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

Closed Thread
 
Thread Tools Display Modes
Old 08-18-07, 07:08 AM   #481
Lopo
Lieutenant
 
Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
Default How can I sink a minesweeper?

Hello,

There is someone who can explain me what I must do in order to sink a very little warship - a japanese minesweeper?
Each time, my torpedoes run under the keel without blast even when I select the depth with less than 5 meters...

Thanks

Lopo
__________________
Aperite Infernos



Lopo is offline  
Old 08-18-07, 07:59 AM   #482
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

It's bloody hard. Run away.

tater
tater is offline  
Old 08-18-07, 09:18 AM   #483
Lopo
Lieutenant
 
Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
Default

Quote:
Originally Posted by tater
It's bloody hard. Run away.

tater
All right

Thanks
__________________
Aperite Infernos



Lopo is offline  
Old 08-18-07, 12:43 PM   #484
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Not impossible, I've hit a few, but man, are those things shallow.
tater is offline  
Old 08-18-07, 09:06 PM   #485
Seadogs
Ensign
 
Join Date: Mar 2007
Posts: 228
Downloads: 3
Uploads: 0
Default

Heyas, just getting back into SH4(last around springtime) and was on the fence about TM. Have to say it's grown on me and there is no going back now.

Sooo now it's time to bother you with nub questions.

As far as updating the contained integrated mods, for example Taters campaign layers, are there any negative effects to just grabbing the updated mod itself and intalling/running with JSGME alongside TM?

Also I know Ducimus intergrated the Living Breathing oceans values as of TM 1.4 but if I open the scene.dat with the mini tweaker alot of the values seem stock. Were they removed to ease updating the mod? I went ahead and changed them manually and installed via JSGME but it seems off somehow? Do I just not have a clue? Very well possible. ***********Nevermind/Sorted********

At any rate, big thanks to Ducimus and every other modder involved in the project that does so much for the ungratefull slackers like myself. Hope it's a short lived retirement!

Last edited by Seadogs; 08-19-07 at 12:00 AM.
Seadogs is offline  
Old 08-18-07, 10:49 PM   #486
JohnBisMe
Nub
 
Join Date: Aug 2007
Posts: 3
Downloads: 0
Uploads: 0
Default Is it the mod, or is it the game?

So, having gotten TM 1.5 running with help from the kind folk here, I have been trying to play all weekend so far, and I'm seeing LOTS of strange things...

1) Heavy cruiser sinks with 1 torpedo hit (maybe I'm lucky!)
2) 6 out of 10 destroyers that have attacked me have sunk themselves with their own depth charges (maybe I'm REALLY lucky!)
3) 50% of all the Betty Bombers that find me dive too low and lose control being hit by their own bomb blasts and crashing. (maybe I'm really REALLY lucky!)
4) Twice, about 4 hours of gametime into a patrol, I get a warning on a plane... I dutifully go to flank, dive, and throw the helm hard over, hoping to get below before he can get me, but then a bomb hits near the back of the sub and knocks the engines out which then, even after repairing, never start again. (maybe I'm really really UNlucky)

I've read about some of these problems in other threads, and have briefly scanned the UbiSoft boards. It seems these problems are not all that uncommon? I don't want to be a complainer or a quitter, but right now this game is feeling too frustrating to play. It's not that it's too hard (I -like- hard, I want to learn the hard way what not to do with my sub), parts are too easy when at least half the enemies coming after you manage to blow themselves up. It's just... there are too many weird, buggy things to ignore that constantly remind me I am playing a game and spoiling the immersion factor.

It seems these bugs hit people whether they've installed TM or not, so I'm hoping to have that confirmed, and I was wondering if any of you die hard subsimmers are having the same problems and how you cope with the crazyness... or are there just fixes out there that I don't know about? At this rate, I'm going to have to put SH4 on the shelf and wait for the next submarine simulation to come out and hope it's better.

LCdr I.M. Boggled
USS S-31 (SS-136)
JohnBisMe is offline  
Old 08-18-07, 11:32 PM   #487
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

*sigh* thank god im retiring from this soon.
Ducimus is offline  
Old 08-18-07, 11:57 PM   #488
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by JohnBisMe
So, having gotten TM 1.5 running with help from the kind folk here, I have been trying to play all weekend so far, and I'm seeing LOTS of strange things...

