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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1531 |
Navy Seal
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#1532 |
A-ganger
![]() Join Date: Sep 2024
Posts: 76
Downloads: 130
Uploads: 0
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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! |
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#1533 | |
Navy Seal
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Hello, I did not encounter this issue when V2.0 of the mod was released nor in the 13 patrols I ran from 1942-1945 in recent testing. However, since I have returned form hiatus, in both 1941 and 1942, as well as the torpedo training mission (1943) I have discovered this issue of torpedoes caused CTD after launch, at different times and believe have tracked down the issue as have made numerous attacks and completed the training missions with no CTD after torpedo launch. This weekend I hope to release a "holdover version" if possible until the full update is ready for release. Somewhat ironically, I believe the CTD are in part attributed to impact angle settings in the .sim file for torpedoes as the duds with the wider angle shots seeming to cause CTD before (possibly when sim is deciding if torpedo will be dud, calling on the files settings?, but as you experienced, no CTD with down the throat shot. In real life the dud issue was due to firing pin issues with the angels greater than 45 with the standard "broadside" 90 degree shot being most common cause of duds. Just a theory based on a lot of evidence lol. Some cloned ships are also possible culprits If you're willing to be a tester, let me know and I will send an easy fix mod to verify my theory outside of myself. Always nice to have independent testing/feedback. |
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#1534 | |
A-ganger
![]() Join Date: Sep 2024
Posts: 76
Downloads: 130
Uploads: 0
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I would absolutely love to be a tester, and am excited to hear you may have found the issue on this. But just so you’re aware, I can only game on a steam deck (travel for work) and have little ones when at home (limited time for gaming) but if you’re okay with that, send it my way! It’s a beautiful mod BTW. Great work. Can’t wait to start a campaign. |
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#1535 |
A-ganger
![]() Join Date: Sep 2024
Posts: 76
Downloads: 130
Uploads: 0
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BH,
Just out of curiosity, I loaded the torpedo attack tutorial in the school to maneuver behind the CH to test your angle theory and unfortunately, got a CTD after a few min without ever shooting a torpedo. It could just be that tutorial? |
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#1536 | |
Navy Seal
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I've successfully ran a patrol now in 1941 without CTD in four torpedo attacks or in the training mission. Another possible contributor is the EAX clash bang dud mod. The "dud" splash effect added, I went back to using a previous version which did not have the dud splash effect. Another possible issue (should not be ) is that the mod was created on a hard copy of SH 4, you stated that you are running steam. I know some steam users have had issues with mods in past, but plenty use it as well. I would say (if you have not already) check your install order with readme, any additional mods, make sure have the 4gig patch or LAA enabled. Make sure you have a clean install of SH4 V1.5 I'm working on the holdover version to release this weekend. Among the things I am working to do is streamline further the install and instructions. I attempted to in V2.0 initial release. |
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#1537 | |
A-ganger
![]() Join Date: Sep 2024
Posts: 76
Downloads: 130
Uploads: 0
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I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!! Seems the realistic sound travel needs to be activated in the game’s sound options! |
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#1538 | |
Navy Seal
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Interesting. I always heard it would slow things down, cause CTD. Hmm. Glad that appears to have solved it for you. |
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#1539 | |
Navy Seal
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I believe you are on to something. I just tried the cruiser training mission with realistic sound travel on, no CTD when fired torpedoes or on impact Same exact setup, but without the sound setting, CTD after launch hmm. |
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#1540 |
Engineer
![]() Join Date: Mar 2007
Location: UK
Posts: 219
Downloads: 308
Uploads: 0
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Submarine school torpedo tutorial works ok for me with no CTD. Just ran it 4 times to be sure it wasn't a fluke
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"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/ |
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#1541 | |
A-ganger
![]() Join Date: Sep 2024
Posts: 76
Downloads: 130
Uploads: 0
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I’ve run it a few times with no more CTD with that enabled. Makes sense with the built in EAX sound mod. |
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#1542 |
Navy Seal
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#1543 |
Navy Seal
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Just a little update....
1. Reviewing/refining patrol orders in campaign 2. Reviewing, refining campaign traffic 3. Refining ships....hope to add "defensive depth charge" ability to some merchants as have read about them. 4. Restore lethality of TMO's aircraft. 5. Enhanced visual sensors for submarine watch crew 6. historical adjustments to SD radar to reflect its limitations Also wish to make it where SD can be switched on/off as it is possible. 7. Player will operate from Corregidor December 19-30 1941 as Manila and Cavite were untenable due to air raids, Manila declared open city as well. 8. Pacific Fleet Division 2 leftover from original TMO focused on special operations, which have been entirely reworked to be more in line with history. Considering making this a flotilla for use later war by older boats like Salmon, Porpoise, Sargo which began to patrol bypassed areas and perform lifeguard missions, as well as other special missions. 9. Fleetboats operating from Dutch Harbor in summer 1942 when assigned to patrol off Kiska and Attu after Japanese invasion. 10. If have time, refine new construction careers previously worked on, not included in last release 11. Spruce up the SUBRON 50 campaign in ETO . 12. Clean up the navigation map. 13. If possible get light houses that render at more realistic distances. 14.* WOLFPACK COMMANDER ADD-ON I have begun preliminary work on a wolfpack commander add on. As most are away with AI submarines that can fire torpedoes now in TMO, there are wolkfpack assignments in the campaign. Of course this is scripted by simulating contact/orders through placement of AI subs with messages. The AI subs will respond to and attack convoys when player makes contact report within range. Once player makes rank of Captain, would simply add on the mod via JSGME and will give player patrol orders as wolfpack commander in assigned area with so and so submarine. Takes a lot of scripting and work to achieve it but could be interesting and add another level vs retirement or continuing on as a Captain commanding a sub. I have limited time so if anyone is willing to test but also help out, much appreciated, let me know. |
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#1544 |
Engineer
![]() Join Date: Mar 2007
Location: UK
Posts: 219
Downloads: 308
Uploads: 0
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Yes, I always have that enabled
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"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/ |
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#1545 |
Machinist's Mate
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For what it's worth:
https://pigboats.com/index.php?title..._Mark_9_Mod_1B I'm sure you folks have this already down-packed when it comes to getting and finding references, but I figured "why not" when I ran across this when trying to fix some BuPers issues I'm having. It was more of a "rabbit hole" thing when I was trying to find info on the S-Class. I'm trying to update the thing's "upc" file and I'm also trying to update some of the weapon stuff, but "upc" files in general, unfortunately, have been driving me crazy this weekend. I thought it may help if you were thinking of any weapons updates such as adding the older Mk9 Mod1B as an option in the Asiatic Fleet or Alaska either early in the war or in pre-war stuff. ElCid97 |
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