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Old 07-06-20, 06:09 AM   #1471
propbeanie
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Quote:
Originally Posted by Moonlight View Post
If you mean was I back in the office and was it available as an upgrade then that's a yes, and it functioned as it should do.

Update, 1 Submarine improvement, highlighted in lime.
6th September 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY)
Improved SD Radar, Air Search Radar
Half Cut Conning Tower

I'm not exactly sure about the name of it but it did mention something about some shears and something was cut off it, I was too busy thinking that they were going to send somebody round to my place to cut my bloody hedges for me to remember exactly what was being offered.

I can post a picture of the submarine the next time we go out on patrol if you need one.
Picture not necessary, but your SJ is still empty? Is it on the list as a "free" upgrade in the Captain's Office in port? A hedge clipping is available, but you do have to pay a premium in renown points, and most folks can't afford it... Usually what happens is that the electrical cord is accidentally cut about 1/3 of the way through the process, leaving the job undone - sort of like a radar upgrade... but that can be entertaining also. I'm wondering if the game will attempt to upgrade your deck gun next round, and bomb on that. I am most of the way through the process of changing that set-up back to the way it was previously, such that you will get the gun, and lose the crew, which is repairable with a Save folder edit, whereas as it stands now, you will probably retain your 3" Aft deck gun, and the game will give you a 4" fore gun, no questions asked, but you will not get a gun crew, nor any slots to put them in, which makes for a difficult repair. There will still have to be testing though before another release comes.


Quote:
Originally Posted by Mios 4Me View Post
Thanks for the assistance. I deleted the SH4 documents folder, restarted the system, and began another new career from Mare Island in 1943. Things were much less weird this time. Issues:

- Started at Mare and was immediately ordered to insert an agent near Katsuura; transferred with immediate effect to Brisbane. There were no sea trials on offer. I believe you mentioned this is a known issue.

- Torpedoed a Fleet Oiler and a Chitose seaplane tender at anchor in Eniwetok. Sank the FO with 4" gunfire but the Chitose withstood ~100 rounds of AP and HE as well as multiple Mk 14s. I would expect a CL to be armored against 4" AP but not an AVS, though certain areas were doubtlessly reinforced. Can this be adjusted?

- When I returned after refitting, the wounded Chitose had been joined by a SSS and another FO anchored in the exact spot as its predecessor. Two quickly sank but the FO took a heavy pounding before sinking bow first in shallow water. Though I maintained contact with it, I did not receive credit for that sinking. Stock issue?

- The map symbol for the kaibokan DE is bizarre: a dark, melanoma-like splotch. Even at 57% hull damage, curiosity demanded I close within visual range to find out what the heck that was.
Yes, I still have to go through all of the dates for the Mare (Treasure) Island starts, and try to sync them again.

The Chitose is basically a stock ship. Also, when you go beyond the spawn range and then come back, the game runs the spawn percentages again, and will oftentimes regenerate that which you sank previously. As for the renown points and credit not being awarded, that is the nature of harbor raiding, in that a ship has to be either completely destroyed if above the surface, or it has to slip beneath the waves. Usually, once a ship has sunk partially in shallow water, you can no longer give it more damage, or at least, not enough to complete the "destroyed" process. Those both are just the way the game works.

As for the NavMap icons, we hadn't gone through and double-checked them all yet. Since s7rikeback will check them, I will leave well-enough alone, since I usually mix the choices up... There were two that had CV icons, if I can find the post for that... were they the Heians?...


Quote:
Originally Posted by Moonlight View Post
^ These are the ships I know to have a dark splodge type thing as its _shp file, COKaibokan_shp, NKMSS_Kinposan_shp, NPC_461_shp and lastly the USGunBoat01_shp, Mr beanie will probably change them now he knows about them.
Quote:
Originally Posted by s7rikeback View Post
I will look at this in due course, thanks !
- we don't want me messin' it up anyway...

Edit: Found 'em!

original report
https://www.subsim.com/radioroom/sho...41#post2676141

discovery
https://www.subsim.com/radioroom/sho...88#post2676388
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Last edited by propbeanie; 07-06-20 at 06:20 AM. Reason: Found 'em!
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Old 07-06-20, 10:38 AM   #1472
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Aha, yes, the stern of the FO was still above water when I departed, though the TDC could not lock on or even register the target name. Yes, I plead guilty to harbor raiding, but on a double-barrel patrol Brisbane-Katsuura, we encountered exactly one merchant convoy (of two ships), aside from minor coastal traffic like crab boats and steamers, plus the merchants in a TF from an Ultra intercept.

BTW, finally hit an ammunition ship from under 2 km: startling and spectacular. Well done to the team.

