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Old 03-12-12, 10:10 AM   #31
Dellinger
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Honestly, I don't know... I tried A LOT of different things (to eliminate variables) when installing TMO 2.5, the latest RSRDC mod and patch, and the OTC 1.5 for TMO 2.5 and it just didn't like it.

However, I'm probably NOT the best candidate to effectively judge OTC 1.5 "plays nice with others" mod(s). As can be seen by this thread .

I'm gonna try to post my 'findings' in Capn's OTC thread just so he has some kind of feedback and could probably identify immediately what I did wrong in the event someone else has the same problem(s).
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Old 03-12-12, 02:32 PM   #32
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To Dellinger, I just ran across your posts and plan to recheck the 8.5:4.8 Aspect Ratio modlet. Could be something that's in the Menu_1024_768.ini file that's causing a glitch, or the camera.dat file.

I'm wondering if the 1366x768 resolution you say your game's graphic options are using may be the problem? The issue I'm seeing, (without reopening things) is the 8.5:4.8 Aspect Ratio mod was OK with a 1360x768 resolution, not a 1366x768. Would that make the difference? I don't know, because really, I don't have a system that runs a 1366x768 resolution. I've got two computers, with two different monitors and graphic cards, and neither one runs that resolution. They both run a 1360x768.

Just wondering if you could change to another game resolution (like a 1680x1050 or a 1440x900) and try another OTC Aspect Ratio mod with it. Both of these resolutions uses the 8:5 Aspect Ratio. So, you would need to remove the 8.5:4.8 mod from the "Activated" JSGME list, and put in the "OTC for 8:5 Aspect Ratio" mod. Follow the mod activation order you've been using, and give it a try.

I'll be checking on my end as well.

Believe me, when you start having a mod, overwrite a mod, that overwrites a mod, that overwrites a mod, that overwrites the stock game, anything can happen!!


=========


EDIT: About an hour later.

I just loaded the following mods thru JSGME, in this order, and the game ran fine.

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Optical Targeting Correction 1.5 for RSRDCv502
OTC_Realistic Scopes for 8.5 to 4.8_TMO


The 8.5:4.8 mod-let counted the telemeter divisions for a 1000 yard true distance Northampton CA at just a 1/8 to a 1/4 mark over 12 marks for both attack scope and the TBT. That's exactly 1000 yards range distance when you have the Northampton height of 160.8 (161) feet set on the Omnimeter. I don't see anything wrong with the mod yet. I'll check my other computer.

Take a look at the above mods listed in your JSGME app. They should be EXACTLY as named, and in order of activation as the above. If not, you got a problem.

One thing everyone should remember (I've got it in the README with OTC 1.5), remove any other OTC mods (the main mod or any of the optional ones) before extracting the OTC 1.5 and its parts to JSGME. The older OTC mods will not work right with these new 1.5 versions with a date of March 2012 as their release. There are differences that will throw off the activation. That's why I removed the "Optical Targeting Correction for TMO 2.2" out of the OTC links area. There's a difference between the "OTC_Realistic Scopes for 8.5 to 4.8" and the latest "OTC_Realistic Scopes for 8.5 to 4.8_TMO". Choose the TMO you want to use 2.2 or 2-5, and pick the right OTC mod to go with it.

Same with RSRDCv502. Don't expect to use the "Optical Targeting Correction 1.5 for TMO 2.5" with it. This OTC mod edition is for only a TMO 2.5 modded game (no other mods added). When adding RSRDCv502, use the "Optical Targeting Correction 1.5 for RSRDCv502". Anything else and your making trouble for yourself.
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Last edited by CapnScurvy; 03-12-12 at 04:19 PM.
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Old 03-12-12, 04:07 PM   #33
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Quote:
Originally Posted by CapnScurvy View Post

Believe me, when you start having a mod, overwrite a mod, that overwrites a mod, that overwrites a mod, that overwrites the stock game, anything can happen!!
You mean when your activated mods list looks something like this?

Code:
3000 Meter Bearing Tool (1920x)
Ultimate Sound Mod
ROW Sub Reflections and Roll Pitch Mod vs_5
ROW Sound Effects vs_8
SS Hull Numbers
SS180 USS Pollack Fooskin Porpoise BLACK HI-RES
SS196 USS Searaven SARGO FooBor's MINOR WTH HI-RES V1.0
S35 USS-140 S-18 Class Fooskin_GREY HI-RES V1.0
SI HUD Kit
SI INTERIOR Kit
SI OPTICS Kit
SI Periscope & TBT Interface Kit
SI Sonar Metric Scale Kit
REAL MEDALS CLASSIC CREW MERGED 1,02
Hamilton Chrono Ivory
SWEATY LOWER OFFICER RANKS INSIGNIA 1.2
Sweaty Crew Add-On
Add_Radio_St10-07-07
RSRDC_P3_v300
RSRDC_V300_Patch3
DrBeast Mithril Subs
SCAF4RSRDC_v300
DrBeast Retractable SD Antenna + SCAF + TMaru
DrBeast Smaller Chrono + Nav Tools + Map + SCAF
SS199 USS Tautog FooBor's TAMBOR Combo WTH HI-RES V1.0
RSM1.2
SS228 USS Drum_DrBeast_ Gato FooBor's hi-res -Weathered
National Flags
Flag Patch
ROW Sound Effect v_9 (Addon for v8)
ASW_RSRD_v300_ 5.0
DrBeast DC & Bombs Shake For RSRDC + ASW
DrBeast TMaru + SCAF + MaxOptics Stuff
NSM4 classic
#1  PE4 Install main
#2b PE4 Special effects Zones for NSM4 Classic
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
PE4_high quality bow and stern wakes (stock SH4 lower FPS)
DrBeast PE4 Effects + NSM4 + Mithril Subs Zones.cfg
DrBeast Weaponry
TGT DIALS TO PK FIX - 1.5
Webster's Missing Voices
Webster's Real Lifeboats Fix for v1.4
Optical Targeting Correction for 1.4 - DrBeast Version
#2 Real Environment Submarine roll pitch mod plus OTC submarine.dat files
DrBeast Sensor Mod 1.4
SS285 USS Balao_Historical BALAO HI-RES  Weathered
Yep, odds are you'll end up with something like this:



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Old 03-12-12, 04:22 PM   #34
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YEP, that "DrBeast Weaponry" looks suspect to me!!
__________________


The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 03-12-12, 04:28 PM   #35
Dellinger
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Quote:
Originally Posted by CapnScurvy View Post
To Dellinger, I just ran across your posts and plan to recheck the 8.5:4.8 Aspect Ratio modlet. Could be something that's in the Menu_1024_768.ini file that's causing a glitch, or the camera.dat file.

I'm wondering if the 1366x768 resolution you say your game's graphic options are using may be the problem? The issue I'm seeing, (without reopening things) is the 8.5:4.8 Aspect Ratio mod was OK with a 1360x768 resolution, not a 1366x768. Would that make the difference? I don't know, because really, I don't have a system that runs a 1366x768 resolution. I've got two computers, with two different monitors and graphic cards, and neither one runs that resolution. They both run a 1360x768.

Just wondering if you could change to another game resolution (like a 1680x1050 or a 1440x900) and try another OTC Aspect Ratio mod with it. Both of these resolutions uses the 8:5 Aspect Ratio. So, you would need to remove the 8.5:4.8 mod from the "Activated" JSGME list, and put in the "OTC for 8:5 Aspect Ratio" mod. Follow the mod activation order you've been using, and give it a try.

I'll be checking on my end as well.

Believe me, when you start having a mod, overwrite a mod, that overwrites a mod, that overwrites a mod, that overwrites the stock game, anything can happen!!


=========


EDIT: About an hour later.

I just loaded the following mods thru JSGME, in this order, and the game ran fine.

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Optical Targeting Correction 1.5 for RSRDCv502
OTC_Realistic Scopes for 8.5 to 4.8_TMO


The 8.5:4.8 mod-let counted the telemeter divisions for a 1000 yard true distance Northampton CA at just a 1/8 to a 1/4 mark over 12 marks for both attack scope and the TBT. That's exactly 1000 yards range distance when you have the Northampton height of 160.8 (161) feet set on the Omnimeter. I don't see anything wrong with the mod yet. I'll check my other computer.

Take a look at the above mods listed in your JSGME app. They should be EXACTLY as named, and in order of activation as the above. If not, you got a problem.

One thing everyone should remember (I've got it in the README with OTC 1.5), remove any other OTC mods (the main mod or any of the optional ones) before extracting the OTC 1.5 and its parts to JSGME. The older OTC mods will not work right with these new 1.5 versions with a date of March 2012 as their release. There are differences that will throw off the activation. That's why I removed the "Optical Targeting Correction for TMO 2.2" out of the OTC links area. There's a difference between the "OTC_Realistic Scopes for 8.5 to 4.8" and the latest "OTC_Realistic Scopes for 8.5 to 4.8_TMO". Choose the TMO you want to use 2.2 or 2-5, and pick the right OTC mod to go with it.

Same with RSRDCv502. Don't expect to use the "Optical Targeting Correction 1.5 for TMO 2.5" with it. This OTC mod edition is for only a TMO 2.5 modded game (no other mods added). When adding RSRDCv502, use the "Optical Targeting Correction 1.5 for RSRDCv502". Anything else and your making trouble for yourself.

Thanks for the feedback Captn'. I'll jump over to your OTC thread to elaborate some more on exactly what errors I was getting and the odd happenings.
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Old 03-12-12, 05:31 PM   #36
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Default And, then there was this.

Dr. Beast, I do not want to preempt this enlightening thread, but I use the EAXsoundsim w/Webster's maneuver instead of Row Sounds. Row Sounds I rejected, as I did not think it was as good. (just a tip.)

Dellinger, check the subsim downloads section for the RSRDC mod you are or were seeking. It could be there. The link is at the end of the Popular Mods sticky in the Mods forum.

In another post there is interest in recreating the attack on Pearl, as I located Yamamoto's TF, 220 miles NE of Pearl Harbor on 12/7/41 using Fred's Pre Pearl Harbor Career Start. He wants to change the Japaness ships from neutrals to enemies, and armistead might be able to add aircraft. Someone would have to fix battleship row. It could happen. I sunk a BB and Light Cruiser about an hour before the first wave of planes hit Pearl, but I missed the two carriers I was aiming at.

Last edited by I'm goin' down; 03-12-12 at 06:59 PM.
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Old 03-12-12, 07:57 PM   #37
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Quote:
Originally Posted by I'm goin' down View Post
Dr. Beast, I do not want to preempt this enlightening thread, but I use the EAXsoundsim w/Webster's maneuver instead of Row Sounds. Row Sounds I rejected, as I did not think it was as good. (just a tip.)
Must...resist...must...stop...adding...mods...!
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