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Old 07-09-17, 10:22 AM   #4921
torpedobait
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Originally Posted by propbeanie View Post
If you need to free more system resources, there are little "game starter" applets that can kill Windows processes as you load SH4.EXE, and then re-enable said processes when you exit from the SH4.EXE process. Caution must be exercised when using them, and I'll tell you right now that a Win10 user may well end up with a black screen, flashing cursor up in the upper left corner. If used, you definitely want one written for your OS. LAA should suffice for most systems, probably in the 99% of Windows users range.
This is precisely why I run Smart Game Booster 4 just before starting SH4. I have customized it to end processes and a few services that are not needed by the game, including updates and some monitoring features. You can tell it exactly what to stop and what to ignore. The effect is to free up more memory taken by processes that are not needed. After closing the SH4, all I need to do to restore the system as it was prior to the Boost process is to left click on the Game Booster icon, left click on Restore, and everything goes back to where it was. I've been using it for months now, and before that GameBooster 3, with no complications. It works well on my Win7 OS. Can't say what it might do on WIn10. It is a free download, but I don't have the link. I'm sure it will show up on a search.
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Old 07-09-17, 10:32 AM   #4922
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Originally Posted by mark bonamer View Post
Ok, gents, what does d3dx9_32.dll do (if you know)?

i was right in the middle of a torpedo attack and WHAM....CTD.
driving an S-18 in the Java sea, Feb 20-something, 1942. Looking at a 10 ship task force with escorts. they are headed due south approx 15 kts and i am headed due north periscope depth 3 kts.

went back and re-loaded the mission. got off a few shots and sunk three ships. then my keyboard and mouse locked. whatever screen i was in at the time is now frozen. i can hear sound effects but cannot move the mouse or effect any changes with the keyboard. did this twice.

also, when i reloaded the mission, my screen did some funky things....like white-out two gauges as well as the control room.

dell XPS 8 gig RAM Win7 running in LAA mode
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]
100_FalloftheRisingSun_Ultimate_v0.61_PublicBeta_E N
110_FallOfTheRisingSun_Ultimate_v0.60_KongoFix
3000 Yard Bearing Tool (1600x)
I believe "d3dx9_32.dll" is a file for DirectX 9.0c.......the DirectX file that is required to be on your computer to be accessed by this 10 year old game.

In the install wizard, your asked to add this DirectX version to your computer so the game can use it to play correctly:



As I've stated in my thread Windows10; Large Address Aware; SH4 Install the newer versions of DirectX (DirectX 12 in Windows 10) DOES NOT have these older files in their inventory!?! You have to make sure its added as my thread states and shows you how.
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Old 07-09-17, 11:22 AM   #4923
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Originally Posted by torpedobait View Post
This is precisely why I run Smart Game Booster 4 just before starting SH4. I have customized it to end processes and a few services that are not needed by the game, including updates and some monitoring features. You can tell it exactly what to stop and what to ignore. The effect is to free up more memory taken by processes that are not needed. After closing the SH4, all I need to do to restore the system as it was prior to the Boost process is to left click on the Game Booster icon, left click on Restore, and everything goes back to where it was. I've been using it for months now, and before that GameBooster 3, with no complications. It works well on my Win7 OS. Can't say what it might do on WIn10. It is a free download, but I don't have the link. I'm sure it will show up on a search.
hey bait,

can you tell me who publishes GameBooster4? i searched on it and found innumerable Smart Game Booster 4's in various sizes and shapes. i am really really sensitive to d/l and installing stuff that i do not know about.
thanks

mb
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Old 07-09-17, 11:28 AM   #4924
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Originally Posted by propbeanie View Post
cdrsubron7, were you getting any there before v0.60? We may have missed a ship up in there. Or... is it usually in about the same place or distance from the Strate? Can you enable external camera and take another trip there with a save, and 'fly' ahead with the ext cam and see if maybe there's a traffic jam in the Strates?
I can give it a try, pb. But it happens so quickly I might not get the chance.
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Old 07-09-17, 11:49 AM   #4925
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Originally Posted by CapnScurvy View Post
I believe "d3dx9_32.dll" is a file for DirectX 9.0c.......the DirectX
ok. good directions. thanks.
unfortunately, the setup program de-installs everything not checked. found that out when it was de-installing all of SH4 after installing Directx9. {sigh}

i wish they would tell you stuff like this before you do it.

