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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1141 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#1142 |
Bosun
![]() Join Date: Jul 2007
Posts: 68
Downloads: 89
Uploads: 0
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Thanks for your responses. I did another reinstall of JSGME and in fcat now got it to work and it works just fine. Thank you all for your help!
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#1143 | |
Seaman
![]() Join Date: Apr 2009
Posts: 32
Downloads: 78
Uploads: 0
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Thanks for the reply. Think your missing a key point about the "no contact" message I posted. The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this "No contact on bearing XXX, slow speed, closing." I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug: When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong. The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book. I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular. |
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#1144 |
Seaman
![]() Join Date: Apr 2009
Posts: 32
Downloads: 78
Uploads: 0
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Umm, I posted the incorrect message I am getting in game. My bad, apologies for the confusion.
The message I am getting in game is : "No sound contact bearing XXX, speed slow, closing". Normally, would see: "Merchantship contact bearing XXX, speed slow, closing". Guess should post this in RSRD, seems to be related to the extra ships added with unique names from RSRD. |
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#1145 | |
Lucky Jack
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#1146 | |
Lucky Jack
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#1147 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#1148 |
Seaman
![]() Join Date: Apr 2009
Posts: 32
Downloads: 78
Uploads: 0
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Maybe its something in Trigger Maru that added the additional entries to the recog manual. Unsure how to provide the details being asked such as task force. The problem was encountered with a gato sub and a gar sub.
Encountered another odd bug with TMO 1.7 today: Did a campaign start from Dec10, 1942. Played from Pearl with a Gar. After midway, I got offered a new sub. So I took the new boat. The new boat is a gato(drum), but does not have the extra Crew Quarters slots which is provided by a sub-mod of TMO. Oddly enough, not only is the Crew Quarters gone for the campaign I was in, but starting any new campaign or missions and no boats have extra Crew Quarters any more. Bizarre. |
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#1149 |
Seaman
![]() Join Date: Apr 2009
Posts: 32
Downloads: 78
Uploads: 0
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Getting a new boat during a campaign seems to be a definite bug with TMO1.7, the Crew Quarters sub-mod. This bug should be easily re-produced, all though it may take a while because you need to play a campaign and do well enough to get an early new boat.
I figured out how to fix the game after this bug occurs: Install the Crew Quarters for TMO 1.7 mod. All though TMO1.7 comes with Crew Quarters, something is over writing the data/submarine/<boat> configs when a new boat construction transfer happens. Installing Crew Quarters as a seperate mod from TMO1.7 after this bug occurs, replaces the files that was changed which fixes TMO to have crew quarters again for any new campaigns, missions, etc. But the saved games are still going to be missing crew quarters. To fix your save game from the campaign if you wish to continue with your new boat, but want to have the crew compartment slots: After installing Crew Quarters for TMO1.7: --Create a new campaign, the boat choosen needs to be same boat as the campaign saved game you wish to fix. So, in my example my saved game campaign new boat is a gato in april 42, so I started a new campaign from April42, and choose the Gato. The purpose of starting a new game is simply to create a saved game file for the players boat that has the crew quarters configured. We then used that newly created saved game file(justthe boat saved game file, not all the saved game objects) as a template copy to fix the bugged campaign saved file. --Exit the commander room and go to sea, the game will create an auto save file from this new campaign. --Exit the game --Find your SH4 save game folders under user/Documents/sh4/data/cfg/SaveGames/ --The saved games folders are not labeled by the name you gave. So, sort by time..the top saved game folder should be the new auto saved game. --Go into that newly created saved game folder. --Using ctrl-c, copy the whole ActiveUserPlayerUnits.cfg file. --Now we need to find the saved game folder for the campaign you wish to fix and continue playing. To do so, we need to browse through CareerTrack.cfg file to determine the correct folder. --Inside the CareerTrack.cfg file, scroll to the bottom to see our recent actions. You should be able to tell if this is the correct saved game or not you wish to fix. --Once you locate the saved game folder you wish to fix, rename the ActivePlayerUnits.cfg in there to a backup name such as Copy_of_ActivePlayerUnits.cfg --Now, copy in the ActivePlayerUnits.cfg from the new dummy campaign which we copied earlier with ctrl-c to this folder. --Modify the following 3 lines in the new ActivePlayerUnits.cfg : NameDisplayable= StartUserPlayerUnitMissionDateTime= CurrentUserPlayerUnitMissionDateTime= --Look in your "copy_of_ActivePlayerUnits.cfg for the values to place above in the new ActivePlayerUnits.cfg That is it. You can now continue your saved game campaign, and your new boat will have crew quarters. Question, does the crew from your old boat transfer with you to a new boat? Or does taking a new boat mean a whole new crew? |
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#1150 |
Bosun
![]() Join Date: Jul 2007
Posts: 68
Downloads: 89
Uploads: 0
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Just played my firts mission, sank 1 boat and then evaded escort after awhile. But then surfaced and the CO2 alert stayed up. Then as I continued to sail I kept getting alerts that my O2 was getting lower. Then it finally told me I had to surface (although I was already surfaced!) and fainally gave me the your dead ending! I also noticed that after I surfaced originally I put the crew back on "watch" that i had place in the crew qurters and yet at the bridge view there were no other sailor figures omn the bridge. I ahve TMO 1.7 and the fixes and the TMO1.7 crew quarters mod. in retrospect it's almost as if the program never thought I had "surfaced". Is this a known bug?
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#1151 | |
Commodore
![]() Join Date: May 2007
Posts: 629
Downloads: 39
Uploads: 0
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#1152 |
Bosun
![]() Join Date: Jul 2007
Posts: 68
Downloads: 89
Uploads: 0
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Thank you and great mod btw!
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#1153 |
Sonar Guy
![]() Join Date: May 2005
Location: Chicago, USA
Posts: 396
Downloads: 12
Uploads: 0
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Strange thing happened while I played a test scenario yesterday with an S boat depth charged by Jap Minekaze DD Vet settings. I was able to re create this twice.
![]() It happens when the trim pump gets damaged. Using externals, the stern gets heavy then the boat levels out, then stern heavy again. While this is going on, the compressed air gauge shows a loss. Compressed air within an hour was down to 12%. When I reached the surface, the diesel engines did not work. No save, played the scenario for a little over an hour. Some time compression to 32x. Fuel level was at 25%. Diesels were not damaged at all. Other bugs cropped up as well: When I tried damage control, the guy who fixes the valves in the back of the control room is just a head with a levitating wrench!!! ![]() ![]() ![]() Maybe this is just an S boat phenomena. I do play TMO 1.7. Maybe this has something to do with it?? I do love this mod tho! ![]() ![]() Any ideas or suggestions...? thanks |
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#1154 |
Bosun
![]() Join Date: Dec 2005
Location: Vancouver BC
Posts: 66
Downloads: 16
Uploads: 0
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Ok, I installed this last night and was blown away at all the diffrences... it was amazing but it's really quiet, there dosn't appear to be much ambiant noise at all. I can turn it up and get some noise but once I use a deck gun (sounds fantastic!) I have to adjust my volume a lot...
I waisted 7 fish trying to sink a maru... before deck gunning him to death... that cost me a permanet 25% hull damage and a dead crewman... in fairness though she knew I was there so I was trying to lead shots... If I went an installed RFB what would be some of the immediate diffrences? Also, I've read about the crew compartment bug but in my new campaign... but my sub crew area looks like stock... I don't have any new compartments... |
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#1155 | ||||
Lucky Jack
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![]() Quote:
Quote:
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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