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Old 04-18-23, 12:44 PM   #361
trebby
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As download of KSDII is not succesful, I bought SH4 again on Ubisoft.:
Big PITA, game does not start at all.
Would not even know where to start troubleshooting.
Tried to JSGME it with DW, no change.

I was thinking, is there a SH4 exe file that allows me to circumnavigate the Ubi startup and login menu?
kind of a jailbreak...

Cheers, trebb.
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Old 04-19-23, 04:18 AM   #362
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Default SOLVED!

Got it running, thanks propbeanie, (and Niume and KaleunMarco)!
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Old 04-21-23, 01:30 PM   #363
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does this mod offer the player the mean to get a new Uboat at some point , i have been using the Larger Cruiser Submersible Type IXA , i think at the start of 39 August , now i am at 1942 August
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Old 04-21-23, 05:52 PM   #364
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Default Welcome aboard!

Licktickboom!...on the surface after a 5year'silent run'!
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Old 05-06-23, 06:20 AM   #365
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Does this mod allow you a new sub typ after some time/progress? I am now at 1941 on my 8th patrol and still in the type IIB that I received at start of game...

Cheers

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Old 05-14-23, 10:09 PM   #366
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Default Welcome aboard?

jonaß1! On the surface after a 4 year 'silent run'.
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Old 07-19-23, 08:50 PM   #367
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Hello. I am new to this mod. I have it running fine, but there are a couple of oddities that I've noticed. 1st being that my torpedoes have long long trails. Is that normal? The trails extend way past behind my boat, and look quite silly.

2nd, I can't use the scroll wheel to zoom in with external camera. I assume this one was done on purpose? I know that in vanilla Sh4 I could zoom in with the scroll wheel in external camera. Is there a way to reenable that?

3rd, on my first patrol I was traveling through the English channel under water, and after some length of time my boat started taking damage over time and sank. Is there a penalty to being underwater for too long, even with realism set to 0%?

Thanks for any help you can give.
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Old 07-19-23, 09:10 PM   #368
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First, Kal Maximus had similar issues in the Wake torpedo thread. If you do not understand the procedure he did, you can try sending him a PM and see if he can make you a mini-mod to add on top of what you have.

Second, I don't remember for certain the way to do that, but can you get it to zoom with the <Tab> key?

Third, the English Channel is mined, so unless you take your time and do a lot of slow periscope searching, it is best to avoid using the Channel anymore... Take the long way home...
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Old 07-19-23, 11:52 PM   #369
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Quote:
Originally Posted by propbeanie View Post
First, Kal Maximus had similar issues in the Wake torpedo thread. If you do not understand the procedure he did, you can try sending him a PM and see if he can make you a mini-mod to add on top of what you have.

Second, I don't remember for certain the way to do that, but can you get it to zoom with the <Tab> key?

Third, the English Channel is mined, so unless you take your time and do a lot of slow periscope searching, it is best to avoid using the Channel anymore... Take the long way home...
Thank you for the help!

I will check that thread and see what I can find.

As for the zoom, no luck. I suppose I can live without that. I was playing Fall of the Rising Sun mod before, so maybe zoom in external view isn't native. Oh well.

I didn't think about mines, of course they would mine the channel!

Thank you again for your help.
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Old 07-20-23, 11:46 PM   #370
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Follow up question, is there a way to detect mines or avoid them? I happened to spot one randomly while in external camera as my boat passed meters away. Time compression and patrolling my objective in the channel means I hit 3 or 4. Is it just luck of the draw with mines?
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Old 07-21-23, 07:06 AM   #371
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Easily detect or avoid? No. If you are underwater, you can partially raise your periscope and see them somewhat if you go slow enough, but avoiding them is no easy mean feat. Back Emergency will slow and get you moving back relatively rapidly, but what's behind you as you avoid? What's left and right? Plus, the technique does not work very well at night. The easiest way to find a mine is to strike one, but the game has a nasty habit of not registering the "hit" with sound and water splash every time... When you are on the surface, you can sometimes shoot the mines with an AA gun and explode them, but it can be difficult to hit one.

The minefields are usually set with the mines configured with a "density" figure, such as "24 mines per square kilometer", which is actually a "circle" area. That number can be, and usually is, much higher. The depth setting for the mines can also be varied, and is usually given in two figures for minimum and maximum depths, such as "-1 and -15", which is in meters, so of those 24 mines in a km radius circle, some are at -1m, some at -15, and then the remainder are peppered at varying depths between, randomly. Some of the minefields are set deep to catch a submerged submarine, such as "-12 and -34" meters, and some fields are set to "-0.5 and -8" meters for surface ships, all dependent upon the modder or devs desires...

It is better to avoid known minefield locations, which most modders include documentation of some form with their mods. Not all do though. To "cheat", you can use the Mission Editor in the game folder, and open the minefield file you want to look at, which with a German U-Boat in KSDII, you would be most interested in "UK_HarborTraffic.mis" in the Game \Data \Campaigns \CampaignGE \CampaignData folder. Zoom-in and do a screen grab of the area you want to take a picture of for future reference. Not all mods use the same "historical" data for those minefields, btw...
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Old 07-21-23, 11:39 AM   #372
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Quote:
Originally Posted by clone155 View Post
Follow up question, is there a way to detect mines or avoid them? I happened to spot one randomly while in external camera as my boat passed meters away. Time compression and patrolling my objective in the channel means I hit 3 or 4. Is it just luck of the draw with mines?
At the beginning of your career you will have no indication of the minefields since the war begins a few days later... then you will have these areas in red.. which defines them screen here...

Then when you return to your base follow the dotted path to cross them without damage
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Old 07-21-23, 06:40 PM   #373
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THAT IS WHAT THOSE ARE! I had no idea what the red squares meant! Thank you both for your help!
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Old 07-24-23, 04:59 AM   #374
Bartholomew Roberts
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The ship don't change their control tower so no extra aa is planted in late war version of VIIB VIIC or XI, thought they show equipment in the slot. And if you upgrade aa.







And the main reason for that is in the UnitParts6VIIC.upc

[UnitPart 2]
ID= Turm_VIIC_B
Type= VIICConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Start of war Conning Tower
UnitPartInterval=1942-09-01, 1943-12-15
ExternalLinkName3D= NULL
HullTextureNameOverride=NULL
HullLightmapTextureNameOverride=NULL
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Typ_7c_2.tga


So in KSDII, there are only four basic type of Ubaots , all variation look exact the same. And the AI uboats all missing deckgun and aa. It seems the game encouters a conflict so it rolls back to basic model for everyone.

Then I found they use upgrade slot to change conning tower manually, So you can change it in campaign, but the AI ship remain default and naked

Then, it cames to another old problem, lack of proper AA control , so I think I have to fix it manually again.

Last edited by Bartholomew Roberts; 07-24-23 at 11:15 AM.
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Old 07-27-23, 03:05 PM   #375
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Quote:
Originally Posted by Bartholomew Roberts View Post
The ship don't change...
This looks like a great and necessary work, and I really hope you'll succeed. KSDII is a most interesting project, which looks like what GWX for SH4 should have been, if completed.
In my opinion, SH4 is a much more realistic base for a complete Uboat simulation than even SH5, and KSDII is the best supermod for it, with all its imperfections.
Your work is very much appreciated. Thank you and best of luck with it!
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