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Old 12-15-19, 10:29 PM   #226
propbeanie
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Originally Posted by von Zelda View Post
Propbeanie,

Offered upgrade to the 4" gun in the Capt Office between patrols. The diagram in the equipment screen shows the forward gun and no aft gun. As stated, I have two visible 50 cal guns on all exterior views, the aft can be assigned a crew and works great while the forward gun has no crew spaces and is not available to use. This has no affect on game play other than having an extra, unusable visible gun.

On a previous topic, I just had another CTD fighting off a pair of Zekes north of Bogainville. Both machine guns worked great. However, flying just above the water on the second pass,the Zekes must have released torpedoes because I heard no explosions or gunfire. But, I didn't see any torpedoes or cylinders drop either. The CTD came, as before, as they flew away, which might have been appropriate timing for a torpedo to have hit. My theory is still a CTD occurs when a torpedo hits the sub in lieu of the infamous death screen. I've seen Mark 10 torpedo hits cause CTDs on a surface vessel in an older Webster's mod that I previously played.

I have a save right before the gun battle began so I can now easily replay it over and over for clues. Any suggestions on what I should look for to help determine cause of CTDS?
Thanks.
There is something going on with some of the airplanes, and we've narrowed the issue down. Certain groups are made up of planes that have an anomaly in their configurations, but we're not sure how... We might have more info later tomorrow. That is probably where the CTD is coming from. One airplane is causing as much cpu utilization as a whole carrier's worth, and the game engine just can't handle it. It doesn't matter the computer, but the stronger computers do last longer, but it is the game running out of headroom from certain airplanes. s7rikeback did a "test fix" for the Betty, and I actually got lost in the game. When the airplanes are set correctly, the game is very immersive, and I would be in the test missions for hours instead of minutes... easy to get lost when stuff works correctly. The airplanes affect all the other assets around, so when a "bad" plane comes on stage, the AI visual and all the other sensors can go wonky, and this might be why some folks can scoot away unscathed in some circumstances. I had DD make a bee-line to my location and drop the boom-boom right on me first pass, and I was dead... so if this is the issue with inconsistent DD in the game, we'll probably have to dial some of the AI back... We'll see how that goes. In the meantime, it's looking more and more involved to wade through this, and we might just release the other fixes for now, because a few of us have previous commitments to attend to, so we'll see how it goes on that front tomorrow.

In the meantime, which of your guns is the 4" gun? Go into the equipment room on the sub, and click on the pictures of the guns on your boat, and see if they are both 4" guns, or if the bow-mount is 4" and the aft-mount is a 3" gun. We can try to get the forward gun manned if need be. There is a relatively easy way to do it (as in Michael Woods previous post), if your particular file has the stations. If not - which is a distinct possibility - we might be able to get rid of the gun...
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Old 12-16-19, 12:22 AM   #227
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THANK YOU to the team for putting this together, I am thoroughly enjoying it. I noticed a few odd things (I am now on my 5th patrol) -

Graphics on the fleet class submarines - when on the Bridge station, the perspective makes the conning tower look like the empire state building! I am hoping i get a different conning tower soon (I started with a Gar, received a Tambor after taking 70% hull damage and am now on patrol with my Gato).


On my last patrol I was chasing a Large Ocean Liner, 41,000 tons. After launching 6 torps at it (3 made it) I turned 90 degrees, dove and reload. When I surfaced, there was a hospital ship right next to me that I saw in the Convoy but had no idea why it was hanging back. The sonar showed the convoy's destroyer escort looking in the wrong direction, and a medium split freighter and my Large Ocean Liner continuing on course. Now here is where things get odd - when I catch up to the Large Ocean Liner and the Medium SplitFreighter and get a visual, I see the Hospital Ship!

So, to recap, my map id'd the Large Ocean Liner, laying crippled where i hit it, as a Hospital Ship. When I catch up to the convoy, the Hospital Ship shows as being part of the convoy. When I go back for the Ocean Liner, it takes a few more hits and limps away as I expend my last ammo.

And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier

Looking forward to seeing what is next. I've never been 5 misions deep into a career in SH4 before. Looking forward to what happens next and appreciate the polish you all put into this mod.
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Old 12-16-19, 01:57 AM   #228
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Originally Posted by propbeanie View Post
which of your guns is the 4" gun? .....see if they are both 4" guns, or if the bow-mount is 4" and the aft-mount is a 3" gun. We can try to get the forward gun manned if need be. There is a relatively easy way to do it (as in Michael Woods previous post), if your particular file has the stations. If not - which is a distinct possibility - we might be able to get rid of the gun...
Only the forward gun shows up in the equipment room; I believe it's a 4" 50 cal. This is the one that's not manned and does not work. The aft gun does not show up in the equipment room; it's manned and works perfectly. I believe it's a 3" but I could be wrong since my fore & aft gun visually look the same.

