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Old 02-09-21, 12:46 PM   #2731
KaleunMarco
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Quote:
Originally Posted by torpedobait View Post
It's a shame us poor raggedy-ass Americans don't see British "humour" when it is cast our way. I used to consider myself a pretty smart guy, but I guess I'm not, given I can't tell the difference in the written word between Snarky and Funny. But if Props is amused, fine.

Props doesn't need or want me or anyone to defend him. He's a pretty smart guy himself. I was speaking to the effect your so-called "Humour" has on the great unwashed on this side of the pond. I assure you I am not the only one made uncomfortable by your "Humour", such as it is. But that's just the way it is. Carry on, Mate.
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Old 02-10-21, 12:32 AM   #2732
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Default Possible Recognition Manual Error

In early October 1944 while patrolling along the Honshu coast WSW of Sagami Wan in Gato, I encountered a lone ship travelling ENE at about 7 knots. My crew identified it as Soyo Maru, which according to the Recognition Manual (RM) looked to be a Medium Cooler. But on actual visual examination through the scope, the target was exactly the same (physical) profile as the Medium Heavy Load Freighter (MHLF) in the RM.

I'm guessing the ship we id'd as Soyo Maru is tagged with the wrong ID name somewhere, but since I know so little about files, etc. I'm only guessing. I do know that the Soyo Maru in the RM does not match what I saw, but the MHLF was a perfect match to the RM.

Either way, it took two torpedos and sank quite nicely.

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Old 02-10-21, 04:12 PM   #2733
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Quote:
Originally Posted by torpedobait View Post
In early October 1944 while patrolling along the Honshu coast WSW of Sagami Wan in Gato, I encountered a lone ship travelling ENE at about 7 knots. My crew identified it as Soyo Maru, which according to the Recognition Manual (RM) looked to be a Medium Cooler. But on actual visual examination through the scope, the target was exactly the same (physical) profile as the Medium Heavy Load Freighter (MHLF) in the RM.

I'm guessing the ship we id'd as Soyo Maru is tagged with the wrong ID name somewhere, but since I know so little about files, etc. I'm only guessing. I do know that the Soyo Maru in the RM does not match what I saw, but the MHLF was a perfect match to the RM.

Either way, it took two torpedos and sank quite nicely.

Hmm.. sounds like you're using the Nippon add in, if I'm not mistaken...

M. M.

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Old 02-10-21, 11:23 PM   #2734
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Well, Nippon Maru or not, the pics & names should match. We probably overran a folder (or two or three) in our haste. We'll look into that torpedobait. Thanks.
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Old 02-11-21, 09:07 AM   #2735
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Quote:
Originally Posted by Mad Mardigan View Post
Hmm.. sounds like you're using the Nippon add in, if I'm not mistaken...

M. M.

Yes Indeedee, Nippon Add In it is.
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Old 02-11-21, 01:51 PM   #2736
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Quote:
Originally Posted by torpedobait View Post
Yes Indeedee, Nippon Add In it is.
From propbeanie's comment, they are on the case... thanks to your timely info on it, torpedobait... Good catch

M. M.

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Old 02-12-21, 12:46 AM   #2737
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That issue is resolved! s7rikeback to the rescue! Now, if I could only get this #$%@ &*@## Flotillas file straightened out, we would be 99% finished... In the meantime, a small status update on what was formerly "New Construction", now known as "Treasure Island", which will have multiple starts now, one test dive and out you go on assignment:
SS-237 USS Trigger Quick Report - All times given as Pearl -11

28 Mar '42
O600 Depart San Francisco Treasure Island.
Set course for Midway Atoll at Ahead Full

xx Apr '42
- I forgot to notate the date
Top off fuel tanks, take on supplies, depart
Destination Ise Bay and patrol

13 Apr '42
2232 Course 300, Betty sighted bearing 42R range 7nm
Roughly 53nm ESE of Hachi Jima. Calculated as soon
to approach too close, Change course to 260 and
ordered crash dive to 160 feet

2240 Prior to reaching 120 feet, called for surface.
No plane in sight

2330 Resumed 300 course

15 Apr '42
0332 Crossed into patrol zone

16 Apr '42
2006 While at Ahead One Third at 120 foot depth for
daylight submerged patrol, sonar reports hi-speed
screws bearing 284T, closing fast. Ordered PD,
course change to 284.

