SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-28-17, 07:17 PM | #5431 | |
I break things
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New mouse & Keyboard, New Router.... cleaner glasses to see better...
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10-30-17, 01:40 PM | #5432 | |||
Admiral
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Adding a Photo is easy, just use the "Insert Image" icon along the top of the SubSims "Reply to Thread" text editor using the http:// address of wherever you've put the image and your done: Using the "Direct Link" address from your photo hosting site is all you do. I decided to put the Hatsuharu into a SingleMission to test it at the approximate date you've said your encounter was (Nov. 30, 1943). Here's what the Hatsuharu looked like: Nothing wrong with the Destroyer I can see. It's rendered as expected. Again, your image needs to be available for us to see what your seeing...please put it into the post. ============= Quote:
Here's a 1933 picture of the Hatsuharu: Nothing wrong with the second "Main" gun being a single. What I suggest you do is check that 43a_Jap_TroopConvoys_006 RGG date of existence against the Hatsuharu's date of existence. The Hatsuharu has a "Start" date of 19410101...for all of its 6 "Unit" versions. They "End" at different times. Is there a "carry-over" from an earlier RGG that's started before the Hatsuharu's existence.....that specifically uses the Hatsuharu in its ship makeup? Between not having dates of specific ship units relate to specific mission time periods, or having a saved game corrupted by whatever a player may do, could be the reason of the lost ship textures.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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10-30-17, 03:36 PM | #5433 |
CTD - it's not just a job
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When mentioning the single and double barrel guns, I was just alluding to the fact that some folks might misconstrue that as being "incorrect", which it is the opposite, and is the intended layout. My not being familiar with ships, planes and trains in the 3D world is why I was wanting someone else to make certain of the files' integrity, because everything looked fine to me.
Going by the routing, it takes that particular 43a_Jap_TroopConvoys.mis RGG6 Group 136 hours to travel from Ise Bay to Davao Gulf, so for the arrival on the 30th, it would have generated in the database on the 24th at midnight AM. I do not see any of the Hatsuharu "dying" during that time frame, hence my supposition that it is a bad render for the player as the group comes to the viewing distance, which is just about where the group makes a hard right turn (in the neighborhood of a 110 degree) to come toward Davao Gulf. I'm not able to find anything amiss, so ~IF~ it is the mod at fault, it's a bad render for an unknown reason. I am altering some of the RGG's routings, since one of the groups is routed over land, and there are some sharp turns for some of the others, such as #6... |
10-31-17, 05:02 AM | #5434 | |
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
Downloads: 388
Uploads: 0
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Thanks for what you are doing for the game. Larry
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 |
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10-31-17, 08:56 AM | #5435 |
CTD - it's not just a job
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I'm still not seeing it Larrywb57. Maybe the file is too large? I've got a quick tutorial somewhere on here, so does CapnScurvy, and so does one of the other users on here. Unfortunately, I cannot find ~any~ of them. However, THEBERBSTER posted a two-part one for the way he does things:
How To Post A Picture To A Subsim Post Part 1 The Picture Viewer How To Post A Picture To A Subsim Post Part 2 The Uploader Postimage If that doesn't get you going, let us know, and I'll post the one I just made this morning. |
10-31-17, 05:54 PM | #5436 | |
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
Downloads: 388
Uploads: 0
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 |
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10-31-17, 07:39 PM | #5437 |
CTD - it's not just a job
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Eh, we don't really need the pik anymore. The ship's files have been double-checked and are definitely OK, so it's down to the Campaign file, or what happened on your computer, and we'll do some file editing and see if it does the same thing next go-round...
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10-31-17, 08:19 PM | #5438 |
Bilge Rat
Join Date: Nov 2016
Posts: 1
Downloads: 27
Uploads: 0
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So how would you go about editing the Tench-class start date to an ahistorical 1941? I’ve poked around in the Flotillas and CareerStart.upc, and even edited the Tench.upc file to have an earlier start date, but it still won’t show up in the campaign page.
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11-01-17, 07:55 AM | #5439 |
CTD - it's not just a job
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The Tench class wasn't available "historically" until late 1944. The Tambor class would be "historical", and are available in-game with FotRSU.