so, i will re-install WITH DirectX 9 and re-apply FOTRS and start over....again.
thanks for your help
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Old 07-09-17, 12:26 PM   #4926
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I've started an Alaskan campaign for a change of scenery, v0.62 is the new install with the SH4 base files clean as a whistle and the SH4 Documents folder deleted.
First mission is done but I have a couple of questions to ask about the Sen Toku submarine I sank.
Are you supposed to be able to hear this sub using the sonar because I didn't get a peep out of it and neither did my sonar man, the watch crew spotted it so that must mean that this sub has a sound issue, or this S-42 I'm in has one.

This image shows that I sank something but not what it was, I had this with the Sen Toku in previous versions but I was wondering if you had gotten round to sorting it out, Is there a possible fix for this sub in the works or do we wait until the priority fixes are completed first?.


Oh I forgot to add that 1 torpedo was enough to destroy it, the other 2 I fired at it were a waste of good ordnance, does it only need 1 torpedo now or was I just lucky.
Looking at the image again I noticed a spelling mistake "Total Tonage" that should have an extra "n" in there shouldn't it.
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Old 07-09-17, 04:45 PM   #4927
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All these years of playing the game, and I don't think I've ever noticed that "tonage"... We'll see if we can't find that and get that "fixed" too. The Sen Toku you encountered (btw, I'm ecstatic about that... ) is silent, since its top speed is rather high for a surfaced submarine. The are definitely traveling below the 1/2 rated top speed, which we'd previously though might be a factor (we're not 75% sure of that now). The one torp for it to sink might be three torps sometimes. Hard to say. We'll say "Good shooting, Captain!" But when we get keltos01's sub fully implemented, their size will matter, since they do have damage zones. Anyway, no radar signature either. Both issues ~might~ be rectified, as well as the fact that you're encountering a Sen Toku in early 1942 on that Umnak patrol. One other question about that, did you get buzzed by a Japanese scout float plane? Anyway, when we get the next version out, you should encounter a variety of submarines, which will eventually be date-appropriate...

One thing about that first patrol, you're basically doing a shake-down cruise, simulating the boats having just arrived at Dutch Harbor a few weeks previously. You just so happen to be sent on a patrol where the Japanese have brought their submarines in to launch planes to scout for the Midway / Aleutians invasion forces. If you go back real soon from the first patrol, you'll be sent to either the Attu or Kiska areas, dependent upon date, basically for picket duty. If you take a while out there, and come back in after about the middle of March, you'll be on patrol again in the same Umnak area, over towards Kodiak, looking for the Northern Strike Force. You're never told that as a skipper of course, due to top-secret clearance. If you come in too late from that first patrol, you're sent to Kiska to chase after them... From then on, to about the August of 1943 time frame is when I'm really curious about the traffic levels from the Kuriles to Attu / Kiska... I haven't linked any of the missions to the DynamicMiss.cfg yet, but that will be forthcoming, with little side-trips to Washington State or Pearl... Some of the Pearl boats will eventually also rotate up to there at times. I just wish we had some control over the "Base Stop" Objective, but oh well...
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Old 07-09-17, 04:53 PM   #4928
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Quote:
Originally Posted by mark bonamer View Post
Ok, gents, what does d3dx9_32.dll do (if you know)?

i was right in the middle of a torpedo attack and WHAM....CTD.
driving an S-18 in the Java sea, Feb 20-something, 1942. Looking at a 10 ship task force with escorts. they are headed due south approx 15 kts and i am headed due north periscope depth 3 kts.

went back and re-loaded the mission. got off a few shots and sunk three ships. then my keyboard and mouse locked. whatever screen i was in at the time is now frozen. i can hear sound effects but cannot move the mouse or effect any changes with the keyboard. did this twice.

also, when i reloaded the mission, my screen did some funky things....like white-out two gauges as well as the control room.