2010 Unidentified ship sighted roughly 10,000 yards,
course roughly 110, speed roughly 15-16knots.
Passenger ship? Seas rough, maybe 10k winds. Course
changed to 350, Ahead Flank to open future range.
Mk14 torpedoes in tubes 1 through 4 made ready,
20 foot depth, high speed, magnetic as per
op instructions.

2024 Course changed to 200 for an approximate 90 attack.

2032 On set course, Ahead one knot. Sound reports ship
closing fast, bearing 45. Estimates "close".

2037 Estimated range for 16 knot ship should be 1000 yards
Up scope. Bearing mark 20, firing 1, 2, 3, & 4 on 5
second intervals, with number 1 detonating as number
4 left the tube... Ship is a Modern Passenger Liner.

2038 Second, third and fourth torpedoes do make it to target
and detonate as they should. Ship in flames, almost
immediately down by the stern. Lifeboats in the water
seemingly early. Ship is sinking rapidly though, as
internal detonations hasten its demise.

2040 Periscope picture, and showing the exec and others as
much of it as can be seen before it disappears
completely

2042 All that is left is a few lifeboats, most over-turned
due to sea state, we called for resumation of 300
course for Ise Bay, depth set for 150.

2245 Surface the boat, Ahead Standard. Resume normal night
patrol. Post-analysis tells us we almost waited too
late to shoot. Range was less than 600 yards, and we
were fortunate to have only one premature detonation.
We would never have caught it had we missed.
Save Game.



For whatever reason, I forgot to turn on my external camera... I am getting spoiled by that thang anyway...
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Old 02-12-21, 02:57 PM   #2738
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Default Windows 10

Hello
I just moved to windows ten. Periscope view is now ways too sensitive! A small move of the mouse sends the view flying? Imposable to line up a target! is there a way to control the mouse sensitivity in the game? all other views are fine. Worked fine before windows ten. Thanks
The MOD is outstanding THANK YOU FOR ALL YOUR HARD WORK!!

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Old 02-12-21, 06:20 PM   #2739
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Quote:
Originally Posted by Capt RAP View Post
Hello
I just moved to windows ten. Periscope view is now ways too sensitive! A small move of the mouse sends the view flying? Imposable to line up a target! is there a way to control the mouse sensitivity in the game? all other views are fine. Worked fine before windows ten. Thanks
The MOD is outstanding THANK YOU FOR ALL YOUR HARD WORK!!

CAPT RAP
Ahoy, Capt RAP...

There is a means to lower mouse sensitivity in Win 10 to slow down the mouse movement... can be found in settings, devices then selecting mouse from the list on the left side of the window that opens up. Can find that by typing in the search of the following 'mouse settings' (minus the ' marks, of course...)

Hope this info helps, Capt RAP...

M. M.

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Old 02-12-21, 10:38 PM   #2740
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Quote:
Originally Posted by Tucker View Post
Hey yall, I've been having a great playthrough on my latest campaign, but I've run into an issue. I got a new Tench Class boat, Its December/January 44/45, and I am able to kit it out with my renown, but I cant seem to get the double deck guns to show their crew slots properly. I have the bow gun slots showing but not the stern slots and I have no idea what I am missing. I've put the text from the save file in if someone wants to look at it and explain what the issue is.

