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Old 06-04-20, 09:18 AM   #1186
torpedobait
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Default First Time Ever!

In all my days of playing multiple versions of SH4 and SH3 I have NEVER come across anything like this.

Not sure how clearly you can see it in the picture, but it shows a Japanese flagged medium tanker surrounded by three US Patrol boats, apparently a captive ship! The US boats are illuminating the tanker with searchlights, but no one is doing any shooting! This occurred within the port of Kimbe, Borneo on April 1, 1944 (22:24). I was in the USS Gato on a patrol out of Perth/Fremantle, using the Free Camera to check out the port. My position was approximately 7 Nm NNE of the port.

If this was intended, my hats off to the Mod Team. If not, Hats off to whoever came up with it. This was a totally unexpected event and just an amazing sight.
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Old 06-04-20, 09:24 AM   #1187
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Quote:
Originally Posted by Bubblehead1980 View Post
Just being the compulsive traffic tweaker I am in SH 4, I could not help but open up the traffic to see how FOTRS handled it, esp the sub traffic.

Found a possible error. The sub titled "Ultra_I-37" NW of Palau spawns once in 1938 and deletes at end of way point. Exit date is 1943. I assume this is an error?
Quote:
Originally Posted by KaleunMarco View Post
does the unit creation repeat at all?
Nertz... no, it does not repeat. Most of the "Ultra" subs were set for one appearance, and one only... I'll have to try to dig into that and set the date to something like 19441001. Their "life span" is not very long on any of those... Thanks for the heads-up Bubblehead1980!
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Originally Posted by DanielCoffey View Post
ISSUE : Missing .dat for IJN SubTender

The IJN SubTender is in the Roster for Japan but when I look in the Data \ Sea \ IJN_SubTender folder there is no .dat and therefore no model.

Is it never placed in the world or is this an issue that needs addressing?
Sea folders that only have the cfg, eqp, sns, shp, sil and other 'simple' files are small "clones" that rely upon the original ship's artwork. Open that cfg file for where the 3D artwork is. Your sils are very nice, btw... nice use of your talent, good sir!


Quote:
Originally Posted by the beast View Post
Quick question about the realism of the Japanese torpedoes.

I am attacking a convoy in shallow waters and I am detected by the destroyer. Before the attack, I pump two eels right down her throat and she just walks away fine, maybe that is an issue, but that is not what I am addressing here.
So she then turns and has her full starboard side facing me and the next thing I know, BAM, a torpedo is fired at very close range- 800 to 700 yards- and I have no time to react and the torpedo hits my forward torpedo room.

Surprisingly, only two modules inside my sub were damaged, the Forward Torpedo room bulkhead was severely damaged and the batteries had virtually no damage at all. My sub did have 52% hull damage, there was a gigantic hole in my sub that looked like the Kraken had taken a bite out of it.


In real-life though, the Japs had very big torpedoes and they were super powerful, one was enough to sink a cruiser, I walk away with moderate damage, having sunk the small convoys only escort and I sink the rest of the Jap merchant ships and take a look at the damage.

My question is, how is the realism of torpedo damaged modeled in-game? Because that torpedo should've killed me.
The "damage" artwork, as on all ships that have a "damage model", has no bearing upon the damage actually inflicted, nor are they precise in their location. There is (from memory) no more than three "holes" on a sub's hull. It is just artwork. The torpedo may well have hit quite a bit forward of where the "damage" shows. The damage is controlled with several factors on the subs, and as such is difficult to find a balance to satisfy all. In FotRSU, the damage is set to be rather lenient, especially after the initial complaints about torpedoes being shot at you... You might notice, if you use the external camera when being depth-charged, that you can have depth charges basically bounce off your deck and explode right there, and you survive. You can be hit by a shore gun, the shell detonate, and you survive. This is not RFB, where diving to 123 foot in an S-Boat with no damage means the end of your new career. 52% hull damage means that you can't submerge very far, and if you don't take immediate steps to avoid further damage and minimal submersion, your bulkheads will collapse. Also, one thing to remember about underwater 'explosions' in the game is that they are a roll of the dice, as to how much damage you take, or actually, how much damage the weapon used against you imparts to your boat... The closer the explosion to your vessel is, the higher the chance of a full-damage being applied, but you still have a chance of even minimal damage with any given weapon. The reasoning being that not all weapons performed as intended, and there were the occasional dud or only partial explosions, resulting in nothing more than a hole through the hull, or depth charge can parts being found wedged in other exterior equipment, etc. Think of a firecracker when you were a kid, and some of them just "phizzzeddd" when lit, shooting sparks out the wick hole, while others went "BOOM!" and blew bits of whatever they were laying on around like shrapnel. They varied in their "quality".
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Old 06-04-20, 09:40 AM   #1188
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Technical questiion about increasing traffic and convoy/task force reports for the US career in FOTRSU:
If I want to achieve that, is it correct to modify the files in the Data\Campaigns\Campaign folder, all the *.mis files in the main Campaign folder and modify the ...