The guns which do not adversely affect game play are a very minor problem compared to the airplanes that cause CTDs.

I cruise around within my assigned patrol area for five or six days without seeing a surface vessel (except occasional fishing boats) while I encounter flights of one or two aircraft hourly during daylight. I'm constantly changing course or diving to avoid aircraft. FotRS seems to be too heavily waited toward air traffic with insufficient surface vessels. Where are the lone merchantmen or lone merchantman with destroyer escort? I remember stock SH4 and stock + GFO having way too many aircraft relative to time and I used a Mod to reduce the amount of aircraft in them. The game becomes dull and I begin to fall asleep at the wheel with insufficient surface action. Just my humble opinion.

Hope you can figure out the aircraft CTD issue. KEEP UP THE GOOD WORK.
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Old 12-16-19, 02:13 AM   #229
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And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier...
That's a tough lose. I'm beginning to save more frequently, especially before as well as after battle. And I delete older, unneeded saves (on the Save Screen) as I go.
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Old 12-16-19, 06:41 AM   #230
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Originally Posted by von Zelda View Post
That's a tough lose. I'm beginning to save more frequently, especially before as well as after battle. And I delete older, unneeded saves (on the Save Screen) as I go.

A good plan, I have been saving before an engagement, and shortly after, just to be sure. Have avoided a lot of OH Damn's since stock SH4 and various MODs.
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Old 12-16-19, 07:57 AM   #231
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RIP Skipper Wzardz

Commanded: USS-Nautilus
Total patrols: 7 Patrols
Total Tonnage: 420,782
Fate: Lost at sea during 7 patrols because can't load his saved game :'(
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Old 12-16-19, 11:10 AM   #232
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Default Oh Damn's and Restarts

Ya'll don't know how many "OH Damn's" I've experienced since Silent Service in 1985. That's about 35 years of "Oh Damn's" and restarts. I've seen these games come a long way since my first DOS computer.

Lift your glasses and let's hear it for another 35 years.
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Old 12-16-19, 05:04 PM   #233
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Default CTD Update with aircraft encounters

Spent at least 20 days north of Bougaunville sinking only 5 small, fishing boats. Did not fire a single torpedo. Not one good target in sight, hydrophone or radar.

Numerous aircraft, mostly Zekes in tandem, spotted within visual range. Dove on some at first and then let others just fly by without gunfire. We had CTDs on all four occasions where we manned the machine guns and fired at the enemy aircraft as they approached; each and every time a CTD as they flew away after they attacked, but they did not appear to fire guns or drop bombs or torpedoes. But, here's the really weird part, NO CTDs when we did NOT man the guns and fire; none, not one time. The enemy planes just flew on by.

Returned to Brisbane to have another Patrol Error. Had to exit, reload and enter port again. Still have the Sargo with 4" on the bow that does not shoot because there's no crew spaces to man the gun and apparently a 3" aft that's not supposed to be there but it has crew spaces, so it does shoot. Both guns are visible but only the aft fires. At least this does not materially affect game play like the aircraft CTDs.
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Old 12-16-19, 10:51 PM   #234
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Originally Posted by jdriver View Post
THANK YOU to the team for putting this together, I am thoroughly enjoying it. I noticed a few odd things (I am now on my 5th patrol) -

Graphics on the fleet class submarines - when on the Bridge station, the perspective makes the conning tower look like the empire state building! I am hoping i get a different conning tower soon (I started with a Gar, received a Tambor after taking 70% hull damage and am now on patrol with my Gato).


On my last patrol I was chasing a Large Ocean Liner, 41,000 tons. After launching 6 torps at it (3 made it) I turned 90 degrees, dove and reload. When I surfaced, there was a hospital ship right next to me that I saw in the Convoy but had no idea why it was hanging back. The sonar showed the convoy's destroyer escort looking in the wrong direction, and a medium split freighter and my Large Ocean Liner continuing on course. Now here is where things get odd - when I catch up to the Large Ocean Liner and the Medium SplitFreighter and get a visual, I see the Hospital Ship!

So, to recap, my map id'd the Large Ocean Liner, laying crippled where i hit it, as a Hospital Ship. When I catch up to the convoy, the Hospital Ship shows as being part of the convoy. When I go back for the Ocean Liner, it takes a few more hits and limps away as I expend my last ammo.