 
[UserPlayerUnit 1.Compartment 7]
ID=TenchGunS
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Aft Deck Gun
Type=NULL
MechanicalCoef=0.500000
ElectricsCoef=0.500000
GunsCoef=0.200000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
CrewMembersSlots=3
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=200.000000
CrewExposure=0.700000
EquipmentsExposure=0.100000
WeaponsExposure=0.100000
ExternalDamageZoneTypeID3D=198
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=1.000000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.000000
DamageDescription1=NULL,0,0.2,0,1,1,Minor Leak,0,0,NULL,0,0.2,0.17076
DamageDescription2=NULL,0.2,0.6,0,1,1,Large hole,0,0,NULL,0,0.2,0.411511
DamageDescription3=NULL,0.6,1,0,1,1,Wall breached,0,0,NULL,0,0.2,0.864189

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=5in25calUS, NULL

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1.Weapon]
ID=5in25calUS
NameDisplayable=5inch .25 Caliber Cannon
WeaponInterval=1944-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=5inHEUS,5inAAUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=5_25_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206357
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.7675

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_ADGunC3
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M02
BattleStationsCrewMemberSlot3D=WM2@slot_M02
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 2]
ID=CrewMemberSlot_ADGunC2
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M02
BattleStationsCrewMemberSlot3D=WM1@slot_M02
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 3]
ID=CrewMemberSlot_ADGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM3@slot_M02
BattleStationsCrewMemberSlot3D=WM3@slot_M02
WatchAccessoriesForAdding3DObjects=headphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=headphones#Hea d
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 4]
ID=CrewMemberSlot_ADGunL
NameDisplayable=Deck Gun Leader
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM4@slot_M02
BattleStationsCrewMemberSlot3D=WM4@slot_M02
WatchAccessoriesForAdding3DObjects=Binoclu_WCS,hea dphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=Binoclu_WCS,he adphones#Head
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8]
ID=TenchGunB
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Bow Deck Gun
Type=NULL
MechanicalCoef=0.500000
ElectricsCoef=0.500000
GunsCoef=0.200000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
CrewMembersSlots=3
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=200.000000
CrewExposure=0.700000
EquipmentsExposure=0.100000
WeaponsExposure=0.100000
ExternalDamageZoneTypeID3D=43
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=1.000000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.000000
DamageDescription1=NULL,0,0.2,0,1,1,Minor Leak,0,0,NULL,0,0.2,0.178957
DamageDescription2=NULL,0.2,0.6,0,1,1,Large hole,0,0,NULL,0,0.2,0.540059
DamageDescription3=NULL,0.6,1,0,1,1,Wall breached,0,0,NULL,0,0.2,1.11369

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID=BowDeckGun
NameDisplayable=Fore Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=5in25calUS, NULL

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon]
ID=5in25calUS
NameDisplayable=5inch .25 Caliber Cannon
WeaponInterval=1944-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=5inHEUS,5inAAUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=5_25_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206357
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.7675

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
ID=CrewMemberSlot_FDGunL
NameDisplayable=Deck Gun Leader
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM4@slot_M01
BattleStationsCrewMemberSlot3D=WM4@slot_M01
WatchAccessoriesForAdding3DObjects=Binoclu_WCS,hea dphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=Binoclu_WCS,he adphones#Head
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_FDGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM3@slot_M01
BattleStationsCrewMemberSlot3D=WM3@slot_M01
WatchAccessoriesForAdding3DObjects=headphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=headphones#Hea d
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 3]
ID=CrewMemberSlot_FDGunC2
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M01
BattleStationsCrewMemberSlot3D=WM1@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 4]
ID=CrewMemberSlot_FDGunC3
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M01
BattleStationsCrewMemberSlot3D=WM2@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL


 
[UserPlayerUnit 1.UpgradePackSlot 3]
ID=UpgDeckGun
NameDisplayable=Deck Gun
Type=NULL
AcceptedTypes=USDeckGunImpBow,USDeckGunImpStern,US DeckGunHvyBow,USDeckGunHvyStern,USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun
CurrentUpgradePack=5inch .25cal Twin Cannons (Bow and Stern)
IDLinkUpgradePackSlotsLoaded=NULL


 
[UserPlayerUnit 1.FunctionalSubsystem 29]
ID=DeckGun1
NameDisplayable=Bow Deck Gun
FunctionalType=WeaponMainCannon
IDLinkFunctionalSubsystemSlots=BowDeckGun,1

[UserPlayerUnit 1.FunctionalSubsystem 30]
ID=DeckGun2
NameDisplayable=Stern Deck Gun
FunctionalType=WeaponMainCannon
IDLinkFunctionalSubsystemSlots=SternDeckGun,1


Thanks
On the 1st spoiler: Delete the {additionalrepository'}s the crew slots should appear..
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Old 02-13-21, 02:31 PM   #2741
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USS Balao, ex-Saipan, assigned to 11-B, encountered a convoy of three merchants and several escorts. Attacks on the merchants were unsuccessful, although damaging, and these low-value targets were allowed to escape. Escorts behaved normally.

