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Old 12-02-2020, 09:34 AM   #2251
Malakite1708
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Took a little bit of work, but managed to get the mod downloaded and running. I got to say, so far its a fantastic mod. Just wanted to thank the mod team for putting in the time and effort to develop it.

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Old 12-02-2020, 02:12 PM   #2252
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A question regarding sensors with the IJN.

When does the IJN have sonar and radar capabilities? I have been digging through the documentation can't seem to find it.

Thanks,
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Old 12-02-2020, 10:05 PM   #2253
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Quote:
Originally Posted by Archduke View Post
So I recently started playing this mod, and for the most part I've had no issues. However, I've had issues with sinking a "Large Ocean Liner." I've tried at least 4 attacks on it, with some saving and loading. I've put up to 10 torpedoes in this ship for no sinking. the only visible damage is that the Props have stopped, and lots of fire. I've been told it can take a while for larger ships to sink, but I've also lurked around it for over 2 in game hours for no visibile changes to the ship. I've even completely restarted the patrol, and it's been the same. (Found a similar convoy, with slight differences (two merchants were changed). The in game Date is March 31st, 42'. I am patrolling Area 7.

Am also playing on V1.24.

My question is this ship bugged, or does it take a lot sink? It might just be a base game bug, but it's still annoying, and I wanted to see if anyone else had this issue.
The ship takes at least five torps to sink. It is a large ocean liner with lots of water-tight space. Several of the larger ships are like that - but not all. To sink the ship, you have to spread your hits around, but not too close to the bow, and not too close to the stern. Also remember that there is a dud effect in the game that makes it look like you have a good hit, but the torpedo is running too deep, and the explosion does not impart its full impact. There is only one "torpedo impact" image that the game uses. Also, if anything is amiss with the game, you will get glitches, so the usual caveats of playing the game apply (see below in comments to others).

Quote:
Originally Posted by succerpunch View Post
Why am I getting hydrophone contacts on the surface. Only got the mod and patch installed?
That is because the subs are set-up like Stock and TMO, and all of the phones are "below water", except on the S-Boat. If we can get the next release out, and not have too many more issues, we do have an add-in mod developed for those that want "historical" hydrophone action simulated, with the S-boat and early sonar models that sat atop the decks "deaf" until submerged, and we are attempting to get the hull-mounted balls to be "deaf" when at speed, but allow some sonar use when stopped or slowed. The condition of the waves will also affect this though...

Quote:
Originally Posted by Mios 4Me View Post
Trout, departing Midway 2/17/42 to patrol Hokkaido:
1. Ordered to "return to base or patrol area of your choice" after only one assignment, and that a dismal failure without any worthwhile contacts (perhaps any, as I habitually ignore boats). I definitely do not object to these orders; it's just that I've never received them under such conditions.
Normal behavior. The assignment of a new mission is a dice roll, with a chance of getting nothing. Two hours later, you can try again. Distance from a possible active assignment also comes into play, so if you are near a "hot" area, you stand a better chance of getting another assignment. A "cold" area (doesn't always have to be the Aleutians) means a greater chance of not getting another assignment. This goes for "dates" also, such that if you are near Guadalcanal in February 1943, you most likely won't get another assignment there, but move up by Rabaul, and you most likely will get something, though not always...
2. Working a contact in heavy fog at night in the bay near Aomori, early March 1942, the watch crew were transparent above the lines of the boat. The eyes, creepily, were solid.
Graphic settings really matter. Fifi has a really good post somewhere about his DW set-up, and several others have nVidia cfg files and such. A couple of the settings, such as "Environmental" and "Volumetric Fog" can make a world of difference there, but that "Vertical Sync" can also cause issues. Everyone's computer is different, so it does take experimenting. Anymore, I just run with the "Post-Processing" on, and maybe "Light Shafts"... Then there is that shelling-out to Windows thing that can cause all sorts of graphic oddities.
3. The contact, a Kaga-class (I know, I know, but the original went down last patrol) was the only ship in the entire bay, harbor included. Perhaps not a bug, but suggestive. FWIW, there was no traffic in the Tsugaru Strait at all, only N-S at the western end.