And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier

Looking forward to seeing what is next. I've never been 5 misions deep into a career in SH4 before. Looking forward to what happens next and appreciate the polish you all put into this mod.
Working "up" your post:
We may have found an issue with the airplanes, and more than one model, so the list is being worked through as we "speak". This is not a crash issue per se, but it does steal a lot of clock cycles and will bring down a computer under certain circumstances, so check your LAA and make certain it is properly applied. In testing today, I found another anomaly that is not easily explained, and that is almost identical set-ups on a Win7 machine as compared to a Win10 machine, other than the Win7 is a quad-core Core Duo and the Win10 has a Core i7 6th gen, and the Win7 gives me airplanes that see me and attack - repeatedly, while on the Win10 machine, the very same planes, same mission, fly on by overhead... - There ~has~ to be something different between the 2 games... Anyway, that's why you crashed after the CV - there is a naughty Zero in there somewhere causing mayhem.

As to the liner versus the hospital ship, there are multiple convoys that will have more than one hospital ship. They might also have multiple liners. There are some invasion convoys that have 12 of one model, and 8 of another. It might also be that you identified a Liner, shot at it, but Hospital took the hits. Tough to say. It takes a while to reload though. It might also be that you hit liner, and the 3 misses went to the other side of the convoy, beyond vision or accurate sonar tracking, and you hit a hospital ship over there. Submerged, who knows where who moved to?...

The Conn graphics, or "camera" has been synced as close to "real" as is CapnScurvy possible, which rumor has it, he wore tights underneath his outer clothing, and the tights have a big "S" on 'em... - but in reality, you are about 20 foot up at the start, and then since the camera has a "memory", if you move up and then exit the view, when you come back, your "height" is where you left it. Check and see if that isn't the case here.


Quote:
Originally Posted by von Zelda View Post
Only the forward gun shows up in the equipment room; I believe it's a 4" 50 cal. This is the one that's not manned and does not work. The aft gun does not show up in the equipment room; it's manned and works perfectly. I believe it's a 3" but I could be wrong since my fore & aft gun visually look the same.

The guns which do not adversely affect game play are a very minor problem compared to the airplanes that cause CTDs.

I cruise around within my assigned patrol area for five or six days without seeing a surface vessel (except occasional fishing boats) while I encounter flights of one or two aircraft hourly during daylight. I'm constantly changing course or diving to avoid aircraft. FotRS seems to be too heavily waited toward air traffic with insufficient surface vessels. Where are the lone merchantmen or lone merchantman with destroyer escort? I remember stock SH4 and stock + GFO having way too many aircraft relative to time and I used a Mod to reduce the amount of aircraft in them. The game becomes dull and I begin to fall asleep at the wheel with insufficient surface action. Just my humble opinion.

Hope you can figure out the aircraft CTD issue. KEEP UP THE GOOD WORK.
See below for more on the deck guns, but if you do not find traffic where you are, after you fulfill your Patrol assignment, scoot off to greener pastures and try to find some shipping elsewhere. Consult the maps found throughout the sub. There is one attached to the Short Wave Radio set, another on the captain's bed in some subs. Remember that the airplanes are like flies. If they find a pile of poo, they tell all their buddies, and next thing you know, they are buzzing all around your head. There is only so far a sub can travel in a given time period... Don't let them see you. It might be that you'll have to devote most of a day to staying down below the 150 line so the planes forget about you. The mod has been set for a low response as it is, other than the fact that so many ships can now spawn planes. If you see carrier-based planes, you stand a good chance of being within the striking radius of a CV group, or if you see Petes and Jakes, you are somewhere near capital ships - or maybe a JyunsenB sub...

Quote:
Originally Posted by wzartz View Post
RIP Skipper Wzardz

Commanded: USS-Nautilus
Total patrols: 7 Patrols
Total Tonnage: 420,782
Fate: Lost at sea during 7 patrols because can't load his saved game :'(
What are the circumstances of the bad re-load, which is usually because of a bad save file?... What was your base of operations? Was this a mid-patrol Save? Do you have a Departing Port save?


Quote:
Originally Posted by von Zelda View Post
Spent at least 20 days north of Bougaunville sinking only 5 small, fishing boats. Did not fire a single torpedo. Not one good target in sight, hydrophone or radar.

Numerous aircraft, mostly Zekes in tandem, spotted within visual range. Dove on some at first and then let others just fly by without gunfire. We had CTDs on all four occasions where we manned the machine guns and fired at the enemy aircraft as they approached; each and every time a CTD as they flew away after they attacked, but they did not appear to fire guns or drop bombs or torpedoes. But, here's the really weird part, NO CTDs when we did NOT man the guns and fire; none, not one time. The enemy planes just flew on by.