1) Heavy cruiser sinks with 1 torpedo hit (maybe I'm lucky!)
2) 6 out of 10 destroyers that have attacked me have sunk themselves with their own depth charges (maybe I'm REALLY lucky!)
3) 50% of all the Betty Bombers that find me dive too low and lose control being hit by their own bomb blasts and crashing. (maybe I'm really REALLY lucky!)
4) Twice, about 4 hours of gametime into a patrol, I get a warning on a plane... I dutifully go to flank, dive, and throw the helm hard over, hoping to get below before he can get me, but then a bomb hits near the back of the sub and knocks the engines out which then, even after repairing, never start again. (maybe I'm really really UNlucky)

I've read about some of these problems in other threads, and have briefly scanned the UbiSoft boards. It seems these problems are not all that uncommon? I don't want to be a complainer or a quitter, but right now this game is feeling too frustrating to play. It's not that it's too hard (I -like- hard, I want to learn the hard way what not to do with my sub), parts are too easy when at least half the enemies coming after you manage to blow themselves up. It's just... there are too many weird, buggy things to ignore that constantly remind me I am playing a game and spoiling the immersion factor.

It seems these bugs hit people whether they've installed TM or not, so I'm hoping to have that confirmed, and I was wondering if any of you die hard subsimmers are having the same problems and how you cope with the crazyness... or are there just fixes out there that I don't know about? At this rate, I'm going to have to put SH4 on the shelf and wait for the next submarine simulation to come out and hope it's better.

LCdr I.M. Boggled
USS S-31 (SS-136)
I have very seldom had these things happen too. But twice in my SH4 game play
I have had worse things happen. So twice I had to uninstall and reinstall it all over
again. Likely I had bad installs of something during those 2 episodes. Right now I
have the game running about as smooth as I can expect. Just using a few tweaks
I did myself and reduced reality % so I can get a feel for the game. It's slightly
easier now but I can crank the reality up anytime to make it harder. What I am waiting for is a good historical campaign layer fix to start my first campaign. I use
the patrols to practice and learn the game AI tactics while I wait.
1. CAs can be taken down with 1 torp if you hit them in the magazine.
2. The small Minekaze DD is famous for blowings its tail off (I don't use it)
3. I have only seen this once out of 50? times....
4. The type of plane makes a big difference (DON'T use high TC near Jap bases)
If I remember correctly, it was about 1 year into SH3 before I considered that
game to be up to par after installing some great mods for it...

JIM
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline  
Old 08-19-07, 12:02 AM   #489
Seadogs
Ensign
 
Join Date: Mar 2007
Posts: 228
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by Seadogs

Also I know Ducimus intergrated the Living Breathing oceans values as of TM 1.4 but if I open the scene.dat with the mini tweaker alot of the values seem stock. Were they removed to ease updating the mod? I went ahead and changed them manually and installed via JSGME but it seems off somehow? Do I just not have a clue? Very well possible.
As suspected I didn't know what I was doing and now see that it is still in the TM scene.dat, Sorry.
Seadogs is offline  
Old 08-19-07, 02:51 AM   #490
cali03boss
Machinist's Mate
 
Join Date: Mar 2005
Posts: 123
Downloads: 1
Uploads: 0
Default

In New Construction, when I pick up the phone to call Pearl Harbor it says Transfer Not Available....?
__________________
Sargo Class USS Sargo
cali03boss is offline  
Old 08-19-07, 09:33 AM   #491
chilly
Swabbie
 
Join Date: May 2006
Posts: 8
Downloads: 0
Uploads: 0
Default

Hey Guys, i have question for ya, sorry if it is wrong topic but , i am not search for hard game, i need only Realism as much as possible so what you recomend me T.M 1.5 or Real Felat Boat 3.0 ?