Our patrol course brought us back in contact with them that night. As we approached perpendicularly from astern, two escorts, a CH-28 and a corvette, dropped out of formation and coasted to a stop. Time was 1/17/45 @ 0325, location 42 degrees, 386 km from Taipei's central pier. We approached to within 3000 meters surfaced; they did not respond to 5" shell hits; low on ammo, we left them burning; proceeded to sink another escort; and finally chased down the merchants.

PB- both guns operated normally. Thank you!
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Old 02-13-21, 02:52 PM   #2742
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The Sub Chasers and Corvettes' issues have been rooted out and fixed thanks to s7rikeback, and those will be in the next release. Glad the gun edits got you going fully on the Balao!
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Old 02-13-21, 08:58 PM   #2743
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Default Christmas in The States

After being deployed in the Pacific for over two years, we get orders for Hunters Point.

Christmas in San Francisco.
The beer will sure taste fine once we cross under the Golden Gate Bridge.

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Old 02-14-21, 03:54 PM   #2744
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Quote:
Originally Posted by propbeanie View Post
I will probably get lost here... but - the explosions are part of a couple of library files, and there are generally quite a few things that go flying through the air. If you are seeing what I call yin & yang puff explosions, we might try to turn those down. They are called from the zones.cfg file, and we do seem to be hitting those too strong lately. Upgrades are scarce in Sept 43, with the 40mm just now being available at Pearl. You'll probably get that shortly. The conning towers are a bird of a different stripe, in that they come only when there are no boat upgrades available. The earliest possible to get the 1st cut is May of 1942, 2nd cut is Jan 43, and the "Elite" is Jan 44. However - again - they are treated by the game, as a new boat, but are only offered when you would qualify for a new boat, but there are no new boats available. Rather convoluted, but it is what it is. The game should give the player a choice "Do you want a new boat, or a new conning tower?", but it doesn't. That option of a 4" deck gun, with a 20mm "deck gun" (not an AA gun, a deck gun), which ever way you choose to mount them, will both shoot at surface targets. That particular 20mm will NOT shoot at airplanes generally, even though it does have AA ammo in the bunker. As with the Narwhal with two deck guns, or with 2x 5" 25 cal or 2x 4" 50 cal deck guns, you can only control one of them. The other you cannot. There is no provision in the game for that, like there is available for the conn-mounted AA guns. It is what it is. As noted in the documentation, when you mount a new deck gun prior to patrol, you will have to Save the game after leaving the terminal area, exit the game, re-enter the game, and then load that Save. Then you can put your gun crews at Battle Stations and they will show at their proper duty stations... another little "gotcha" from the game itself. Ya gotta kick it in the #@%$ to get it to cooperate...


Thanks. We have been BZBZ as of late... as for the airplanes, it depends upon what plane sees you, and whether they have weapons left to use on you, as to whether they attack or not. Rest assured, they have 100% radio comms reliability, and will surely fone home about where you are and which direction you are headed. If CapnScurvy gets finished painting that Mercury that he acquired, he might be coerced into doing an FotRSU-compatible OTC mod, especially since DanielCoffey did all that wonderful sil work. MaxOptics are basically already in the mod, but in an "historical" manner. All the views in-game are properly "zoomed" and "aligned" for accuracy. The scopes and binoculars are all set spot-on to what was on ww2 subs, so even if CapnScurvy did do an OTC mod for FotRSU, you wouldn't see that aspect of the mod change. As for "Bernard" at work on the radar, CapnScurvy did "fine"-tune the set, to where if you are on rough seas, you will lose radar "efficiency" since the "beam" is narrower in FotRSU, but to have an out-and-out failure, the game does not do that in the "stock" base...