Returned to Brisbane to have another Patrol Error. Had to exit, reload and enter port again. Still have the Sargo with 4" on the bow that does not shoot because there's no crew spaces to man the gun and apparently a 3" aft that's not supposed to be there but it has crew spaces, so it does shoot. Both guns are visible but only the aft fires. At least this does not materially affect game play like the aircraft CTDs.
You have to find where the traffic is at certain times. If you hang around Rabaul on the North side, you might be missing traffic going out to the east and south to the Shortlands. If you're hanging on the Shortlands side, you might be missing the build-up on the Truk / Palau side. That varies through-out the mod. Decreasing significantly after the loss of the Solomons of course. Go hang around the west side of Palau. You should also notice that as time progresses, you will find more escorts, sometimes escorts "traveling", on their way to a "convoy". But sometimes you can't help but fall into one merchant after another along the coast of Honshu or in the South China Sea. Not so much around the Bismarcks. That would be usually heavily escorted trips from Truk or Palau.

As for the deck guns, Michael Wood posted at the bottom of page 15:
Quote:
Originally Posted by Michael Wood View Post
Work around:

Open the ActiveUserPlayerUnits.upc file in a text editor, and REMOVE ALL INSTANCES of "AdditionalRepository". Easy to do with find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc

So:

[UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1];[m] max range to contact

Change to.....

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1];[m] max range to contact

Will fix.
which is based on:
Fix for deck gun crew slots disappearing

You may or may not find those "CrewMemberSlotAdditionalRepository" mentions in your Save file. This is a different configuration for the deck guns as compared to other mods. I would not be surprised to find that you don't, because the guns in FotRSU are "anchored" where they are, and the other gun position is removed from the submarines "inventory", but here again, we have the game completely ignoring what is before it, and running over the modder(s). But give that suggestion from Michael Wood a try. You wouldn't have to edit them, if you don't feel comfortable doing that, and maybe someone can help you do that, but it might get you a gun crew on them... Of course, then you'll have to pack more vittles for the trip...
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Old 12-17-19, 01:04 AM   #235
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Wow propbeanie, what a response! Darn Zeroes haha.

Is it normal for torpedo depth to be set when you lock onto a target? I don't have manual targeting on. I don't remember that from sh3 and 4.
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Old 12-17-19, 01:55 AM   #236
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What are the circumstances of the bad re-load, which is usually because of a bad save file?... What was your base of operations? Was this a mid-patrol Save? Do you have a Departing Port save?
first of all im not a native speaker sorry if my grammar sucks I hope you can understand me

my base was at pearl harbor from the start, never request a transfer yet, my last position was in between marshall island and dublon, just sunk a Nihon light cruiser and if I remember my sub was submerged and that's where my last saved game

I don't know what caused the corrupted saved file yet, after that I just load from my last saved departing port and it still works (it's just a light cruiser there's no much to lose right? :'[)

from now on if I want to save, I need to surface my sub and stay at zero knot.., I don't know why and couldn't confirmed yet, but it seems to me it could reduce the ctd from loading a bad save game?

Update: guys i've just met a yamato and here's the thing.. i've delivered 8 torpedoes, 4 at her starboard and 4 at her port side but still guys still.. i cannot sunk her.. i mean i know she's the biggest battleship ever build but uuh wasn't that too OP?? I met kongo before and i can sunk her with just 3 torpedoes.. did u guys alter yamato in this mod or i just having a bad luck ?

Last edited by wzartz; 12-17-19 at 07:17 AM.
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Old 12-17-19, 08:28 AM   #237
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Wow propbeanie, what a response! Darn Zeroes haha.

Is it normal for torpedo depth to be set when you lock onto a target? I don't have manual targeting on. I don't remember that from sh3 and 4.
Yes, the auto-depth setting is a Stock "feature". I detest it, because here I spend 5 minutes planning and setting my torpedoes for specific targets with specific depths set, and then I forget I'm using auto-targeting and "Lock" onto a target, just to check things with it, and forget that it changes the depth setting, then I go to my original intended first "victim" but don't lock, shoot and then realize that the torpedo was set for 23 foot, instead of my intended 12 foot depth... ... ah well - maybe I'll hit something past the under-run...

Quote:
Originally Posted by wzartz View Post
first of all im not a native speaker sorry if my grammar sucks I hope you can understand me

my base was at pearl harbor from the start, never request a transfer yet, my last position was in between marshall island and dublon, just sunk a Nihon light cruiser and if I remember my sub was submerged and that's where my last saved game

I don't know what caused the corrupted saved file yet, after that I just load from my last saved departing port and it still works (it's just a light cruiser there's no much to lose right? :'[)

from now on if I want to save, I need to surface my sub and stay at zero knot.., I don't know why and couldn't confirmed yet, but it seems to me it could reduce the ctd from loading a bad save game?