Thanks
chilly is offline  
Old 08-19-07, 12:31 PM   #492
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Real Fleet boat is the rivet counters mod
Ducimus is offline  
Old 08-19-07, 12:33 PM   #493
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by cali03boss
In New Construction, when I pick up the phone to call Pearl Harbor it says Transfer Not Available....?
If not using the repeat patrol fix, then What probably happened is when the game decides the time in port, it made your time in port between patrols really short. So you probably finished the sea trails before "normal". Try going into the flotilla.upc file and changing the avaialbity date for pearl harbor gato or balao to sometime in march instead of april.
Ducimus is offline  
Old 08-19-07, 09:38 PM   #494
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default I don't know if anyone is interested but

I just set up the ship board JAP plane F1M Pete to work on the big war ships in the game just like you set up the carrier loadout's for plane's and it works great. Here are 2 screen shots.



As you can see it is carrying 2 bombs hanging down like the Val dive bomber hold's them. I also set up the sea plane tender carrier with them and all warships that you can see with them on deck. Just had to properly adjust the EQP file for the plane so that it carried the bombs right.

I set the CFG file for the plane with this:

[Unit]
ClassName=FSF1M
3DModelFileName=data/Air/AFS_F1M_Pete/AFS_F1M_Pete
UnitType=304
MaxSpeed=185.000000
MinSpeed=60.000000
MaxRadius=400 ;500
Length=25.7
Width=40
RenownAwarded=30
CrewComplement=2
SurvivalRate=80
SurvivalPercentage=50

[Loadout 1]
Name=2xDepth Charge
Type=5

[Loadout 2]
Name=2x250Kg Bombs
Type=2

then set up the EQP file like this:

[Equipment 1]
NodeName=P01
LinkName=Pilot_Plane
StartDate=19380101
EndDate=19451231

[Equipment 2]
NodeName=P02
LinkName=Pilot_Plane
StartDate=19380101
EndDate=19451231

;Basic Loadout value
[Equipment 3]
NodeName=B01
LinkName=NULL

[Equipment 4]
NodeName=B02
LinkName=NULL

;2x250Kg Bomb Loadout
[Equipment 5]
NodeName=B01
LinkName=Bomb250Kg
Loadout=2x250Kg Bombs

[Equipment 6]
NodeName=B02
LinkName=Bomb250Kg
Loadout=2x250Kg Bombs

[Equipment 7]
NodeName=P01
LinkName=Pilot_Plane
Loadout=2x250Kg Bombs

[Equipment 8]
NodeName=P02
LinkName=Pilot_Plane
Loadout=2x250Kg Bombs

;2xDepth Charge Loadout
[Equipment 9]
NodeName=B01
LinkName=AirDepthCharge
Loadout=2xDepth Charge

[Equipment 10]
NodeName=B02
LinkName=AirDepthCharge
Loadout=2xDepth Charge

[Equipment 11]
NodeName=P01
LinkName=Pilot_Plane
Loadout=2xDepth Charge

[Equipment 12]
NodeName=P02
LinkName=Pilot_Plane
Loadout=2xDepth Charge

then set up a ship with this:

[Unit]
ClassName=BBKongo
3DModelFileName=data/Sea/NBB_Kongo/NBB_Kongo
UnitType=11
MaxSpeed=30.5
Length=220
Width=30
Mast=43
Draft=8.5
Displacement=32000
RenownAwarded=1200
CrewComplement=150
SurvivalRate=90
SurvivalPercentage=20

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=FSF1M
Squadron1No=1

what I did was go to the musium where you can see how many planes each of the ships
have on them and changed that number to the squadron number. And yes I put back the
symbols for the planes and ships back to normal in the game sorry Ducimus missed that part.

And tater if you say but the planes are not supose to carry that pay load in bombs I will
kill you LOL!!! Just kidding.

Last edited by leovampire; 08-19-07 at 10:19 PM.
leovampire is offline  
Old 08-20-07, 06:55 AM   #495
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default uuuummmm Hey Ducimus

Did you set up that new mission for manilla the photo recon?

Well who ever did your sneaky!

But you need to make sure the mission comes up after manilla is taken by the Jap's!
leovampire is offline  
Closed Thread


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 08:53 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.