If you are ever able to ID the plane, that would be greatly appreciated. We are looking at the planes though, since there were a few subtle changes in them for v1.39.


Thanks for the report. Truk has its issues, and we have found a rogue group in the area that will eventually head south for Kavieng, but there are also some issues with a few ships. All of these "fixes" will be in the next release. We have not gone through all of the airplanes yet, and do have to stop and take a break every few hours, else we go cross-eyed, and just plain cross... - Keep your fingers "crossed" (bad pun) for smooth sailing to the next release.

Quote:
Originally Posted by propbeanie View Post
That issue is resolved! s7rikeback to the rescue! Now, if I could only get this #$%@ &*@## Flotillas file straightened out, we would be 99% finished... In the meantime, a small status update on what was formerly "New Construction", now known as "Treasure Island", which will have multiple starts now, one test dive and out you go on assignment:
SS-237 USS Trigger Quick Report - All times given as Pearl -11

28 Mar '42
O600 Depart San Francisco Treasure Island.
Set course for Midway Atoll at Ahead Full

xx Apr '42
- I forgot to notate the date
Top off fuel tanks, take on supplies, depart
Destination Ise Bay and patrol

13 Apr '42
2232 Course 300, Betty sighted bearing 42R range 7nm
Roughly 53nm ESE of Hachi Jima. Calculated as soon
to approach too close, Change course to 260 and
ordered crash dive to 160 feet

2240 Prior to reaching 120 feet, called for surface.
No plane in sight

2330 Resumed 300 course

15 Apr '42
0332 Crossed into patrol zone

16 Apr '42
2006 While at Ahead One Third at 120 foot depth for
daylight submerged patrol, sonar reports hi-speed
screws bearing 284T, closing fast. Ordered PD,
course change to 284.

2010 Unidentified ship sighted roughly 10,000 yards,
course roughly 110, speed roughly 15-16knots.
Passenger ship? Seas rough, maybe 10k winds. Course
changed to 350, Ahead Flank to open future range.
Mk14 torpedoes in tubes 1 through 4 made ready,
20 foot depth, high speed, magnetic as per
op instructions.

2024 Course changed to 200 for an approximate 90 attack.

2032 On set course, Ahead one knot. Sound reports ship
closing fast, bearing 45. Estimates "close".

2037 Estimated range for 16 knot ship should be 1000 yards
Up scope. Bearing mark 20, firing 1, 2, 3, & 4 on 5
second intervals, with number 1 detonating as number
4 left the tube... Ship is a Modern Passenger Liner.

2038 Second, third and fourth torpedoes do make it to target
and detonate as they should. Ship in flames, almost
immediately down by the stern. Lifeboats in the water
seemingly early. Ship is sinking rapidly though, as
internal detonations hasten its demise.

2040 Periscope picture, and showing the exec and others as
much of it as can be seen before it disappears
completely

2042 All that is left is a few lifeboats, most over-turned
due to sea state, we called for resumation of 300
course for Ise Bay, depth set for 150.

2245 Surface the boat, Ahead Standard. Resume normal night
patrol. Post-analysis tells us we almost waited too
late to shoot. Range was less than 600 yards, and we
were fortunate to have only one premature detonation.
We would never have caught it had we missed.
Save Game.



For whatever reason, I forgot to turn on my external camera... I am getting spoiled by that thang anyway...
That's a great Patrol Report! Did you use some kind of filter on the screen shot? It looks like it has an 'oil painting' effect. Hopefully I can get project put to bed and finish my patrol and file a report.

MacGregor sends Bravo Zulu.......
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Old 02-14-21, 04:25 PM   #2745
KaleunMarco
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Default This is what happens.....

While on patrol in the Convoy College area north of Luzon, we encountered a small convoy with one escort.

the escort was dip-s#itting around and was run-over by one of the larger merchies, who sailed on. Too bad for them. And this is what happens....


nailed all four. Surfaced and took some photos. This is the best of the lot.

Sink 'em all.
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