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07-08-15, 11:56 PM | #1201 |
Seaman
Join Date: Mar 2015
Location: U.S.A.
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Hey I have a question about dud torpedos. When I run the torpedoes fast I get almost all duds which is what there supposed to do early in the war, however when I have them run slow I get nearly perfect performance. Is this supposed to happen or is this a glitch.
Also is there a hotkey for the conning tower position? I've tried nearly every key and haven't found it yet. |
07-09-15, 02:07 PM | #1202 | |
Pacific Thunder
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If I recall correctly, in Stock F9 either goes to radar or the CT. If radar, right-click and you should back out to the CT view. If in the CR you should be able to right-click to the CT. In the Game folder there is a Support folder that has the game manual and in that are the key commands toward the end of the PFD..... also in the main Game folder are two JPG files; one is the keyboard layout. Most super-mods change the keys so use their Readme files to find out. Welcome to Subsim & Happy Hunting!
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
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07-16-15, 03:20 PM | #1203 |
Seaman
Join Date: Mar 2015
Location: U.S.A.
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Ok thanks so much I didn't even think about right clicking to go back. And I figured most mods change the key bindings, I played TMO for about half a year give or take and it had a hotkey for the conning tower. I think F9 as a matter of fact if I remember correctly hahah. So I was just curious. But thanks again.
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07-17-15, 03:43 PM | #1204 | |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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08-09-15, 10:11 PM | #1205 |
Watch
Join Date: Aug 2015
Posts: 30
Downloads: 87
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Anyone know if it is possible in either stock or RFB to damage/disable AI engines or propellers? From reading the RFB manual I get the impression that the game can't model damage on specific equipment, only certain compartments? So are there actual functioning engine rooms on AI ships? I've been trying to disable engines with the deck gun, and have confirmed with the external cam multiple holes in the stern right around the prop but this seems to have no effect on the ship's speed.
Also, not sure if this is because of how RFB changes the shells or if its inherent in stock, but the amount of point blank 90 degree 3" deck gun shots I've seen have no penetration against merchant hulls is starting to feel ridiculous. It just feels wrong when I can blow away 3 tanks sitting on the deck with one shot (which look more like T-60's than any actual Japanese tank) but I can pump dozens of rounds into the hull from less than 300 yards and have only 1 or 2 penetrate. Similarly, do any of the "AA" machine guns have any effect on ships? I've been damaged by machine guns on merchants but my .50 cal seems to have no effect on any part of the deck, hull, or enemy machine gunners. Granted, it's a bit tricky to get a clear shot before the tower armor is cut down, but it would be nice to be able to conserve deck gun ammo and do some damage against those sampans with the MGs. |
08-10-15, 01:29 AM | #1206 |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
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Welcome aboard, goodpoints! |
08-10-15, 05:54 PM | #1207 | |
Watch
Join Date: Aug 2015
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That was my main issue with the deck gun, I had thought I wasn't penetrating at all which would be a separate issue entirely than ships requiring a more accurate amount of shells to sink. Playing with this new-found knowledge it still seems like AI engines are far too resilient. But this could tie in to the fact that crew in SH4 always go down with the ship rather than abandoning ship when there's serious flooding or fire as is the case in SH5+TWOS. Thanks for the clarification |
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08-11-15, 01:42 AM | #1208 | ||
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
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I doubt this is really fixable. Without there being a specific connection between shell hits and the damage 'decals', I don't see how this could be done. You could probably make it so there are more holes popping up, but there still wouldn't be a 1 to 1 relationship. Quote:
That could be so. I've had torpedoed ships recover rather quickly on occasion, but I don't know how, or if, it could be fixed. |
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08-11-15, 04:29 PM | #1209 | ||
Watch
Join Date: Aug 2015
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2 torp detonations directly astern, yet the ship maintains ~6 knots until the stern goes fully under, I still hear prop rotation in proximity and on the hydro, as well as see the normal prop splash on the surface. Some other things I noticed today: The fore-mounted 3" deck gun upgrade seems to be partly nonfunctional on at least the Sargo and Gato classes. On the Sargo, the crew management page shows a crew section for aft gun as well as fore gun (though obviously there should be only 1) but both are blank with no crew slots and the Gato shows no deck gun section at all. Though, with both classes I am still able to manually operate the gun. The manual shows that upgrade available for all fleet boats in March 42 and in both cases I purchased the upgrade after March. Often when I look through the binoculars at a ship I see this yellow triangle somewhere in the field of view (always on the water though): It might happen with the TBT, I can't recall offhand, but it definitely happens somewhat often with the binoculars, both during the day and night. I've seen it appear at longer ranges too. I've disabled all mods but RFB 2.0 + patch, so I think it's probably related to RFB. Anyone else seen this? |
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08-12-15, 11:55 AM | #1210 | |
Pacific Thunder
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When JSGME uninstalls a mod, sometimes all files are not removed correctly and the game files get corrupted. To avoid reinstalling the entire game, I keep a clean untouched install - (never played) and Copy this install to make install(s) from the original I can mod and play. I use Multi SH4. This way I only need to delete the corrupt \Data folder and drag a clean Copy over from the untouched clean install if my files get corrupted. (Plus of course, deleting & replacing the JSGME \MODS folder & contents) There is a temporary fix if you don't want to lose your Career that may correct your gun slots and crew slots: http://www.subsim.com/radioroom/showthread.php?t=121472 Coletrains - Problem manually solved. Deck Gun, post #14 but I recommend looking at the entire topic. - and neumanf15's post: http://www.subsim.com/radioroom/showthread.php?t=121460 post #10 Sadly, I think a reinstall may be needed......... Maybe someone will post an alternative (I hope). Sorry. Happy Hunting anyway, right?