Known issue: a ghost Kaga quickly generated after the first went down in very shallow water. Reported only in keeping with the ghost theme.
A ship "sinking" in shallow water, such that it does not actually "sink", is not a sunk ship to the game. Also, if you leave an area, and then come back into the area, you do run the possibility of a re-spawn of the same ship or set of ships. Basically, "normal behavior"...

4. Contacted an unreported TF SE of Shikoku at night. Bow torps missed at long range; closed to under 2000 m at flank below the thermal layer and mortally wounded the lone CV, a Shokaku-class. Escorts ignored us the entire time, even when filing a contact report while still inboard of one oblivious DD.
should not happen with your mod list. Something has the game borked. If you Save, Exit and return, does it "fix" the AI?...

Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols

Computer specs as previous.

ETA: three attempts to reload the last save CTDed. This is only the second patrol after deleting the folder and the fuel/battery gauges actually worked on that patrol (very rare), but could the file be corrupted so soon? I played through the entire patrol without ever exiting or interruptions from Win10p, plus created the two save points after letting the game run more than a minute at normal time.
As Front Runner mentions in his other thread, sometimes when you get a Save that won't load properly, if you go back to a previous Save that does load, and then work your way up through the Saves, that will sometimes allow a Save to properly re-load. Not always though.

Quote:
Originally Posted by milky View Post
Sorry guys, but I am having a hard time just finding the PDF that tells you how to setup this mod compilation. I see about 25 different PDFs but is there not just a PDF that tells you what to do ...?
There are twenty-four files in the Support folder, including two Ubisoft files, and various "historical" files, as well as some text files. One of the PDFs is named "Activating FotRSU", and another is "Install Notes For the Various Versions of SH4 in Windows". There is all kinds of information on the first page of this thread Fall of the Rising Sun Ultimate - Full Release and on The Download Page, and you can't find them?

Quote:
Originally Posted by Macgregor the Hammer View Post
I have a question regarding IJN AI in the latest rev. Do the aircraft, escorts and convoys have a more robust radio 'network'? I was following a convoy for about 6 hours and they were steady on course. I had radar shut down and they were just out of visual range. I was overflown by an Japanese scout plane and all of a sudden the convoy changes course and takes on an evasive steaming pattern.

The only conclusion I could draw was the plane contacted the convoy. Was this a correct assumption? It's the only thing that changed. I'm almost certain that the convoy or escorts saw me. I've been through most of the documentation and I don't remember reading about this. Of course, I could have missed it.

Thanks,
Yes, once you are seen or detected, the odds are that most units in the neighborhood know of your presence, sometimes to the pinpoint...

Quote:
Originally Posted by mikesn9 View Post
Let me know if more details would help fix this.
2nd patrol, Tambor from Pearl started Feb. 24 1942.
Zone 4, patrol for 5 days, saved after getting in zone and also about 1 day later(saves OK)

3 days in zone, first targets A midget sub and a Sentaka-Dai Sub. sank the big one, midget acted like DD, circling etc.
Saved, didn't check save at that time, found out later that it comes up with gauges at high noon.
2 days later sank Passenger-cargo freighter, saved.
Next time I played this save and prior save came back with gauges at high noon.
previous saves OK.
Fortsu v1.26p no other mods, Win 7 64 bit. LAA.

Any comments?
The Ko-Hyoteki are like leetle chee-wow-wow doggies, and they do go after you, turning and trying to get their torpedoes pointed at you.
Quote:
Originally Posted by Mios 4Me View Post
USS Jack, Jan 1944, ex-Fremantle, assigned to southern portion of Borneo's west coast, then the southern Makassar Strait. En route to Borneo (along central southern coast), we engaged a sailing vessel with 40 mm fire, taking down both masts, but not the Rising Sun flag, which remained flapping with no visible support.
Whoops!! - I know who did that one!
At some point observed that the bow planes were "pinned back" but were functioning normally later.

