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Old 06-02-20, 11:00 AM   #1171
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Do you see the Silent Hunter 4 window in the task bar? Does clicking on that get you into the game? Are there maybe two SH4 windows on the Task Bar, with one being an error message? Did Windows do an update on you between loads? When you Saved the game, did you give the Save a new name, or had you over-written a previous Save? After you hit the Save button, (and a 2nd time), did you give the game a few seconds (10-15) to write the file? Had you encountered anything "strange" in the game prior to your Save, such as a ship "light in the skirts", only partially in the "water", or maybe an airplane hanging seemingly mid-air but stationary?

Yes, I do see the window in the taskbar, and clicking it does get me into the game. No, I did not see any error message, it all the sudden just crashed. Plus I deleted my save game files, thinking that would help.
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Old 06-02-20, 12:40 PM   #1172
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Do you see the Silent Hunter 4 window in the task bar? Does clicking on that get you into the game? Are there maybe two SH4 windows on the Task Bar, with one being an error message? Did Windows do an update on you between loads? When you Saved the game, did you give the Save a new name, or had you over-written a previous Save? After you hit the Save button, (and a 2nd time), did you give the game a few seconds (10-15) to write the file? Had you encountered anything "strange" in the game prior to your Save, such as a ship "light in the skirts", only partially in the "water", or maybe an airplane hanging seemingly mid-air but stationary?


There is only one SH4 in the task bar...it takes me back to the black screen with movable cursor. No idea if there was an update to windows in the background (I hate Windows 10). I did save with a new name...Original game was saved "[CaptainName] P1" and new save was "[CaptainName] P1 Hong Kong" Yes I gave it a few seconds to save (I was pumped up and considered staying up and playing a while longer). I didn't notice anything strange in the ships I saw, and never encountered a plane (I'm determined to play it "right" and submerging at dawn and staying down till night).

Last edited by rebelchemist; 06-02-20 at 11:37 PM.
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Old 06-03-20, 07:53 AM   #1173
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Default Harbor raids

I can think of a few good reasons that sub skippers would historically have stayed out of enemy harbors, which aren't reflected in the game:


1) currents. Many real-world harbors have tides or local currents that would make sneaking in submerged risky or impossible, unless one wanted to storm in at flank speed & quickly exhaust one's battery.


2) channels, shoals, etc. IOW, real-world navigation conditions that made harbor pilots (and lighthouses and channel marker buoys) necessary. You couldn't necessarily safely approach from just any direction without running into something, especially submerged, even at known deepwater ports. Especially so at not-so-deepwater ports.


Then we have the submarine nets and mines.

It's called Silent Hunter 4, not Littoral Navigation Simulator 4, so it's in deep water, away from land, that conditions are most realistic.
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Old 06-03-20, 08:12 AM   #1174
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Report of two merchant ships that can't be heard at the sonar station, but the sonar lines could be seen on the navigation map. Was at periscope depth and the boat's engine could be heard at 1/3 speed. Both ships were ID as Modern Hanas Freighters travelling at 9 knots, course 143°. Weather was no clouds or rain, wind speed 7 meters per second and direction 311. My boat was a Tambor Class out of Pearl Harbor on October 30, 1942, 18:43 hrs. The location was Longitude 140° 50'E. Latitude 26° 40'N.
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Old 06-03-20, 01:31 PM   #1175
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OK, all hands on deck, all hands on deck! Man your battlestations, man your battlestations. All stations report when ready! Now hear this, now hear this! There seems to be a sonar problem on my Windows 10 machine. We need all hands to "test" their radar by manning the radar station themselves after a sonar contact is announced, and seeing if you can "see" and "hear" the contact on or near the bearing given. Also, check your baffles. Depending upon the submarine, you might be able to scroll to roughly 170-190 and hear your own screws. Report findings ASAP please. That is all!

But seriously Larrywb57, I had been considering putting the sonar sensors back the way they were, mostly because I found evidence of sonar being used on the surface and detecting ships, while the vessel was moving. The station was manned. I'll have to get my source to the computer and quote it for you all. Anyway, I did the swap and made myself a little "test mission" with the Modern Hansa Freighter (KGHAP). Then with two, a Japanese and a German. Then I added in the Hansa Freighter (KGHAN), then a KLSSHansa... nothing. No sonar at the station... when starting the mission, I would get a report from the Sonarman, and I could see the lines on the NavMap screen, but nothing at all on the sonar screen at all if I manned it. "Flying" out to the ships with the external camera, and there is no engine sound from any ship, and no screws are turning...
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Old 06-03-20, 02:04 PM   #1176
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Originally Posted by propbeanie View Post
OK, all hands on deck, all hands on deck! Man your battlestations, man your battlestations. All stations report when ready! Now hear this, now hear this! There seems to be a sonar problem on my Windows 10 machine. We need all hands to "test" their radar by manning the radar station themselves after a sonar contact is announced, and seeing if you can "see" and "hear" the contact on or near the bearing given. Also, check your baffles. Depending upon the submarine, you might be able to scroll to roughly 170-190 and hear your own screws. Report findings ASAP please. That is all!