ReportPosMin= [decrease value for more contact reports]
ReportPosProbability= [increase value for more contact reports]


I plan to add a middle value increase based on FOTRSU standard and stock campaign for all these values. This will of course only work as long as FOTRSU doesn't add new units in the mod by changing these files again.

Would this be correct?


Thanks,
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Old 06-04-20, 09:52 AM   #1189
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Quote:
Originally Posted by torpedobait View Post
In all my days of playing multiple versions of SH4 and SH3 I have NEVER come across anything like this.

Not sure how clearly you can see it in the picture, but it shows a Japanese flagged medium tanker surrounded by three US Patrol boats, apparently a captive ship! The US boats are illuminating the tanker with searchlights, but no one is doing any shooting! This occurred within the port of Kimbe, Borneo on April 1, 1944 (22:24). I was in the USS Gato on a patrol out of Perth/Fremantle, using the Free Camera to check out the port. My position was approximately 7 Nm NNE of the port.

If this was intended, my hats off to the Mod Team. If not, Hats off to whoever came up with it. This was a totally unexpected event and just an amazing sight.
We would have to acknowledge the efforts of the original AOTD_MadMax team for that. There are several harbors throughout the game that have overlapping "occupation" dates. We have not attempted to "clean" that up. If we end up writing our little "campaign" app, we might try, but otherwise, unless it is something just way "off", we'll leave most of that be. But in the game, the US vessels start on January 16 (minimal armament, btw), and the Japanese "leave" in May. If you used the external camera for that 7nm distance, that is well beyond the "normal" display render, so you would not "see" the dock that is between the left & right US vessels and the Japanese vessel. The "top" US vessel is anchored in the harbor.


Quote:
Originally Posted by XenonSurf View Post
Technical questiion about increasing traffic and convoy/task force reports for the US career in FOTRSU:
If I want to achieve that, is it correct to modify the files in the Data\Campaigns\Campaign folder, all the *.mis files in the main Campaign folder and modify the ...

ReportPosMin= [decrease value for more contact reports]
ReportPosProbability= [increase value for more contact reports]

I plan to add a middle value increase based on FOTRSU standard and stock campaign for all these values. This will of course only work as long as FOTRSU doesn't add new units in the mod by changing these files again.
There actually is no "standard" per se, other than running the simulation in the ME and observing how traffic shows, and where... We have done minimal routing changes, unless a group was routed over land (which there were a few of those). You do also receive "reports" from any contact with US forces. Using the ReportPosMin would be based upon a general idea of where the group originates, and where it will be about that time (in minutes). That "time" is used for all of the reports, based upon the percentage of the "probability", so if you set something to ReportPosMin=1440, that is 24 hours. Set the ReportPosProbability to 100%, and you will get entirely too many reports, all at the same time, almost like one of the ships in the convoy is a traitor, and radios their position when they get off duty everyday... very unrealistic. Not every group would have a report either. You could also try like Traveler did with his mod for TMO, where he had "Observation Posts" that would report your submarine's location if you were within visual range of it. Make that an Australian CoastWatcher position, and it can "report" the IJN movements... maybe... I've never tried that...
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Last edited by propbeanie; 06-04-20 at 10:01 AM. Reason: XenonSurf reply
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Old 06-04-20, 10:53 AM   #1190
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Captain, this is your XO reporting to you the battle results:

We have discovered that we can hear ships screws when on the surface and when we are travelling at high speeds. We also found that we can detect ships screws when the enemy ship has no screws turning.

We have discovered the same thing as your Operations Officer, Lieutenant Michael Wood.


