either be completely neutered or will reverted to incredibly skilled, not normal. Ships spawn riding so high in water, props are out and they cant move, text showing up as a weird jumble of letters and numbers. In early war, I noticed it breaks the premature explosion on MK 14 torpedoes. Reload a game, will not get the premature explosions as was prior to save and reload. This gives player torpedoes functioning too well. Duds and deep running seem unaffected though., generally. Then there is the not counting ships sunk, tonnage, etc. I wish I knew how to rectify this, wish someone did. Given this community, if it were doable through mods, strongly believe it would have been done so by now, but who knows. I suspect it''s a hardcoded issue. Out of aggravation, years back I went to running a patrol and not reloading while on patrol unless CTD, power outage etc, for this I have had a dedicated PC for gaming, primarily SH 4 only. When am away I submerged deep away from trouble, let it run. I know this option is not practical for everyone, just my work around and has worked well for me. I do edit the save files when have such issues. I edit them anyway to rename crew, alter ranks to reflect things. Mods for crews and ranks is on my agenda, but takes backburner to others. I did alter ranks in the mod to the degree that player has to promote most in base, so have control over the make up of the crew. 3. The patrol errors are a result of the mission editor map and the in game have display differences. I will work the resolve them. Thank you for pointing out. |
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