SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-22-17, 11:59 AM | #3526 |
Nub
Join Date: Feb 2017
Posts: 2
Downloads: 9
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Cheers sailors!
Some questions regarding OM or SH4. Since I am new to the game I am not really sure the following "issues" belong to OM or SH4. Going to persicope depth means the boat dives to 15 meter although my officer tells me depth is 10 meter, it means also I can barely see out of the water. Not really sure if this is supposed to be that way!? The mission targets are not clear. For example: the briefing tells me to go to AN65, the mission sign tells me to go to AN68. Maybe I messed something up during installation or so? I hope someone can clear things up. Thx! |
03-24-17, 07:39 AM | #3527 | |
Sparky
Join Date: Nov 2013
Posts: 153
Downloads: 86
Uploads: 0
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Quote:
10. KM Grids: As the locations of the objectives in the OM campaign aren't 100% accurate either, in about 1/3 of the missions the objective location isn't in the right grid (although they are never far apart). The grid is only really inaccurate in weirdly shaped grids, which are AM, AN and AO, and small sections of AD, AJ, AK, BF and CH. All other grids are pretty much on the correct location. |
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03-24-17, 09:29 AM | #3528 |
CTD - it's not just a job
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... and for your periscope depth setting, if you don't have "Stabilize View", or whatever it is in the Game Play Settings (click on the filing cabinet over between the map and the exit door, prior to going out, and you can get to the Options for play there. If you want to have the water splashing up, like it did in RL, and visibility is really bad at PD, then just click on the depth gauge and get your boat another half meter or so out of the water. A little goes a long way, but remember that the higher you are, the easier it is to spot you, to the point that your shears might be all the way out of the water... Also, the different boats have different "Periscope Depth" settings in the game, and I don't know if those settings are mention in the OM ReadMe file or not... they may have changed them in the mod... I do have to try the mod again myself. It's been forever it seems...
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05-08-17, 01:33 PM | #3529 |
Bilge Rat
Join Date: Oct 2010
Posts: 1
Downloads: 26
Uploads: 0
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I seem to have run into a bug.
Using the mission editor, when I load my mission it appears that the French destroyers does not spawn. |
05-08-17, 03:55 PM | #3530 |
CTD - it's not just a job
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You are dealing with a lurker_hlb3 mod. When you edit his files in the Mission Editor, you've trashed his "schedule" for the RGG. The RGG probably will spawn, but they'll generally be at least 24 hours "late", maybe 25 hours.
You can sometimes "fix" the issue by finding all instances of "DelayMin=" (which have probably been re-set to "DelayMin=60"), and put them at either "DelayMin=0" (zero) or "DelayMin=1", if you don't trust the "zero" figure... You might also check the "MaxInst=" figure, which in most lurker files is set to "MaxInst=1"... but not always... It's always best to work from a copy of the files, and make your own little mod add-in for the corrections. Refer to the original lurker OpMon files for examples and guidance. |
06-24-17, 02:51 PM | #3531 |
Electrician's Mate
Join Date: Sep 2009
Posts: 131
Downloads: 197
Uploads: 0
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Op Monsun targeting those sonbitches
Hi all,
First off my apologies for asking a newbie Q... Im back to the forums and SH4 after a long break. Im loving Op Monsun but have a probably very simple Q. How in Gods Holy name do you easily ID targets manually on Op Monsun!? There are a million different ships and the auto ID is missing on full realism. I spend hours trying to ID targets only to get it wrong and am always missing my targets as a result. Please help.... (Is there an auto ID mod...?) |
07-29-17, 04:44 PM | #3532 |
Helmsman
Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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nice mod.
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courage and wisdom
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07-29-17, 06:20 PM | #3533 |
Gefallen Engel U-666
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welcome aboard!
funnydead! After a long silent 9 year run!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
08-14-17, 11:34 AM | #3534 |
Stowaway
Posts: n/a
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Two questions: How with 'crash to desktop' and other bugs? How good defend english ports?
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08-15-17, 02:25 AM | #3535 |
Sea Lord
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2. question answer
Find out yourself |
08-15-17, 07:00 AM | #3536 |
Stowaway
Posts: n/a
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I need concrete answer. The environment is awesome, but you need to make something with high waves, it's look so terrible
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08-15-17, 11:02 AM | #3537 |
CTD - it's not just a job
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lurker did what he could, but the German side of SH4 was not "complete" by any stretch of the imagination when it was released. It's almost like Ubi had decided "the modders will fix it." But there are still a few SH4 issues that you will encounter, as any of the mods do, with "Dates" being one of the main ones. Whenever the dates of February 29 and June 31 (there are others) are encountered, dependent upon what it is that uses the date, you may lose your Home Port for a while, or you may experience a crash, or some other anomoly. It happens.
The environment is a "compromise" at best, in that if you make the seas too high, no ships survive and people complain. If you make them too low, the ships survive, and people complain... It's a catch-ah twenty-two... I do not recall where the settings are, but you could always try to increase the winds and / or the seas yourself, and see if you can find a "balance" more to your liking. |
08-16-17, 11:47 AM | #3538 |
Stowaway
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Can someone answer, my torpedoes is always dud, what it can be? I changed torpedo textures just, AI sensors and environment files, as i can imagine that can't be a wayto that bug, but the bug is it. What it can be? Pls,answer, who can.
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08-16-17, 01:19 PM | #3539 |
CTD - it's not just a job
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Are they actually hitting the target ship, giving you a "Thung!" sound, and then a crewman reporting "The torpedo was a dud, sir!"? Or are you just not getting an explosion, and assuming the torpedo is a dud? What can happen if you do certain modding, the torpedoes may well be passing through the ship, and not exploding, due to a "collision detection" not being triggered in the game. Therefore, it might look like a dud. Now, also, the Germans had issues with magnetic detonators and torpedoes running deep, just like the USN had to deal with. It didn't take them quite as long to fix their issue as it took the USN, but there was still a delay in that. What you could try is to untick the "Dud Torpedoes" in the game play settings when you are in the office, before you go on patrol. If you do single missions, you can use the Settings choice on the main menu. Either way, you have to diagnose what the root cause of the issue is first, before you can fix it.
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08-16-17, 01:46 PM | #3540 |
Stowaway
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I deleted my AI sensors. dat files (all) and textures of torpedoe, now it's ok, but still a lag with vision, first time iplayed was no lag, it's in the harbor, idon't know, may be environment lag or harbour lag, torpedo was dud without explosion. Think it can be regardless AI sensors, coz torpedo has asensors too. now ship sunk , all ok, but i see the picture of LSD...
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