Couple of other issues:

- A cloud of exhaust fumes issuing from near my position when loading a saved game, whether I'm submerged or not. Luckily the enemy doesn't seem to notice. I had assumed this was the legacy of a corrupted save but it continues.

- We were eligible to upgrade to single 40mm AA after our first patrol but still have single crew slots from the 20mm days. Another of those date availability issues?

EDITED TO ADD: the initial invulnerability of DDs, done as I understand it for reasons of playability rather than realism, might need a rethink. When we contacted that supply TF off Truk, the two largest ships were each apparently mortally wounded by a the first Mk 14 to hit and the remaining merchants were done in by a single shot. The DD was a different matter entirely, shaking off two Mark 14s broadside before coming after us. A third broadside shot to the other side finally did him in. Considering the 57% damage we had already incurred, it was a nailbiter.

Last edited by Mios 4Me; 07-06-20 at 10:56 AM.
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Old 07-06-20, 11:13 AM   #1473
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So your "FO" was "dead", but not "destroyed", hence not being able to target it, but yet not getting credit for it either.

The "steam cloud" is indicative of shelling out to Windows with the game running, which should be avoided. If it happens after a Saved game loading, and there was no shelling out involved, then re-loading the Save again should clear it. If not, then something in the game is causing bad data to be written to the Saves. The first suspect is running out of memory for the game, which either points to a 32-bit windows, not enough RAM in the machine, or an improperly applied 4gig patch. Compounding that might be another mod on top of FotRSU, other than the FotRSU Patch we did for an experiment. If you would, go ahead and run JSGME, choose the "Tasks..." in the middle, and then use the "Export activated mod list to -->" function, and send it to the clipboard, which you can then use <Ctrl><V> to paste it into your next post. You are correct though, that the enemy does not "see" your "steam cloud", thankfully... Another similar occurrence when a DD starts "bird-dogging" you, but not attacking. Rather disconcerting, but can happen from shelling-out also. The DD gets separated from its convoy, and "convoys" with your sub then after running out of depth charges.

I have never had issues with the single 40mm, sometimes the double... might be related to the above, but we'll check it out, along with the dates issues we've found in the equipment file...

Most of the DD take two hits if you don't hit them just right with the first. A couple of the DD have hard noses, but usually speaking, if you hit them broadside, they stand a good chance to go down with the one hit. However, if you used the magnetic pistol, and the torpedo runs deep, it can explode under the DD, yet barely inflict any damage, especially if duds are enabled. Usually, if you hit them under the conn or stack, they at the minimum quit running. If you hit some of them head-on, down-the-throat, the bow is where most of their armor is in the game, and they will have to be hit again. There are only a few like that though, with both the Chidori being like that. There are a couple others that I cannot remember right now...
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Last edited by propbeanie; 07-06-20 at 11:22 AM. Reason: Please clarify... :roll:
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Old 07-06-20, 12:14 PM   #1474
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Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN


That's all it shows. I have edited a couple of text files related to torpedo reloads and personnel, but that's it.

Not sure about the patch you mentioned; if it's LAA, I installed it at the beginning along with the mod itself, quality of installation unknown.

It's a Win10, 64-bit machine with 16 GB RAM.

I haven't shelled out of the game in a long time, and, crucially, Win10 hasn't done so uncommanded on this career either, AFAIK.

The cloud dissipates quickly, unlike in a previous career where it followed me throughout the patrol. Sometimes it's steam, other times it was blackish.

The DD was actually a DE, a Kisaragi. The depth setting was chosen by the TDC when I locked on but the magnetic trigger was indeed activated.

EDITED TO ADD: to avoid hits in the same location, I locked on for the second shot to port, then unlocked and aimed aft of the original impact point.

Last edited by Mios 4Me; 07-06-20 at 12:37 PM.
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Old 07-06-20, 04:08 PM   #1475
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Quote:
Originally Posted by Moonlight View Post
Update, 1 Submarine improvement amendment, highlighted in magenta.
6th September 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun
4" Bow Deck Gun
SJ, Surface Search Radar, (EMPTY)
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
My mistake, I was looking in the upgrade slot and didn't see the Deck Gun had been upgraded, I might need my eyes testing Mr beanie.

Quote:
Originally Posted by propbeanie View Post
Picture not necessary, but your SJ is still empty? Is it on the list as a "free" upgrade in the Captain's Office in port? I'm wondering if the game will attempt to upgrade your deck gun next round, and bomb on that.
No, the SJ Radar has never been in the upgrade slot. sniff, sniff.
As I've amended my last update post the 4" Deck Gun is not an issue anymore.

