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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Mate
![]() Join Date: Jul 2005
Posts: 52
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[quote=Bando]Ducimus,
And one last thing. Whenever I reach a refit tender, i get refitted in a nanosecond. I think it should take time, and furthermore it's maybe more realistic that the tender has only a couple of torpedoes, AA ammo, Deck gun Ammo and diesel for you. And after refitting you cannot refit there for say two weeks. Just a thought. After the instant refit I TC ahead 6 hrs then leave port. According to my uncle (11 war patrols) that is about the actual time it would take to load fuel and/or stores. He said the average stop at Midway after leaving Pearl to top off with just fuel was about 4 hrs give or take for tide and weather conditions. Longer if last minute repairs had to be made. So I just use 6 as an average. At Guam later in the war he stated that a quick patrol refit was about 12-24 hrs, depending on the # of torps and stores to be loaded in addition to fuel. This was done if a boat had only been out a short time (@ 2-3 weeks) and had had a field day in the Convoy College area or East China Seas and had expended all torps. The Skipper was also given quite a bit of discretion at this point on whether he wanted a quick turnaround or not, depending on what countermeasures had been like and the "mental" state of the crew. Ducimus, I also told him about your Bungo Pete mod (Excellent by the way!). After a pause on the phone he said that Bungo was more real than is generally known and that he believes Beach combined 2 or 3 particularly troublesome Jap skippers and crews into one creation (Bungo). He's 83 and this is the most I've heard from him about his operational sub career in the 48 years I've known him. No problem talking about liberty runs but doesn't like to talk about the actual patrols much. Wants me to show him the game though. He lives w/his daughter and her family. I may see him this summer on vacation so I think I'll take the game along and set it up on her computer (I talked to her and it meets specs). Will be cool to see what he thinks and to hear his memories. |
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#32 | |||||||
Rear Admiral
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Because i scrapped the prewar start, i moved roosevelts speach from the 8th, to the 9th. As to the scene.dat, id highly recommend leaving the current one in place, is it is the single most important file that improvesy our visual acuity. If your not sure of that, all you have to do, is look at a distant object with the scene.dat included in Tmaru, and then look at the same distant object with another scene.dat. The wave setting i changed in the notes, was basically a suggested change that helps it so your boat isn't "riding on rails" in heavy seas and travels accross the water a little more realistically. Quote:
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a.) D/L the mod again, maybe you got a bad D/L. b.) make sure there aren't any residual empty directories in the games file structure from other mods. Those can sometimes cause a CTD. c.) Reinstall SH4 1.2 (not the most wondful option i know, but its sometimes necessary if you mod your game alot. Don't feel bad, i do this more then id like too ![]() @Spadefish, if your uncles on the verge of opening up to tell his story, thats a great thing. I'd be facinated by what he'd have to say too, its not often you meet someone who was there and alive to tell about it. edit: Quote:
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Yup. If your careful, the DD's wont do much. If you screw up, they'll be all over you like pack of dogs on a 3 legged cat! |
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#33 |
Rear Admiral
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Oh ya, just an FYI.
Take your time on patrols. The other day it occured to me that if you run a quick patrol, your liable to see a repeated mission. Not an issue with pearl harbor, but possibly the with the asiatic fleet. A side effect of creating a scripted mission sequence. Missions exist for a 2 month time period, before the next one is assigned. So if a mission was assigned from 01Jan42 to 31Feb42, and you left on Jan 1, and returned on feb1, you'll get a repeated mission. On the other hand if you left on 31 Jan, and returned on march 1st, you wouldnt. The problem is primarly with mission types where only one type of that mission exists for that area. An example being the phillipines. I think theres only 1 photo op mission for that area. (where has Honshu has 4 or 5 different photo missions) So, going through that career track again, your going to get a tit for tat repeat with the phillpines.. So i need to script more photo missions so i can vary what your going to go photo. This will be a project for the next version i think. Scripting more special ops type missions to reduce the chance of an exact repeat when replaying that flotilla. |
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#34 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Spadefish and Ducimus, thanks for your reactions.
Spadefish: I know I can wait for an X time, but my bunkers and torpedo rooms are all filled up. You seem to get information from your uncle who has been there (I think I'd hang on his lips (a Dutch expression) when he'd started talking). He must have some very interesting stuff somewhere in his head. Maybe he can tell you whether they'd get all the stuff filled up to 100%. Ducimus: I start the career in manilla dec 41. I strap myself to an old S class and try to do damage out there. At the very last moment, just before I get controol of my little sub it ctd. I'm sorry to hear that the other items seem to be impossible to grab your hands on, but otoh it's a great game as is so far, especially with all you modders. Hats off for all you gents. I'll try reinstalling a little later in the week and report results. Thanks again Bando |
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#35 | ||
Loader
![]() Join Date: Mar 2007
Location: Queen Creek, AZ. USA
Posts: 88
Downloads: 23
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![]() Thanks again. ![]()
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JerryT |
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#36 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Hello Ducimus,
I just did a whole new reinstall of everything, the game, the patch, the mods and everything works just great. One happy simmer on this side of the world. Thanks a lot Bando ![]() ![]() ![]() ![]() ![]() |
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#37 |
Rear Admiral
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Great, glad to hear everythings working ok!
