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Old 03-11-25, 10:15 PM   #1531
Bubblehead1980
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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.
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Old 03-18-25, 08:09 PM   #1532
millnate
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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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Old 03-18-25, 08:51 PM   #1533
Bubblehead1980
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Quote:
Originally Posted by millnate View Post
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!


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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Old 03-18-25, 09:06 PM   #1534
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Quote:
Originally Posted by Bubblehead1980 View Post
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.
BH,

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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Old 03-19-25, 08:06 AM   #1535
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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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Old 03-19-25, 10:17 AM   #1536
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Quote:
Originally Posted by millnate View Post
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?
Hmm not sure on that one. By the tutorial you are referring to "Submarine School" Torpedo attack mission correct? I've never edited that mission or any of the training missions from the screen, all of my work is on the campaign, missions are holdovers from the original TMO. I don't believe its limited to tutorial based on my testing, the common factor is torpedoes.

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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Old 03-19-25, 05:42 PM   #1537
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Quote:
Originally Posted by Huno41 View Post
Try activating realistic sound travel in the options, fixed it for me.
BH,

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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Old 03-19-25, 05:53 PM   #1538
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Quote:
Originally Posted by millnate View Post
BH,

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!

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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Old 03-20-25, 12:57 AM   #1539
Bubblehead1980
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Quote:
Originally Posted by millnate View Post
BH,

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!

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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Old 03-20-25, 05:24 AM   #1540
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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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Old 03-20-25, 09:51 AM   #1541
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Quote:
Originally Posted by adrians69 View Post
Submarine school torpedo tutorial works ok for me with no CTD. Just ran it 4 times to be sure it wasn't a fluke
Was “ realistic sound travel” enabled in the sound settings?

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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Old 03-20-25, 06:03 PM   #1542
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Screenshots from patrol in December 1941.


https://www.subsim.com/radioroom/sho...d.php?t=107786
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Old 03-20-25, 10:43 PM   #1543
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Default WIP TMO Update BH V2.1

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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Old 03-21-25, 01:31 AM   #1544
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Quote:
Originally Posted by millnate View Post
Was “ realistic sound travel” enabled in the sound settings?

I’ve run it a few times with no more CTD with that enabled. Makes sense with the built in EAX sound mod.
Yes, I always have that enabled
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Old 03-23-25, 05:07 PM   #1545
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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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