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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#886 |
Swabbie
![]() Join Date: Feb 2021
Posts: 7
Downloads: 0
Uploads: 0
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Avaliable mods:
OM_Harder_Escort_L1 OM_Harder_Escort_L2 OM_Med_Env OM_Pac_Env OM_Stock_RAOFB_UJagd OM_Strategic_Map_Symbols OM_SubFlag_When_Snorkel OM_UJagd OM_UMark OM_Warm_Clothes WIP_U-Flak_Career No activated mods |
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#887 | |
Admiral
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![]() As for the exact order of activation.. will let others comment about that aspect... ![]() M. M. ![]()
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#888 | |
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#889 |
Swabbie
![]() Join Date: Feb 2021
Posts: 7
Downloads: 0
Uploads: 0
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One more question. Is it possible to skip this troublesome upgrade by staying on patrol till i get next boat? If i understand correctly i should be given VIIB in june/july 1941, so its only couple of months away.Will it work if i refit and just keep hunting till july 1941?
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#890 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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So I see that the US Harbor glitch from OM has not been fixed - fully.
For some reason, ships in US ports are duplicated as in this example. ![]() In OM, most of the time, the second ship was superimposed on an angle which made them easier to see but also did not automatically sink the second ship. In the instance above one torpedo gave me credit for sinking both ships which is a) nice, but b) probably not historically accurate. It is something about the harbor. British ships in US ports have the same problem. It does not seem to matter if they are warships or merchants. But I have looked at the harbor files and I'll be damned if I can find any obvious difference between US and other ports. Anyone else ever have this issue? |
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#891 |
CTD - it's not just a job
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The double-plus "spawns" like that are the nature of the beast, unfortunately. Random Generated Groups (RGG) are used, set to a certain percentage chance of "spawning", such that there is variety in the game. Docked ships are especially susceptible to this self-induced "glitch" that the stock game has also. The problem lies in the handling of the files, in that once spawned, a ship does not disappear until either sunk or "terminated" by reaching its final destination. Neither happens in most harbors, since in order to have a ship "show" in the game as "docked", one has to remove the option to "terminate" at final destination... Therefore, a ship set to spawn at a 50% rate, every 500 hours (20.8333 days) would then generate a "new" ship every 41.666 days, or roughly one every month and a half... The ships pile on top of each other, and the "collision detection" is only good for front-end collisions, so they "merge" together just fine, until a "breeze" comes along to move one or the other, which is when you'll see them "fan" out at the angles you are already familiar with. The only resolution is to do what we did with several files in FotRSU, and that is to separate the HarbourTraffic and other like files into "layers", such as seen with 41a_, 42a_, 42b_ (etc) files. There is a plan to do that for Fifi, and a few other "fixes" for him to incorporate at a later date, but it will be a while before we are able to do that. From the looks of things, the original devs did not mean for a person to give much more than a cursory glance to any given harbor, and certainly they did not intend a person to go harbor raiding, apparently...
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"...and bollocks to the naysayers" - Jimbuna |
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#892 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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One of my missions was to sail into Port of Spain harbor and sink some tankers. Those ships - and all the others that were there - were fine but that was not a US harbor.
I'll wait for the fix... not that big a deal. Thanks for taking the time to reply. |
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#893 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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So I made a big mistake.
I decided to try moving the game to a separate folder on my D Drive and that did not work at all. So I stripped everything out, reinstalled WOTP and Uboat Missions and then redownloaded DW6 and activated it via JSGME and - the mod is ignored. The game opens Uboat Missions just fine but only for the Indian Ocean campaign. LAA is activated. Read only is checked. the SH4 documents folder was deleted and re-established but even though DW6 is allegedly enabled, along with the 4 sub mods that I used before, the game simply refuses to recognize the mod. I don't recall having to use any special launch instructions on Steam before and it worked fine. I see the campaignGE and UPCGE files in the root folder but it goes straight to the the original intro movie instead of the DW movie. I re downloaded the file from Fifi's original post and followed the original instructions from JSGME to unzip it to the MODS folder but still, the mod is not registering. I'm stumped. Is there another place to try to download the DW-6 zip file? |
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#894 | |
Silent Hunter
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stop. take a breath. ----------- your folder structure should look similar to this (below). C:\Ubisoft\OpMonsun\MODS\OM Dark Waters V6 Please post your JSGME config: Task-Export-To Clipboard. that post should tell us enough to answer your question. ![]()
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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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#895 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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Nothing happens when I select Clipboard. This is what shows on the text file option.
Generic Mod Enabler - v2.6.0.157 [C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\JSGME\MODS] OM_DarkWaters_V6 OM_Strategic_Map_Symbols OM_U-Jagd OM_UMark OM_Stock_RAOFB_UJagd |
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#896 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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I was able to get a screen shot of the JSGME file
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#897 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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Is there any significance to the fact that some of the mods are bolded and some are not?
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#898 | |
Silent Hunter
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![]() what is in the last mod: Stock_RAOFB_Ujagd?
__________________
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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#899 |
Silent Hunter
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yes. i believe it shows which mods have files in previously-applied mods.
__________________
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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#900 |
Seaman
![]() Join Date: Jun 2018
Location: Phoenix, AZ
Posts: 36
Downloads: 22
Uploads: 0
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I'm not sure what it does... but I did have these activated before when it was working.
This is what it says when you put the cursor over it. ![]() |
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