Returned to Fremantle, reloaded and refit for the next patrol, only for the game to CTD when selecting the next mission. This happened again on the reload.
There was a bad assignment there, as previously noted a few weeks (months??) back that has been fixed for the next release. We had someone (name escaped) edit the assignment ID, but I am not pulling in the details... I'll have to dig some...
Note: this is the first patrol of a new career. I deleted the previous careers (i.e. the FRS Save folders in Documents) after laptop power supply issues resulted in Windows shelling out. There were no such events on this patrol.
Quote:
Originally Posted by Macgregor the Hammer View Post
A question regarding sensors with the IJN.

When does the IJN have sonar and radar capabilities? I have been digging through the documentation can't seem to find it.

Thanks,
Not in any game or mod documentation. I'm not certain even the IJN knew what they had available... But the IJN in the game has the different sensors at various times on various ships. Some crews are dumber than a box of rocks, some are just deaf, others can't see. Some are bulldogged determined to sink you. It varies. Some ships have radar early, most do not. Some "ping" their sonar whole time, most don't. It varies ship class by ship class and by date. And yes Martha, there are sonars and hydrophones on some of the merchants (they had "portable" units of both sonar &/or hydrophone), and some of the "merchants" have depth-charges, though mostly the Aux Cruisers.

As for some of the graphics and some of the other anomalies reported... Remember that the game is almost as old as me, and as such, has a touch of rheumatism... and is techt in the head, like me... but seriously, if you are playing the game in one of what we'll call "modes", do not attempt to play another "mode" without exiting the game completely. "Saves" seem to be the same. Do not re-load a Save without exiting the game first. The game apparently does not clear its old "buffer" cache from the Windows memory space when going from one mode to another, and as such will sometimes pull in data from invalid areas. This is why the Museum will crash after you play a Single Mission, or a Submarine School mission will crash after you do a Quick Patrol, etc., and do not shell-out to Windows, even if it is to use a targeting tool. Put something on a 2nd computer, tablet, or your cell phone for that. Also, match the "native" resolution of your monitor to Windows, and match that in the game.

I am going to "disappear" for more testing now.
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Last edited by propbeanie; 12-02-2020 at 10:16 PM. Reason: ... and now a word from our 5th grade grammar teacher... "WHY!!!"
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Old 12-04-2020, 01:12 AM   #2254
Michael Wood
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Default Running out of food

I do not know if a modder can do this, but it would be ever so nice if food could be tracked, so that we would know when we were low on such. I have played submarine simulators which did track food supplies. I currently assume that I have 55 days of supplies. Without doing so, one could sit in one spot for four years awaiting enemy ships.
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Old 12-04-2020, 10:07 AM   #2255
KaleunMarco
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Quote:
Originally Posted by Michael Wood View Post
I do not know if a modder can do this, but it would be ever so nice if food could be tracked, so that we would know when we were low on such. I have played submarine simulators which did track food supplies. I currently assume that I have 55 days of supplies. Without doing so, one could sit in one spot for four years awaiting enemy ships.
ah, no, there is no supplies-logistical tracking in Silent Hunter. Just ammo, torpedoes, and fuel.

theoretically, you could stay out at sea for six months (like we do today) in Silent Hunter and, as long as you had enough fuel, you can return to base.

so, let me ask you a question. isn't SH4 complex enough without tracking your logistics?

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Old 12-04-2020, 11:56 AM   #2256
Michael Wood
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Default Logistics

Quote:
Originally Posted by KaleunMarco View Post
ah, no, there is no supplies-logistical tracking in Silent Hunter. Just ammo, torpedoes, and fuel.

theoretically, you could stay out at sea for six months (like we do today) in Silent Hunter and, as long as you had enough fuel, you can return to base.

so, let me ask you a question. isn't SH4 complex enough without tracking your logistics?

I have researched this and found the longest patrol was 65 days without touching land. Fleet boats were not large enough to carry six months of food.


