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06-07-23, 07:02 PM | #1396 |
Nub
Join Date: Apr 2023
Posts: 2
Downloads: 11
Uploads: 0
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Yes, it is off. I play at 100% realism so event cam, external cam etc are all off. Thanks for your help though!
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06-15-23, 09:41 PM | #1397 |
Bosun
Join Date: Sep 2021
Posts: 69
Downloads: 112
Uploads: 2
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Is this a bug?
I play with TMO Update BH V2.0 +OTC for TMO 2.5 .
Started prewar S18 Career. Get exersice mission, went there , target ship do not show up. I went further south to the shore, nothing there Find the mission file, it shows the target loops waypoints and does not dissappear. So where is the ship? Last edited by Bartholomew Roberts; 06-15-23 at 10:47 PM. |
06-23-23, 09:51 PM | #1398 | |
XO
Join Date: Jul 2003
Location: Edmond, Oklahoma
Posts: 401
Downloads: 530
Uploads: 0
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I've played that mission several times and the Marblehead has never shown up. Just cruise around in the area, it will complete. CW
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"Quando omni flunkus moritati" United States Navy 1979-1982 "AD2" Aviation Machinists Mate 2nd Class VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner) NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret) |
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06-24-23, 07:40 AM | #1399 | |
Silent Hunter
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although the directions lead one to believe that contact with the target must be made AND the target ship appears in the mission specs, for some unknown reason it does not appear in the game. as C.Wreckless posted: just cruise around a while and the objective will complete. that is because there are only two objectives for this mission and they are both patrol-time objectives. one in Lingayen Gulf and the other in the Gulf of Tonkin. the mission directive-text gets one focused on playing war games with the two friendlies but in reality it is a 72 hour area patrol. personally, i have looked at the mission and cannot figure out why the stupid ship does not appear. if i do i will post the solution. p.s. i reviewed this mission (again) and, in an effort to find the problem, i made two adjustments. i added an RGG in the same approximate area as the original Group of Two and i changed the Start Date parm of the mission to 1/1/1938. The RGG was added to see if it would react differently than the Group. when the mission was executed, the Group spawned as expected but was not detectable. THAT is unexplainable at this time. the RGG, which should have spawned when the Group spawned, did not spawn until we had been on patrol in the area for a while. since this was unexpected, it was not tracked. the RGG moved around according to its definition but, like the Group, it remained undetectable. the term undetectable means that the crew did not detect their presence when they were in close proximity to our boat. no 'contact' warnings were announced.
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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 Last edited by KaleunMarco; 06-24-23 at 09:21 AM. |
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06-24-23, 01:05 PM | #1400 | |||
CTD - it's not just a job
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06-24-23, 02:09 PM | #1401 | ||||
Silent Hunter
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i DID notice that in the Roster file (Omaha.cfg) that \Sea\Omaha.TGA files are referenced however there are NO corresponding TGA files in the \Sea\NCLOmaha folder. there are several sets of DDS graphic files, however. i do not think this is the issue in this particular problem. Quote:
and i did set the Report Position to 10 prior to my last run, which may have aided the appearance of the group/RGG icons. i still cannot figure out why there is no second spawn when we are in close proximity to the group/RGG. Quote:
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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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06-24-23, 02:37 PM | #1402 |
Silent Hunter
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Pre-war Marblehead mission
continuing the discussion.....
in this first shot, you can see that we are approx 3000 yds from the MarbleHead Task Group and yet there is no second spawn of individual ships and therefore none of the ships is detected by either the Watch Crew or the Sonar crew. in the second shot, we are within approx 3000 yds of the RGG i created with the exact same ships as the Group above and there is no second spawn, no detection by the crew or our sensors.
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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 |
06-24-23, 02:52 PM | #1403 | |
Silent Hunter
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yet, they perform the same as the US warship groups. the problem has to be rooted in the way the game treats neutrals during prewar dates. i changed the date of the Pre-War Asiatic 02 mission to December 9 1941, created a new boat based in Cavite, then assigned the Pre-war (now December 1941) mission to the new boat. Bingo, the Marblehead and its escort now spawn as expected. at least this proves that the game is prejudiced during the pre-war time frame in the Pacific in the way it manages groups/RGGs. i suspect that if we designed an August 1939 pre-war mission for Dark Waters that the game would react similarly.
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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 Last edited by KaleunMarco; 06-24-23 at 03:19 PM. |
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06-24-23, 03:25 PM | #1404 |
CTD - it's not just a job
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When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?
Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away. Also, don't forget that the game only uses one sensor at a time... |
06-24-23, 03:45 PM | #1405 | ||
Silent Hunter
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during wartime, there was a second spawn and individual ships were spawned and detected....i cannot remember the message. i think they were visually detected.
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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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06-25-23, 04:10 AM | #1406 | |
Bosun
Join Date: Sep 2021
Posts: 69
Downloads: 112
Uploads: 2
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I'm now trying to make OTC compatible with TMO_BH_2.0 and Fleetboat_Interior, anyone knows how to upload patch mod to Subsim? I've PM Onkel Neal but got no respond. |
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06-25-23, 04:51 AM | #1407 | |
Bosun
Join Date: Sep 2021
Posts: 69
Downloads: 112
Uploads: 2
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while receiving news massage. |
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06-25-23, 10:23 AM | #1408 | |
Silent Hunter
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it's summer. people go outside.
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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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06-25-23, 10:34 AM | #1409 | |
Silent Hunter
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when you are cruising the Pacific on your way to your patrol zone at TC=1024, non-threatening ships will not take you out of high TC unless you are about to collide with them. and then, sometimes, by the time the game slows and lets you know, you might be too late to avoid that collision. that is why some of us recommend that TC should never go higher than 1024. at that setting, every second of real time is 17 minutes of game time. a lot can happen in 17 minutes. from 1024 to 2048, the rate is doubled to one second equates to 34 minutes of game time etc, etc, etc. also, contact messages will not take you out of high TC...and when you come off of high TC, your may hear one or more reports that were not given to you because of high TC. this is also true of responses to your commands to the crew. radio messages are different. for each radio message there is an indicator as to whether the message is important enough to break TC to 1. the modder determines that when he builds the message stack.
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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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06-26-23, 01:33 AM | #1410 | |
Bosun
Join Date: Sep 2021
Posts: 69
Downloads: 112
Uploads: 2
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Last edited by Bartholomew Roberts; 06-26-23 at 02:27 AM. |
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