We should request a temporary "refit" to come in the coming days that can fix our "bad" hydrophone
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Old 06-04-20, 11:26 AM   #1191
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Default Wanted to let you know

Found another "Location Name In Game"
March 4, 1944
East China Sea off Shanghai
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Old 06-04-20, 11:33 AM   #1192
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This is one of the best mods for SH4, I've been playing this game for over 12 years and this is the best mod that was made. I'm so excited for the next update of this mod!
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Old 06-04-20, 12:38 PM   #1193
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This is one of the best mods for SH4, I've been playing this game for over 12 years and this is the best mod that was made. I'm so excited for the next update of this mod!
I agree 220% with you on that. This adds a whole new experience and layer to SH4!

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Old 06-04-20, 01:26 PM   #1194
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Quote:
Originally Posted by the beast View Post
Captain, this is your XO reporting to you the battle results:

We have discovered that we can hear ships screws when on the surface and when we are travelling at high speeds. We also found that we can detect ships screws when the enemy ship has no screws turning.

We have discovered the same thing as your Operations Officer, Lieutenant Michael Wood.


We should request a temporary "refit" to come in the coming days that can fix our "bad" hydrophone
In this particular case, I should stipulate that we need all of the details possible. What submarine are you on, and if possible, what ship(s) have you IDd as problematic. I have it thus far down to several of the "Hansa" based ships, plus another that I cannot remember the name of, since I have my notes on the other computer. Also, this is a player-centric issue. Your sonarman will give you at least an initial sonar contact report. You will see the lines on the NavMap, but the props on the ship do not move, and if you fly over to the ship (only close encounters within about 0-2.5nm count), you will not hear an engine sound. If sitting at the sonar station yourself, and you spin the head toward the ship, you will not hear it, and you will not "see" the green "contact" light lit. This is different from the "quiet" contacts of previous fame, where the light would light, but you couldn't hear them (loudly). Our suspicion (s7rikeback and myself) is that the links to the prop and audio were broken somehow - if they ever existed...


Quote:
Originally Posted by Capt RAP View Post
Found another "Location Name In Game"
March 4, 1944
East China Sea off Shanghai
Capt RAP
Normally speaking, we would need the mission orders, but in this case, we were able to do an internal search in the files, and found all occurrences of the offending string (there were like seven of them!)... Plans for a "beta" patch are fading fast (again) with other recent discoveries needing fixing, but we're working on it, and there should NOT be anymore of those immersion breakers... there are probably others yet to be found, but at least no "Location Name In Game", giving it away that this is a game!


Quote:
Originally Posted by Zunaka View Post
This is one of the best mods for SH4, I've been playing this game for over 12 years and this is the best mod that was made. I'm so excited for the next update of this mod!
Quote:
Originally Posted by the beast View Post
I agree 220% with you on that. This adds a whole new experience and layer to SH4!
Thanks fellers, the team appreciates that.
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Old 06-04-20, 01:38 PM   #1195
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Originally Posted by propbeanie View Post
In this particular case, I should stipulate that we need all of the details possible. What submarine are you on, and if possible, what ship(s) have you IDd as problematic. I have it thus far down to several of the "Hansa" based ships, plus another that I cannot remember the name of, since I have my notes on the other computer. Also, this is a player-centric issue. Your sonarman will give you at least an initial sonar contact report. You will see the lines on the NavMap, but the props on the ship do not move, and if you fly over to the ship (only close encounters within about 0-2.5nm count), you will not hear an engine sound. If sitting at the sonar station yourself, and you spin the head toward the ship, you will not hear it, and you will not "see" the green "contact" light lit. This is different from the "quiet" contacts of previous fame, where the light would light, but you couldn't hear them (loudly). Our suspicion (s7rikeback and myself) is that the links to the prop and audio were broken somehow - if they ever existed...


Aye, sir.
OK, back to all seriousness.
I am the captain of the (at the time) USS Perch, but now I am the captain of the USS Thresher. I can hear all ships of all kinds when they are dead in the water. I'm not sure about this last part of your question:
Quote:
If sitting at the sonar station yourself, and you spin the head toward the ship, you will not hear it, and you will not "see" the green "contact" light lit. This is different from the "quiet" contacts of previous fame, where the light would light, but you couldn't hear them (loudly). Our suspicion (s7rikeback and myself) is that the links to the prop and audio were broken somehow - if they ever existed...
Maybe I will go back into the game and just sneak into a harbor, not sink any ships, and just listen if I can hear them.
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Old 06-04-20, 02:19 PM   #1196
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There is one problem I'm experiencing, when I installed FOTRSU, and I tried opening SH4, it just opened the normal SH4 game. Could someone help me? Thanks!
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Old 06-04-20, 02:57 PM   #1197
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Quote:
Originally Posted by the beast View Post
Quick question about the realism of the Japanese torpedoes.