Answer: Nope. Not complex enough. Had I been the programmer on this project, I would added such, along with equipment breakdowns and crew morale issues.
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Old 12-04-2020, 12:14 PM   #2257
KaleunMarco
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Quote:
Originally Posted by Michael Wood View Post
I have researched this and found the longest patrol was 65 days without touching land. Fleet boats were not large enough to carry six months of food.


Answer: Nope. Not complex enough. Had I been the programmer on this project, I would added such, along with equipment breakdowns and crew morale issues.
LOL.

years ago, there was a theatre-of-war game that was all about logistics and positioning your forces, morale, leadership, etc. the actual combat was pretty-much a dice throw: no actual combat like what is experienced with SH4. can't remember the name of it but you probably would have liked that.
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Old 12-04-2020, 12:49 PM   #2258
Michael Wood
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Quote:
Originally Posted by KaleunMarco View Post
LOL.

years ago, there was a theatre-of-war game that was all about logistics and positioning your forces, morale, leadership, etc. the actual combat was pretty-much a dice throw: no actual combat like what is experienced with SH4. can't remember the name of it but you probably would have liked that.

I actually designed and programed several games of that type, such as "Uncommon Valor" and "War in the Pacific: Struggle Against Japan". Still play them.


I play "Silent Hunter" as an attempted simulator and not a game. Kinda like a flight simulator. I look for total immersion or as close as I can come to it. But, tastes differ.

Last edited by Michael Wood; 12-04-2020 at 01:06 PM.
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Old 12-04-2020, 01:11 PM   #2259
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Quote:
Originally Posted by Michael Wood View Post
I actually designed and programed several games of that type, such as "Uncommon Valor" and "War in the Pacific: Struggle Against Japan". Still play them.


I play "Silent Hunter" as an attempted simulator and not a game. Kinda like a flight simulator. I look for total immersion or as close as I can come to it. But, tastes differ.
you made me go and find the diskettes.
Universal Military Simulator II. (UMS II)
by Intergalactic Development 1991.
Dos-based.
now i have to go and vacuum all of the dust that i displaced looking for this.
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Old 12-04-2020, 06:30 PM   #2260
Michael Wood
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Originally Posted by KaleunMarco View Post
you made me go and find the diskettes.
Universal Military Simulator II. (UMS II)
by Intergalactic Development 1991.
Dos-based.
now i have to go and vacuum all of the dust that i displaced looking for this.

Yup. I remember that one. Do you remember "Sub Battle Simulator", Epyx, DOS, 1987? That was the first submarine game I played. Oh, and it tracked food supplies.
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Old 12-04-2020, 07:33 PM   #2261
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Originally Posted by Michael Wood View Post
Yup. I remember that one. Do you remember "Sub Battle Simulator", Epyx, DOS, 1987? That was the first submarine game I played. Oh, and it tracked food supplies.
yes. i. do. 4 color CGA graphics.
if i am remembering correctly, it had an auto-drive key such that you did not have to drive your boat from Pearl to Japan...it would take you there automagically.

you could also abandon ship and, depending on where you were in the Pacific, you could either be a POW for the rest of the war or get rescued and be eligible for a new boat.

i do not remember the supplies aspect, though.
i bet i have those floppys also.
i loved that game.
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there are only two things in the world: submarines and targets.
Fortiter et stabilis et fidelis, semper


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Old 12-04-2020, 07:39 PM   #2262
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Quote:
Originally Posted by KaleunMarco View Post
yes. i. do. 4 color CGA graphics.
if i am remembering correctly, it had an auto-drive key such that you did not have to drive your boat from Pearl to Japan...it would take you there automagically.

you could also abandon ship and, depending on where you were in the Pacific, you could either be a POW for the rest of the war or get rescued and be eligible for a new boat.

i do not remember the supplies aspect, though.
i bet i have those floppys also.
i loved that game.

I hated the game. It prompted me to start programming computer games. Bad graphics. But, I did chase smoke all day, every day.
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