dell XPS 8 gig RAM Win7 running in LAA mode
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]
100_FalloftheRisingSun_Ultimate_v0.61_PublicBeta_E N
110_FallOfTheRisingSun_Ultimate_v0.60_KongoFix
3000 Yard Bearing Tool (1600x)
OK mark, do you have the LAA enabled on your SH4.exe? Also, can you maybe get a little closer with your possible location? cdrsubron7 has gotten some CTDs also by the Makassar Straits area mid-March 1942, and there was a skinning issue from Larrywb57 near Celebes (??). They're probably not be related, but you never know...
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Old 07-09-17, 05:20 PM   #4929
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Originally Posted by Moonlight View Post
I've started an Alaskan campaign...... v0.62..........a couple of questions to ask about the Sen Toku submarine I sank.
Are you supposed to be able to hear this sub using the sonar because I didn't get a peep out of it and neither did my sonar man, the watch crew spotted it?
You shouldn't expect to hear the stock games AI sub with Sonar......it frankly wasn't developed to do much of anything! But we're working on a different model.

The Sen Toku, and all other AI subs will have a new way of displaying themselves to the player from the previous game. They will be heard with passive Hydrophone use; be detected on Radar; fire a torpedo at enemy targets when contact is made. All together, a completely different unit then the one you've encountered.

Quote:
Oh I forgot to add that 1 torpedo was enough to destroy it, the other 2 I fired at it were a waste of good ordnance, does it only need 1 torpedo now or was I just lucky?
You can expect unpredictable behavior with damage modeling, that's just the way it is (and rightfully so).

Quote:
Looking at the image again I noticed a spelling mistake "Total Tonage" that should have an extra "n" in there shouldn't it.
Stock game error, but we'll take care of it.......You should see how they spell "Draft" in the game files?!?

==========

One thing to mention, I'm having promising results in getting ships to be heard at most traveling routine speeds by the passive Hydrophone!! This is going to give us the capability to hear all units with the Hydrophone at speeds well below the Half speed of it's Maximum Speed setting. In other words we're going to have a working Hydrophone for all ships at all traveling speeds.....something the stock game hasn't been able to offer!! I'm hoping to accomplish this, and have a better working Acceleration model for the ships! One that takes into account ship turns, as well as jack rabbit starts. It remains to be seen if this can be done but my early testing has proven some good results in both modification issues.
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USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 07-10-17, 06:41 AM   #4930
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Originally Posted by CapnScurvy View Post

One thing to mention, I'm having promising results in getting ships to be heard at most traveling routine speeds by the passive Hydrophone!! This is going to give us the capability to hear all units with the Hydrophone at speeds well below the Half speed of it's Maximum Speed setting. In other words we're going to have a working Hydrophone for all ships at all traveling speeds.....something the stock game hasn't been able to offer!! I'm hoping to accomplish this, and have a better working Acceleration model for the ships! One that takes into account ship turns, as well as jack rabbit starts. It remains to be seen if this can be done but my early testing has proven some good results in both modification issues.
All stock game issues, affecting all mods since 2007. After 10 years we're the first to tackle these problems, which have remained mostly uncommented on by players. So far, we're making progress on most of the stock game issues. Some are completely hard coded and not possible to change.
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Old 07-10-17, 07:27 AM   #4931
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RR, but why now playing FotRSU? I've been playing mostly TMO for many years, and the Spyron mod for past few years and do not recall the "no sonar sound" issue. Perhaps those mods campaigns had the ships speed higher than those in FotRSU? I didn't play the original FotRS very much.
Just curious, not complaining.
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Old 07-10-17, 08:43 AM   #4932
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hey bait,

can you tell me who publishes GameBooster4? i searched on it and found innumerable Smart Game Booster 4's in various sizes and shapes. i am really really sensitive to d/l and installing stuff that i do not know about.
thanks

mb
www.pcgameboost.com is where my copy says to go. I went to the site - it is a good one according to Norton.
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Old 07-10-17, 08:53 AM   #4933
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I've been playing mostly TMO for many years, and the Spyron mod for past few years and do not recall the "no sonar sound" issue. Perhaps those mods campaigns had the ships speed higher than those in FotRSU? I didn't play the original FotRS very much.
Just curious, not complaining.
If you haven't noticed a problem with those mods, you weren't paying attention regarding Sonar/Hydrophone use. There's a difference between "active" Sonar and "passive" Hydrophone in the game. The Sonar man is using active Sonar when he reports a detection, or "follows" a target. A player uses passive Hydrophone when he tunes onto a certain bearing to attempt to hear the screws. Only if the target ship is traveling at a certain speed will you hear that ship......your Sonarman will follow it just fine. Not only that, but when you take a Sonar "finding" on a particular ship, your going to get an exact measurement to target....down to the yard exact. So, in one attempt you can't hear the target, in the other you'll get an exact measurement of it?!?