Surprisingly, only two modules inside my sub were damaged, the Forward Torpedo room bulkhead was severely damaged and the batteries had virtually no damage at all.

My question is, how is the realism of torpedo damaged modeled in-game? Because that torpedo should've killed me.
there are a couple of factors involved.
  1. your boat could have received a blow that was less than a direct impact thereby reducing the effect of the hit.
  2. the battery room is aft of the torpedo room so technically speaking if your boat were at battle stations she could possibly take a hit in one compartment and not necessarily affect another.
  3. the value of the IJN was not necessarily its explosive power but its speed and accuracy. US Navy torpedoes such as the infamous Mark 14 used Torpex which is 50% more powerful than a normally HE torpedo of TNT. when comparing the warheads of the Mark 14 (643 lbs of Torpex) to Type 93 (1,080 lb) the IJN 93 comes out only slightly more powerful. the values used within the game's parameter files track with those comparisons.

so, you and your boat got lucky. say, "thank you very much. may i have another", and be thankful that you live to "fight" another day.
next time, attack in deeper water and don't stick around at PD admiring your work, Kaleun.

good luck and good hunting.
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Old 06-04-20, 03:00 PM   #1198
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Originally Posted by Zunaka View Post
There is one problem I'm experiencing, when I installed FOTRSU, and I tried opening SH4, it just opened the normal SH4 game. Could someone help me? Thanks!
welcome to SH4 and subsim.
if you used JGSME to install the FOTRSU mod, then you didn't follow the instructions.

if you didn't use JGSME to install the FOTRSU mod, then you need to go and d/l it and then install it after you read the instructions.
https://www.subsim.com/radioroom/downloa...o=file&id=5389

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Old 06-04-20, 05:00 PM   #1199
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Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s.

Before you answer the above can you have a little peep into your notes and tell me how to reverse that annoying little modification you've done..... thankyou.

LtCder Mad dog and getting madder every time it happens.
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Old 06-05-20, 12:28 AM   #1200
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Originally Posted by the beast View Post
Aye, sir.
OK, back to all seriousness.
I am the captain of the (at the time) USS Perch, but now I am the captain of the USS Thresher. I can hear all ships of all kinds when they are dead in the water. I'm not sure about this last part of your question:

Maybe I will go back into the game and just sneak into a harbor, not sink any ships, and just listen if I can hear them.
When you are sitting at the sonar station, and you rotate the listening head around to where a "normal" ship is, there is a little green bulb above the dial that will light up when there is a sound contact. When you get relatively close to the correct bearing, you will hear the thump-thump of the engine and blades in the water. If however, you have an NKLSS_Hansa, or the KGHAP_Hansa, you will not hear nor see them if you are at the station. You will see sonar lines on the NavMap though... The old problem with some of the ships was the light would be lit green, but the player could not hear them while at the sonar station...


Quote:
Originally Posted by Zunaka View Post
There is one problem I'm experiencing, when I installed FOTRSU, and I tried opening SH4, it just opened the normal SH4 game. Could someone help me? Thanks!
It sounds like you have the game installed in the Program Files folder, and as such, Windows will "protect" you from yourself and the world, and rollback any and all such "un-authorized" changes. You need to either copy the game into a folder you make yourself, outside of the Program Files folders (such as "C:\Games \Silent Hunter 4"), or re-install it there. If you have the Steam copy of the game, it is usually easier to re-install Steam into a "Games" or some-such folder, and put SH4 below that. If you have a 2nd hard drive available, then you can create a 2nd Library folder under Steam, and install SH4 there...


Quote:
Originally Posted by Moonlight View Post
Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s.

Before you answer the above can you have a little peep into your notes and tell me how to reverse that annoying little modification you've done..... thankyou.

LtCder Mad dog and getting madder every time it happens.
We did not make such modifications, especially to a Gato. We made Mark 10s available to your boat from late December 1941 to the end of 1942, but they cost you money. We have been trying to get the S-Boats to automatically load-up with the 10s, but have failed thus far, so if you have a Gato doing that, ~WE~ want to know ~YOUR~ secret... - Now, say you have a Pearl boat, and if when you re-fit at Midway enroute, you topped-off with Mark 10s... those will stay with you each time you re-fit with a partial load. But when you end patrol, that should then cease... What mods do you have enabled? and have you added to or taken mods out during your career?
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