Update: guys i've just met a yamato and here's the thing.. i've delivered 8 torpedoes, 4 at her starboard and 4 at her port side but still guys still.. i cannot sunk her.. i mean i know she's the biggest battleship ever build but uuh wasn't that too OP?? I met kongo before and i can sunk her with just 3 torpedoes.. did u guys alter yamato in this mod or i just having a bad luck ?
In theory, you should not have to do anything special on Saves. The only issue we have found is that sometimes the game does not completely Save right away, and we don't know if that is a computer configuration for each individual computer (Write-Cache), or something else. The thing to do is to Save your game, take a deep breath, slowly exhale, cross your fingers and toes, throw salt over your left shoulder (or is it right shoulder??), which can be difficult to do with your fingers crossed... but seriously, when Saving, just pause for about 10 seconds after submitting it, exit to the Main Menu, instead of directly to Windows, then exit to Windows. This might be all the game needs to complete writing the Save. It seems the game does not have a "IF SaveInProcess DoNotExit" routine...

As for the Yamato, there are several things to remember about it in the way you attacked. First point is that when you punch holes in the side on the port, the weight of the ship will make it lean. If you then go over to the other side and punch holes in it, that will "balance" the ship, and allow it to "stabilize" in its continued journey to get away from you. Also, unlike the Fuso and Ise type BB, the Yamato has heavier armour underneath also, and it is much more difficult to hit the magazine to get more help with destructive explosions, and it is also more difficult to damage the engines and make it stop. You might be able to slow it down some. Last thing is that in all of my testing (just a small portion of SH4 game-play), I have only rarely gotten the ship to sink on less that ten torpedoes, especially in FotRSU. Every once in a while, maybe nine, but usually, I might have to put a dozen "fish" into her... That can be a challenge...
-------------------------------------------------------------------
Now, as to the differences I was seeing in my testing of the airplanes between two computers, I hate to admit failing to do Noob Point One, and that is to "Empty your Save folder"... I still had old configuration files in the Save folder on the Win7 machine, so the planes were attacking, since they still had loadouts with weapons... I probably messed-up s7rikeback's attempts at helping me... I am going to attempt to put the rest of the fixes that we have together today, hand-off, and fix the planes for the next version, since we have two mission assignments that can mess with a person's game enjoyment in a bad way...
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Old 12-17-19, 09:10 AM   #238
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In theory, you should not have to do anything special on Saves. The only issue we have found is that sometimes the game does not completely Save right away, and we don't know if that is a computer configuration for each individual computer (Write-Cache), or something else. The thing to do is to Save your game, take a deep breath, slowly exhale, cross your fingers and toes, throw salt over your left shoulder (or is it right shoulder??), which can be difficult to do with your fingers crossed... but seriously, when Saving, just pause for about 10 seconds after submitting it, exit to the Main Menu, instead of directly to Windows, then exit to Windows. This might be all the game needs to complete writing the Save. It seems the game does not have a "IF SaveInProcess DoNotExit" routine...

As for the Yamato, there are several things to remember about it in the way you attacked. First point is that when you punch holes in the side on the port, the weight of the ship will make it lean. If you then go over to the other side and punch holes in it, that will "balance" the ship, and allow it to "stabilize" in its continued journey to get away from you. Also, unlike the Fuso and Ise type BB, the Yamato has heavier armour underneath also, and it is much more difficult to hit the magazine to get more help with destructive explosions, and it is also more difficult to damage the engines and make it stop. You might be able to slow it down some. Last thing is that in all of my testing (just a small portion of SH4 game-play), I have only rarely gotten the ship to sink on less that ten torpedoes, especially in FotRSU. Every once in a while, maybe nine, but usually, I might have to put a dozen "fish" into her... That can be a challenge...
hmm i think u right about giving some time for the game to create the save files and always to exit the game from the main menu first, so far i don't have any ctd for it thnx

.. and now for that yamato incident,.. im sorry my reaction just a bit overboard just having a shock first impression for that one "girl" and i think i might want to change my nautilus for any six forward tubes.. need to have more rate of fire bruh
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Old 12-17-19, 12:12 PM   #239
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I sunk her with 7 of those Mark 16 peroxide torps last week. They however have ~50% more explosive than the other US torps.
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Old 12-17-19, 04:29 PM   #240
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'magine that, 7 mark 16 are equal to 10+ mark 14 then... lol
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