Most mods have dealt with ship acceleration.............. jack rabbit starts being the main issue. Who's aftereffects usually results in poor ship behavior in turns, or convoy positioning. Believe it or not, Hydrophone use, and ship engine power work hand in hand in this game! One effects the other.

You probably never noticed the issue of mods having poor range finding issues either....like the ones pointed out here from THEBERBSTER........."The attack map nearly always show that I am short on range.........compared to the Stadimeter".

Exactly! Players see what they want to see, ignore the rest. The Sonar/Hydrophone issue is not only a Fotrs issue, any more than the game Stadimeter won't show accurate range unless its modded and changed. It's a "game issue" that's been here from the beginning, like the triple "Yes Sir!!" after giving a command, or the old repeat of "Passing Thermal Layer" we've all heard....yet for some reason .....You know I haven't heard that in a while? It's because it was modded out of the game. Sometimes the best mods are the ones you don't even know changed something.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 07-10-17, 09:17 AM   #4934
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Quote:
Originally Posted by CapnScurvy View Post
... A player uses passive Hydrophone when he tunes onto a certain bearing to attempt to hear the screws. Only if the target ship is traveling at a certain speed will you hear that ship......your Sonarman will follow it just fine. Not only that, but when you take a Sonar "finding" on a particular ship, your going to get an exact measurement to target....down to the yard exact. So, in one attempt you can't hear the target, in the other you'll get an exact measurement of it?!? ...
When I was testing the AI Subs the other day Capn, the one thing I noticed is that although you can't "hear" it, when you rotate the head, you'll see the light illuminate "Green" when you are pointed at a sound contact - which tells me that the game ~can~ hear it... Then, like you say, if you "ping" it, you'll get the exact yardage... "Send to TDC" for the bearing and range and couple-three times, and "Fire Torpedo 1"... "Boom!" - unless of course, you're like me and get a dud, then it just goes "Clunk!". That is still better than a circle-runner that hits your boat instead...
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Old 07-10-17, 10:24 AM   #4935
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When I was testing the AI Subs the other day Capn, the one thing I noticed is that although you can't "hear" it, when you rotate the head, you'll see the light illuminate "Green" when you are pointed at a sound contact - which tells me that the game ~can~ hear it... Then, like you say, if you "ping" it, you'll get the exact yardage... "Send to TDC" for the bearing and range and couple-three times, and "Fire Torpedo 1"... "Boom!" - unless of course, you're like me and get a dud, then it just goes "Clunk!". That is still better than a circle-runner that hits your boat instead...

Interesting, I can hear them fine, TMO AI Jap sub and the midget sub, as well as the AI Sen Toku are audible to player on the listening gear. At longer range the light will green green and have to listen closely can hear them, they have a distinct sound in the sim. Sonar operator depending on skill, picks them up at max listed range of equipment, sometimes less.I do a trim drive around dawn or just after when on patrol and sweep with sound gear thoroughly, detected a sub I otherwise would not have this way since radar is a no go still and while i've improved the visuals for the watch, subs are still tough to spot at long distance(which is fine). Their sound is difficult to hear, very faint unless close(which is fine, makes them tough to locate, as subs tend to be) I'm just thinking the added element it will bring when have AI subs running around that can fire torpedoes at you instead of a deck gun.

Do you guys have them moving submerged yet? Everytime I try to add the AI Jap submerged, it just sinks and does not follow waypoints.


I'm just just on adding AI torpedoes to jap subs.I'd like to have them firing submerged, even if had to make a different AI sub that could only be submerged, have to run waypoints then when it reaches end, it "surfaces" by spawning another sub to run on surface.
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