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#38 | |
Canadian Wolf
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RDP |
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#39 | ||
Rear Admiral
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1.Go to grid, 2. stay for a x amout of time, 3. sink ships. 4. Goto 1 Over and over and over and over and over again. How i wish could have just performed a recon, or laid mines or just.. SOMETHING to make the game more varied. Now, SH4, has the right idea, trouble is, it doesnt always change its objectives. Overall, i think the varied objectives, ensuring you get them, is one of the stronger points of this mod. In a way, its really directed at people burnt out on the same old standard routine that they did in Sh3. (namely myself ![]() But ya, im going to create a few more special ops scripts to flessh in areas that lack variety of that mission type. Now how objectives work, or are called upon works somethign like this: You'll have a collection of mission scripts that are in a general location: 1. Patrol. You may have 4 or 5 instances of varing patrol scrpts in different locations within the same geographical region. 2. Sink. Missions where it sayd to "deply" and think "sink" shipping. You'll have 4 or 5 instances of this, with variong locations in the same region. 3. Photo. Some areas have more instances of this then others. Different locations, within the same region. 4. Supply. 5. Spy. 6. Commando Now, in all cases, (objectives 1 through 6), again, they'll all be in different locations, in the same geographic region. This geographical region is then given a name. In this example, ill use Honshu. This name, represents an ID handle that the game associates with whatever mission you assign this ID handle. So, "Honshu" has the following attached to it: 5 Insert Spy missions 8 Patrol missions 5 Photo missions 8 Sink missions All of these, are assigned to the ID handle, "Honshu". So in the flotilla.upc, when you give "Honshu" as a patrol objective, the game will randomly pick a mission, in the Honshu group of missions (assuming the missions availablity date matches the current calender date in game). Or at least, its SUPPOSED to. Not saying it doesnt, but it doesnt randomize itself as near as often as it should. Otherwise, we'd never hear of a "repeat patrol bug" Note however, that, you will never drop supplies off in Honshu, nor insert a commando team. By way of comparision, lets look at the Phillipines, it has: 3 Guard missions 3 Inserrt commando missions 1 insert spy mission 4 supply missions 7 patrol missions 7 Sink missions. Totally different ballgame in the phillpines. Now how i got rid of the repeat patrol bug, was force an entry and exit date from the patrol objectives. Only one mission is avialable every 2 month period, and then it goes away until i deliberatly call on it again later on. For example, stock assigments look like this: Code:
[Flotilla 1.UserPlayerUnitType 1.Objective 1] ID= PH1Obj1 NameDisplayable= East China Sea AvailabilityInterval=1942-01-01, NULL ObjectiveCode= East China Sea [Flotilla 1.UserPlayerUnitType 1.Objective 2] ID= PH1Obj2 NameDisplayable= Marshalls patrols AvailabilityInterval=NULL, 1944-04-01 ObjectiveCode= Marshall Islands [Flotilla 1.UserPlayerUnitType 1.Objective 3] ID= PH1Obj3 NameDisplayable= Empire Waters AvailabilityInterval=NULL, NULL ObjectiveCode= Honshu [Flotilla 1.UserPlayerUnitType 1.Objective 4] ID= PH1Obj4 NameDisplayable= Empire Waters AvailabilityInterval=NULL, NULL ObjectiveCode= Hokkaido [Flotilla 1.UserPlayerUnitType 1.Objective 5] ID= PH1Obj5 NameDisplayable= Caroline Islands AvailabilityInterval=1942-01-01, NULL ObjectiveCode= Caroline Islands [Flotilla 1.UserPlayerUnitType 1.Objective 6] ID= PH1Obj6 NameDisplayable= Mariana Islands AvailabilityInterval=1942-04-01, 1944-04-01 ObjectiveCode= Mariana Islands [Flotilla 1.UserPlayerUnitType 1.Objective 7] ID= PH1Obj7 NameDisplayable= Palau Island AvailabilityInterval=1943-01-01, 1944-04-01 ObjectiveCode= Palau Island [Flotilla 1.UserPlayerUnitType 1.Objective 8] ID= PH1Obj8 NameDisplayable= Luzon Strait AvailabilityInterval=1944-01-01, NULL ObjectiveCode= Luzon Strait So heres what i did to FORCE the game to vary the missions: Code:
[Flotilla 1.UserPlayerUnitType 1.Objective 1] ID= PH1Obj1 NameDisplayable= Training Excercise AvailabilityInterval=1941-12-05, 1941-12-06 ObjectiveCode= Prewar_01 [Flotilla 1.UserPlayerUnitType 1.Objective 2] ID= PH1Obj2 NameDisplayable= Marshalls patrols AvailabilityInterval=1941-12-07, 1941-12-31 ObjectiveCode= Marshall Islands [Flotilla 1.UserPlayerUnitType 1.Objective 3] ID= PH1Obj3 NameDisplayable= Empire Waters AvailabilityInterval=1942-01-01, 1942-02-31 ObjectiveCode= HonshuPHOTO [Flotilla 1.UserPlayerUnitType 1.Objective 4] ID= PH1Obj4 NameDisplayable= East China Sea AvailabilityInterval=1942-03-01, 1942-04-31 ObjectiveCode= East China Sea [Flotilla 1.UserPlayerUnitType 1.Objective 5] ID= PH1Obj5 NameDisplayable= Formosa AvailabilityInterval=1942-05-01, 1942-06-31 ObjectiveCode= Formosa StraitCOM [Flotilla 1.UserPlayerUnitType 1.Objective 6] ID= PH1Obj6 NameDisplayable= Caroline Islands AvailabilityInterval=1942-07-01, 1942-08-31 ObjectiveCode= Caroline Islands [Flotilla 1.UserPlayerUnitType 1.Objective 7] ID= PH1Obj7 NameDisplayable= Luzon Strait AvailabilityInterval=1942-09-01, 1942-10-31 ObjectiveCode= Luzon StraitSUP [Flotilla 1.UserPlayerUnitType 1.Objective 8] ID= PH1Obj8 NameDisplayable= Palau Island AvailabilityInterval=1942-11-01, 1942-12-31 ObjectiveCode= Palau IslandPHOTO Also note the objective code. This is what i call the ID Handle. What i did was break it down, to create a seperate grouping, this allowed me to directly call on that mission type. . So if you take Honshu again, where as before it was: 5 Insert Spy missions 8 Patrol missions 5 Photo missions 8 Sink missions the ID Handle "Honshu" now only will give out the 8 patrol and 8 sink missions. The photo missions that were assigned to Honshu, i changed the ID handle to "HonshuPHOTO". So by specifing "HonshuPHOTO" as a mission assigment, the game wil l randomly pick 1 of the 5 photo missions, and thats it. Now, where this runs into problems, is again, the phillpines. "PhillipinesPHOTO" needs about 4 other missions that i need to script out because as it is, it will only give out the 1 photo mission. Hopefully this all makes sense, and people better understand how missions work in Sh4. |
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#40 |
Swabbie
![]() Join Date: Mar 2007
Posts: 11
Downloads: 0
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A++ Mod, Just a little update, I`ve nevered had this happen to me on any patrol. I`ve engaged a large convoy was able to sink 3 merchant ships before I had to do a crash dive there were 3 dd`s that spotted me and heading my way, got death charge took damage, then out of nowhere 2 jap betty`s dropped bombeds on the spot where I was at. That has nevered happened before getting attacked by planes while attacking a convoy.
![]() Update: After constant being depth charged on by 3 DD`s, they finally sunked me. Last edited by Gatlin01; 05-14-07 at 05:15 AM. |
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#41 | |
Loader
![]() Join Date: Mar 2007
Location: Queen Creek, AZ. USA
Posts: 88
Downloads: 23
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JerryT |
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#42 |
Swabbie
![]() Join Date: May 2007
Posts: 7
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I'm new to the Silent Hunter series, and I want so badly to like this game. This mod finally lets me actually be immersed in the sim, and enjoy it.
I just have a question about the "9km visibility" mod. Has anyone else had an experience where at longer ranges they're only able to see masts and funnels? Is this realistic? |
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#43 | |
Frogman
![]() Join Date: Mar 2007
Location: belgium
Posts: 297
Downloads: 125
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I still find it a shame that when i recieved the order ...there was no timelimit(date&houre) indicated with that order (like in SH I ) . Not on the "mission objectives"page or map anyway. So i dit not know how long these carriers are supposed to stay in that harbour and therefore i let go a ship here and a convoy there on my way to the reconharbour. Attacking them at that time could seriously delayed me in the availebel time i needet to arive for the recon . If there is a timelimit at all in SH VI for photo Recon missions? Can't imagine that those carriers would just stay there ...till i'm done On my way to Pearl now and can't wait to install Trigger Maru ![]() Sorry for my basic englisch ...doing my best
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#44 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Top notch mod as usual Ducimus.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#45 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
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![]() I also think smoke might be the first thing spotted sometimes in reality, but a heavy trail of smoke from convoys doesn't seem to be modelled in the game. |
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