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." Last edited by aanker; 08-12-15 at 12:02 PM. |
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08-12-15, 08:02 PM | #1211 | |
Watch
Join Date: Aug 2015
Posts: 30
Downloads: 87
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Hm. I know JSGME has a function to save a snapshot of current game files as a backup (Tasks > Take Snapshot...), wouldn't that likely solve the issue without resorting to a reinstall if that were necessary? Not to say that I was wise enough to remember to use said function, but it might be useful info for you. (and me in the future) Do you know which of those UPC files exactly can be corrupted? Are they stock files or RFB files, the only ones I see in my /Submarine folder are RFB files. Which, in that case: I would think disabling RFB via JSGME, deleting the RFB folder in /MODS, and reextracting/reenabling RFB would overwrite any lingering corrupt files with clean RFB files. Does RFB save any specific user data that would mess up a current save by removing it? Fortunately I do have a save before I transferred subs and got the upgrade, so that might give me some options. (or I can always forego the upgrade for this career if the bug, hopefully, only applies to the one upgrade) I'm currently playing some SH5, so next time I start up SH4 I will try some of those fixes (after I back up my game directory) and report back. Unrelated to above: Has anyone explored the possibility of automated scripts, as have been created with SH5, for SH4? I appreciate RFB staying as close to possible to historic crew rosters and procedures, but manually moving (and remembering to do so) the 2 planesmen from deck watch to Control every time you dive can be a slight hassle. It would be great it you could just run a script that would automatically do those dive procedures; as well as stuff like rigging for depth charges, sending an engine crew to damage control, manning deck/AA guns with a pre-selected crew, etc. |
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08-13-15, 02:08 AM | #1212 | |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
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I don't know why this would happen, unless it is just a matter of the ship moving forward on the basis of it's momentum. |
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08-13-15, 05:04 AM | #1213 |
Growing Old Disgracefully
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Regarding Post #1209
Same thing happened to me using SH5. Still chugging along at 6 knots. It did eventually sink. Strange that it happens in both SH4 and SH5. Of course it asks the question whether it also happens in SH3. Peter
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08-13-15, 12:34 PM | #1214 | |
Pacific Thunder
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There are so many files that interact with \submarines, it could be time consuming to track this down. If the snapshot is different, it may be reparable....... or if not, maybe 'commit' to RFB, reinstall RFB, its Patch, and RSRD again if you use it. That would overwrite any error in RFB, but you'd lose your clean unmodded Stock. You'd think the older Saves should/might be compatible with a clean, corrected RFB install - if that is the cause. I'm not sure how this all too common deck gun error happens. I am no expert modder, I only know a few things, so I'm not certain but I'm thinking this error probably begins with the Sub class upgrade, or a major upgrade to the boat, and Saved games remembers and tracks that. Too avoid a lot of this with the super mods, I extract them on a clean install of Stock, add their patch, and then use that configuration as a starting point to install JSGME. (I won't be able to uninstall RFB or its patch). I only use JSGME for small mods on that RFB install. That's me. GB are cheap nowadays with these huge HD's, and it's only 5 GB for each install, and Multi-SH4 is great. |
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10-07-15, 01:49 PM | #1215 |
Watch
Join Date: Oct 2013
Posts: 16
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Cheers gentlemen,
just played a while in this mod after some time. About the damage to screws: I just happen to hit so far at stern, that only the screw was blown away, obviously no damage to the hull. The ship stopped after a short time, and did not move further until it sank. But I have a question, too: I noticed a strange thing about enemy destroyers: They did not attack me with depth charges, even though they had a 100% sure position of me. Crossed over my position time after time, but never throwed a charge. Is this sort of a bug, or are they just out of ammo if this happens? Sometimes the depth charging works, but it seems to be the fewer number of cases. Thanks for any hint. And by the way: A really gread mod this is! |
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