However, if you're wanting a Tench all the way through, you need to add the boat to the CareerStart.upc and Flotilla.upc files, in addition to having missions assigned to it. You will also most likely run into issues with the equipment files, since a bit of what is on the boat isn't available to any boats until later in the war... Be sure an work with copies of the files, and build what you do into an add-in mod so that you can back it off if necessary. You'll also have to edit the "Roster \ American \ Submarine \ SSTench.cfg" file to include an actual boat for the dates you'll use. Use the files there already as examples of what you want to add: (Both files are in Data \ UPCData \ UPCCampaignData) CareerStart.upc file --------------- Pick your base, and add a boat to it. The "F2" portion of the names below refer to the "Flotilla 2" designation. Don't forget which one you're working on. The number after the boat is how many boats are available of that particular class. The "Sboat" has six, the added Tench has one: [CareerStart 1.Flotilla 2] ID= C1Flotilla2 NameDisplayable= Manila IDLinkFlotilla= FremantleCommand IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2Narwhal, 2, F2Tench, 1 FlotillaBriefingText= FlotillaCommonality= 2 ; to be used when a random choice is assigned You'd need to add the boat to each of the Starts you'll use with the boat. btw, the semi-colons (";") are to designate "Comments", so watch for those. You'll also have to add the boat to the Flotillas file, incrementing the UserPlayerUnitType number, such as Flotillas.upc ------------- [Flotilla 2.UserPlayerUnitType 6] - It is the 6th boat listed ID= F2Tench NameDisplayable= Tench class AvailabilityInterval= NULL, NULL IDLinkUserPlayerUnitType= Tench UnitTypeCommonality= 1 IDFlotillaLinkTransferTo= NULL - and - you have to have Objective assignments for the boat. If you copy another boat's assignments (recommended), you just have to change the boat's designation: [Flotilla 2.UserPlayerUnitType 6.Objective 1] ID= Fre6OBj1 NameDisplayable= Objectives placed around the Phillipines AvailabilityInterval=NULL, 1944-10-01 ObjectiveCode= Philippines [Flotilla 2.UserPlayerUnitType 6.Objective 2] ID= Fre6OBj2 NameDisplayable= Java Sea AvailabilityInterval=1942-02-01, 1945-08-01 ObjectiveCode= Java Sea ... blah blah blah - thru Obj9 in this particular Flotilla... Be careful of what Flotilla you put your boat in. In this particular case, Manila moves to Surabaya, and then to Fremantle. There are other boats that enter this particular Flotilla at different times, and you're particular edits are "butting in line", so to say. That could possibly mess-up the other boats later. Also, watch for when the real Tench comes in. You might just use Pearl Harbor as your Base, and edit the current Tench listings. I'd probably stay away from the Manila start with this... Now, all that said, following all this to the letter, you may very well trash your installation with this. After all, I may have missed a step, or you might make a typo, hence my cautioning you. Make a folder such as "ModBuilds", and below that "EarlyTench", with the data files below that, so that you end up with something like "C:\ ModBuilds \EarlyTench \Data \ UPCData \UPCCampaignData \" and then these two edited files. Put your Tench.upc file in a "Submarine" folder under "Data". Don't forget the "Roster" folder changes also. The "EarlyTench" folder is what you would copy to the game's "MODS" folder for activation with JSGME. So you'll have the game's "MODS" folder, and "EarlyTench" below that (the "name" that will show up in JSGME), with "Data" below that. Below that would be the "Roster", "Submarine" and "UPCData" folders, each with their own folders and / or files... You'll have to experiment with the other files, since I know next to nothing about what equipment becomes active when for what boats, much less how to edit the files. Just be sure and build this as a Mod, and you can back it off if it blows things up the wrong way... One little typo, and the game will crash. You can guess which file it is by when the crash occurs. If it dumps as soon as you ask for the Career Screen, then it's probably the CareerStart. If it crashes when you choose a boat, it's probably the Flotillas file, in the boat definition, or a mis-match to CareerStart. If it crashes when loading the mission, it could be Flotillas in the assignment for the Objective - but maybe not... If the game itself crashes when starting at the beginning... well... I dunno... - back off the mod and try without it. If it still won't start, move the Save folder so that the game can't find it, and try again (that does re-set you to 1024x768, and all settings back to Stock)... Good luck with it, and I warn you - this is a disease, and will take over your life... "modding", that is... you have been warned! |
11-04-17, 12:02 PM | #5440 |
Silent Hunter
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strange water spout following my boat
hey guys,
what the H is this thing? LOL. no scatological comments, please. i noticed it while i was submerged "cleaning up" some cripples and thought that it was the flotsam from a previous sinking. however, i noticed it again as i set up to shoot at an entirely different convoy...just south of okinawa. April 5-6-7, 1945. that is the graphic above. i headed back to the barn and as i was preparing to end the patrol, i noticed it again only this time i was on the west side of guam. this is the graphic below. first time i have ever seen this. it did not seem to give away my position as no enemy ships seemed to take evasive action.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
11-04-17, 01:55 PM | #5441 |
Crusty
Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
Uploads: 0
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LoL
Its King Neptune telling you to stop killing all those ships .. the rust buckets are making his royal dinners taste funny ..
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11-04-17, 07:00 PM | #5442 |
CTD - it's not just a job
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Poseidon is right behind Neptune, and has that magical trident thingie to "prod" you back to Tartaros... 'course, you're nowhere near the Med...
But actually, I've had that before. I'm not sure what it's supposed to be, but it happened to me when I'd used Time Compression a lot, and then had a lot of activity going on around me, and I had paused and then shelled out to Windows. This would have been about the time we were trying to get the Bismark to work as the Bismarck... so there may also be a ship thing going on. After worrying that the enemy surface vessels could see me, I saved the game, quit the game, and then came back in, and it seemed OK. So give that a try, and see if things don't clear up. If not, let us know where you are, the time and date, and what you had all around you. The more accurate, the better. |
11-05-17, 10:32 AM | #5443 |
Bilge Rat
Join Date: Dec 2015
Posts: 1
Downloads: 33
Uploads: 0
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Hey gents.
I came back to Silent Hunter for this mod - FOTRS used to be my fave mod on my mildly unstable pirated copy way back when. I'm running FOTRSU on an actual legit copy now, and I seem to have a most intriguing problem: whenever I play any of the American subs, my torpedoes won't fire. German torpedoes work like a charm, but whenever I push the button, so to speak, my weapons officer doesn't even so much as speak up. The game just does nothing. Ist his a known issue or what gives? |
11-05-17, 11:30 AM | #5444 | |
Silent Hunter
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while you are playing the German side, the system will automatically open whatever torpedo tube you are preparing to shoot and then shoot the torpedo. when you are playing the American side there is no corresponding automatic open torpedo tube door when you fire. so, if you forget the open the torpedo tube door before firing, nothing happens. just open the door (normally the Q key) and re-fire that puppy. welcome back and good hunting!
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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11-05-17, 11:42 AM | #5445 | |
Silent Hunter
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which reminds me, i need to find another mod to play.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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