Its 19th October 1942 and we're ready for another patrol, the missing SJ Radar isn't a problem as I usually have it off more than on in enemy waters anyway, at least all the other submarine equipment is working as it should be. We'll see what is happening when I get back in the office, that's if I get back, dead is dead is the way I play and if we're sunk another career will have to be started.
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Old 07-07-20, 04:44 AM   #1476
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Missing cable on NDD_Mutsuki

There is a missing cable between the fore and aft masts on NDD_Mutsuki (shared with NDE_Kisaragi). Part of the cable is present at the very ends but the ends and pulleys are hanging in mid air.



Fixed by propbeanie..
However, there was another cable missing from:
125 node: NDD_Mutsuki_catarg_01




Now fixed!
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Old 07-07-20, 04:54 AM   #1477
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Missing cable on NDD_Minekaze

The NDD Minekaze has a missing cable on the port side of the forward mast. It can be noticed in S3D as well as a modelling tool. The model is also shared with the NDE Akikaze so fixing it once in the Minekaze will correct both vessels.

Node 134 - NDD_Minekaze_catarg_F

NDD_Minekaze & NDE_Akikaze Fixed !

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Old 07-07-20, 05:02 AM   #1478
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Quote:
Originally Posted by Moonlight View Post
^ These are the ships I know to have a dark splodge type thing as its _shp file, COKaibokan_shp, NKMSS_Kinposan_shp, NPC_461_shp and lastly the USGunBoat01_shp, Mr beanie will probably change them now he knows about them.
All of the above have now been fixed, including the NPC_01 which also had an original FotRS _shp file.
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Old 07-07-20, 05:13 AM   #1479
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Quote:
Originally Posted by DanielCoffey View Post
Bad Model Report : Data \ Objects \ Turm_AM_1.dat
Node : 76 - Node - TurmJP_1_Antena13
Sub-Node : 75: 3D Model
Issue : When trying to Export the TurmJP_1_Antena13.obj, the error "Material 0x6b4fa4f2e50ebe0c is not found in this file. Unable to continue" is displayed.


NOTE : This object is also used in Turm_Jyunsen_B_1.dat where it is Node 60




Bad Model Report : Data \ Library \ AI_IJNSubParts \ IJN_7mmAA_Gun.dat
Node : 19 - Node - Gun_sight
Sub-Node : 18: 3D Model
Issue : When trying to Export the Gun_sight.obj, the error "Material 0xce97542e040c22a8 is not found in this file. Unable to continue" is displayed.
These all seem to be missing texture issues from within the dat file, looking at these now...

***All the above has now been fixed / updated.
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Old 07-07-20, 09:45 AM   #1480
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Bug Report : Incorrect cables on forward mast of NDD Fletcher


The cables on the Forward mast of NDD_Fletcher.dat don't reach down to the the deck. The two outer cables fall outside the deck boundary and the inner cables are too short to reach. It is not possible to lower the mast however as the cables on the back of the mast correctly make contact with spars on the sides of the funnel.


This one might be tricky to resolve.


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Old 07-07-20, 10:37 AM   #1481
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Back in the Office and no sight of any SJ Radar.
11th December 1942 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun
4" Bow Deck Gun,
SJ, Surface Search Radar, (EMPTY)
Improved SD Radar, Air Search Radar
Half Cut Conning Tower

While out on patrol I noticed that we had 2 Deck Guns, a 4" on the bow and a 3" on the stern, the gun crew will only man the 3" stern gun, just another little problem that needs looking at Mr beanie.

Question.
Do any of these merchant ships have ASW equipment?, I ask because I had a strange encounter with a convoy with a Naka Light Cruiser and a destroyer as escort.
With only 3 ships left, a Large Modern Tanker which was disabled, a Modern Passenger Liner and the Destroyer I noticed that the Liner and the Destroyer were both actively searching for me. At one point the Destroyer was about 5,000 yards away but I was still being actively searched for by this Liner and it must have signalled a contact report to the Destroyer that it had found me and it came back to drop some more depth charges.

Needless to say Mr beanie I was a bit surprised to say the least, after about three hours a large task force came passing by and you guessed right, those bloody escorts came to join in the fun as well. There was nothing I could do as one of them was charging about all superhero like and the moment I went to ahead one third it pounced all over me.

This all began at 10:15 am and went on till 7:35pm that night, me and the boys were almost deaded that day.
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Old 07-07-20, 12:56 PM   #1482
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While probably not historically accurate, is there a way to incorporate a range knob like OTC uses?
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Old 07-07-20, 02:27 PM   #1483
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Incorrect cables on forward mast of NDD Fletcher

The cables on the Forward mast of NDD_Fletcher.dat don't reach down to the the deck. The two outer cables fall outside the deck boundary and the inner cables are too short to reach. It is not possible to lower the mast however as the cables on the back of the mast correctly make contact with spars on the sides of the funnel.

This one might be tricky to resolve.
Yes, it might... we'll see if s7rikeback can "stretch" them a pinch...