But seriously Larrywb57, I had been considering putting the sonar sensors back the way they were, mostly because I found evidence of sonar being used on the surface and detecting ships, while the vessel was moving. The station was manned. I'll have to get my source to the computer and quote it for you all. Anyway, I did the swap and made myself a little "test mission" with the Modern Hansa Freighter (KGHAP). Then with two, a Japanese and a German. Then I added in the Hansa Freighter (KGHAN), then a KLSSHansa... nothing. No sonar at the station... when starting the mission, I would get a report from the Sonarman, and I could see the lines on the NavMap screen, but nothing at all on the sonar screen at all if I manned it. "Flying" out to the ships with the external camera, and there is no engine sound from any ship, and no screws are turning...

I have found that the hydrophones are kinda wonky. First, I found that they work off and on, while on the surface in very bad weather with a high sea state. I then found that they fail completely when submerged at times with a high sea state. I did not report, as I thought it was designed. (RFB also has oddities. In RFB, hydrophones work in some boats when decks awash and in high sea state, hydrophones do not work beyond a few hundred yards with a high sea state.)


Not certain. Could be wrong. Could be very wrong. Think oddities might be related somehow to sea state.

Last edited by Michael Wood; 06-03-20 at 11:56 PM.
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Old 06-03-20, 09:36 PM   #1177
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Default I probably missed something

Hey all,

I'm having an issue getting the mod to work. I reinstalled stock SH4 and placed JSGME and MOD folders in the SH4 folder. Loaded FOTRS mod into JSGME and started the game. I activated LAA.

When I start the game the intro plays and set up my skipper. Go to the HQ, set my crew and head out on my first mission. It loads and I head out. About 30 sec later, I get a CTD. Cant figure out why. Read through the instructions and cant find where I am buggering the install up but admit I am not terribly tech saavy.

Any thoughts?

Appreciate the help.

Last edited by DiscoInfidel; 06-03-20 at 11:12 PM. Reason: Nevermind, didnt activate LAA correctly. Now working
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Old 06-03-20, 09:43 PM   #1178
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Capt, all sailors are at their stations and awaiting your response!

"If you should fail, and somehow come out of this alive, there won't be a desk small enough for you this time."

"That's strange, Jim. I never even thought of failing."


Sorry, had to quote Run Silent Run Deep!
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Old 06-03-20, 10:56 PM   #1179
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Quote:
Originally Posted by the beast View Post
Capt, all sailors are at their stations and awaiting your response!

"If you should fail, and somehow come out of this alive, there won't be a desk small enough for you this time."

"That's strange, Jim. I never even thought of failing."


Sorry, had to quote Run Silent Run Deep!

Great movie. Just watched it the (not sure what number this time was) yesterday.
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Old 06-03-20, 11:04 PM   #1180
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Default error in sub traffic?

Just being the compulsive traffic tweaker I am in SH 4, I could not help but open up the traffic to see how FOTRS handled it, esp the sub traffic.

Found a possible error. The sub titled "Ultra_I-37" NW of Palau spawns once in 1938 and deletes at end of way point. Exit date is 1943. I assume this is an error?
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Old 06-04-20, 01:08 AM   #1181
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Default detection

Attacked my first convoy.Well, tried. Tracked ahead waiting for them to zig off manila for periscope attack at dawn.They did then suddenly lead escort came for me. Unless he has hawkeye vision, no way spotted me since it was dark. Radar? Radar detection picked my radar up? A bit aggravating. I am not sure how one can do a night surface attack or even get into proper position to attack. A separate convoy tooled along and I was able to get in their path and sink one ship, which spotted my periscope? Merchantshave hawkeye vision as well? lol
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Old 06-04-20, 01:46 AM   #1182
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First batch of Merchant Ship Silhouettes released in my Modders Resource.

Merchant Pack 01 contains 22 of the more common Merchant vessels along with accurate Length, Draft and Height figures ready for incorporating into FotRSU.
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Old 06-04-20, 07:12 AM   #1183
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ISSUE : Missing .dat for IJN SubTender


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


Is it never placed in the world or is this an issue that needs addressing?
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Old 06-04-20, 08:25 AM   #1184
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Quote:
Originally Posted by Bubblehead1980 View Post
Just being the compulsive traffic tweaker I am in SH 4, I could not help but open up the traffic to see how FOTRS handled it, esp the sub traffic.

Found a possible error. The sub titled "Ultra_I-37" NW of Palau spawns once in 1938 and deletes at end of way point. Exit date is 1943. I assume this is an error?
does the unit creation repeat at all?
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Old 06-04-20, 08:30 AM   #1185
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Quick question about the realism of the Japanese torpedoes.

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

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


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

My question is, how is the realism of torpedo damaged modeled in-game? Because that torpedo should've killed me.
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