Quote:
Originally Posted by Moonlight View Post
Back in the Office and no sight of any SJ Radar.
11th December 1942 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun
4" Bow Deck Gun,
SJ, Surface Search Radar, (EMPTY)
Improved SD Radar, Air Search Radar
Half Cut Conning Tower

While out on patrol I noticed that we had 2 Deck Guns, a 4" on the bow and a 3" on the stern, the gun crew will only man the 3" stern gun, just another little problem that needs looking at Mr beanie.
I thought as much, and that is what I expected you to have. Thanks for the update. Still in the process of trying to keep each sub's upc files straight in my head as I do the edits, trying to match the gun set-up from a previoius beta release, and the newer settings for other things we have changed... trying to get back to a "known condition" where we could at least recover from the "disappearing gun crew", whereas with it as it is now, you can never crew your new gun, unless you ~really~ dig into some Save folder editing...

Question.
Do any of these merchant ships have ASW equipment?, I ask because I had a strange encounter with a convoy with a Naka Light Cruiser and a destroyer as escort.
With only 3 ships left, a Large Modern Tanker which was disabled, a Modern Passenger Liner and the Destroyer I noticed that the Liner and the Destroyer were both actively searching for me. At one point the Destroyer was about 5,000 yards away but I was still being actively searched for by this Liner and it must have signalled a contact report to the Destroyer that it had found me and it came back to drop some more depth charges.

Needless to say Mr beanie I was a bit surprised to say the least, after about three hours a large task force came passing by and you guessed right, those bloody escorts came to join in the fun as well. There was nothing I could do as one of them was charging about all superhero like and the moment I went to ahead one third it pounced all over me.

This all began at 10:15 am and went on till 7:35pm that night, me and the boys were almost deaded that day.
Yes, some of the merchies do have hydrophone. A select few have sonar - I cannot remember which do, and don't feel like going through the "list" again, because I didn't save it the last time, and would have to build my search again (oldmanitis means I cannot remember how I did it before... ) Anyway, some of them can "hunt" you somewhat, but you have to be in their "path". They generally do not come after you. The Aux Cruisers will, and even have depth charges, so be wary of them little kittens. We were thinking of putting depth charges on a select few merchies, because there is now documented proof of a US sub being sunk by a merchant, according to re-interpreted WWII Japanese documents. It was assumed that the sub's conn was holed by the merchant's deck gun(s), while shooting at the submerged submarine's raised periscope, then the merchie ran it over, supposedly making contact with at least the shears, and then they dropped 4 depth charges (their entire stores) while passing over its known location. A short little bit after that, there was a series of other explosions, and it is assumed that is when the sub sank. It was a Pearl boat, up in the Aleutians, and it bothers me not remembering the boat or the skipper... they just found the submarine not too long ago. From the pictuers, the researchers who found the boat assumed initially that one of their own torpedoes got them, but the damage is not that "strong" according to others... anyway, yes, you can be bird-dogged by some of the merchants.


Quote:
Originally Posted by 3catcircus View Post
While probably not historically accurate, is there a way to incorporate a range knob like OTC uses?
What, after all, is "historical" in this game? It is partially "simultated", but definitely not "historical"... lol - I do have it showing in a test submarine, but I have not managed to have it function correctly yet. I missed something in CapnScurvy's OTC files, and I think I'll give up on it for this next release, but hopefully either he will come out of retirement long enough to do an OTC add-on for FotRSU, or will maybe do that dial for FotRSU, or maybe I'll figure-out where I'm going astray with it... We ~have~ to get the deck guns placing themselves better, and have the SJ radar be consistent... The Improved SJ and ST might have to wait also... I have not been able to try my idea for the ST yet, and I do NOT expect my idea for it to function... unfortunately... but ya never know until ya try...
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Old 07-07-20, 04:32 PM   #1484
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Captain Propbeanie, I am glad to report that my issue has been fixed! Thanks to the efforts of you, I am now able to play my campaign without any issues!
COMSUBPAC is very pleased with your efforts. COMSUBPAC will reward you handsomely.


EDIT:

Actually, that has seemed to fix half of my issue.



A few more issues have arrised.
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Old 07-07-20, 06:12 PM   #1485
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That is indeed strange... you have the needles and glass on some of the gauges, but not the actual gauge, then you have one notepad, but not the other, and no NavMap on the desk, so it's the "linked" things that are messed-up. Did you delete the Save folder?

If you would, de-activate the mod with JSGME. Empty the Save folder. Re-activate the mod with JSGME (don't forget that Patch), and check the LAA activation on SH4.exe again, then start a new career and see what your boat has in the Control Room... Be sure that you have the Windows display set to the Native ("Recommended") setting in the Windows Display Settings. Have SH4 set to the same thing in it Graphic Settings dialog.
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